placing beacon model in map
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placing beacon model in map
Hi guys,
doing a simple mod, need help.
Remember the mission in JKA where you help wedge place beacons on the tabana station,
need to know how to make something similar to placing the beacons.
1) placing the red transparent object
2) when the beacon is placed, you have the beacon animation deploying
doing a simple mod, need help.
Remember the mission in JKA where you help wedge place beacons on the tabana station,
need to know how to make something similar to placing the beacons.
1) placing the red transparent object
2) when the beacon is placed, you have the beacon animation deploying
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1138
- registered user
- Posts: 5
- Joined: Fri Aug 24, 2012 4:57 pm
I'm not sure how it's done in that map, but in general you can use q3map2's _remap key on a misc_model to get a transparency effect. It work's like this, if I remember correctly:
_remap
*;my_red/transparent_shader
As key/value, respectively. Then you could target that misc_model to a func_usable to make it toggleable.
Playing the animation is done with a script. You could use a func_usable (so you can turn it on) with a model2 key, which causes an animatable model to be displayed at the origin of the entity (i.e. you need an origin brush as part of your func_usable).
_remap
*;my_red/transparent_shader
As key/value, respectively. Then you could target that misc_model to a func_usable to make it toggleable.
Playing the animation is done with a script. You could use a func_usable (so you can turn it on) with a model2 key, which causes an animatable model to be displayed at the origin of the entity (i.e. you need an origin brush as part of your func_usable).
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mrwonko
- Supreme Commander
- Posts: 154
- Joined: Thu Oct 06, 2011 9:35 pm
can you explain abit more on how to use _remap key?
my knowledge and understanding abt using shaders really sucks. =)
my knowledge and understanding abt using shaders really sucks. =)
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1138
- registered user
- Posts: 5
- Joined: Fri Aug 24, 2012 4:57 pm
In the properties of a misc_model, you can enter the key _remap and the value *;shader, where shader is the path of a shader/texture, to replace any texture on the model with that one. Radiant will even preview it, so it's fairly simple.
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mrwonko
- Supreme Commander
- Posts: 154
- Joined: Thu Oct 06, 2011 9:35 pm
hi mrwonko,
I dont get it
is it like this:
ex:
D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base\textures\cairn
(since u mentioned shader or texture rite?)
key: _remap
value: ;cairn/lock01lock
Abit confused here
I dont get it
is it like this:
ex:
D:\Program Files\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base\textures\cairn
(since u mentioned shader or texture rite?)
key: _remap
value: ;cairn/lock01lock
Abit confused here
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1138
- registered user
- Posts: 5
- Joined: Fri Aug 24, 2012 4:57 pm
Almost. You need the textures/ part as well, so:
key: _remap
value: ;textures/cairn/lock01lock
key: _remap
value: ;textures/cairn/lock01lock
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mrwonko
- Supreme Commander
- Posts: 154
- Joined: Thu Oct 06, 2011 9:35 pm
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