by tZork » Tue Apr 17, 2007 4:26 pm
In ase it preddy easy provided your exporter setup the UVs correctly.
you are looking for the blok[s] similar to this:
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*MATERIAL_LIST {
*MATERIAL_COUNT 6
*MATERIAL 0 {
*MATERIAL_NAME "textures/common/caulk"
*MATERIAL_CLASS "Standard"
*MATERIAL_DIFFUSE 1.000000 1.000000 1.000000
*MATERIAL_SHADING Phong
*MAP_DIFFUSE {
*MAP_NAME "textures/common/caulk"
*MAP_CLASS "Bitmap"
*MAP_SUBNO 1
*MAP_AMOUNT 1.0
*MAP_TYPE Screen
*BITMAP "..\textures\common\caulk.tga"
*BITMAP_FILTER Pyramidal
}
}
The line that say
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*MATERIAL_NAME "textures/common/caulk"
is the one that matters. This would usually be what you named that material to in your modelig app. Change that to the name of the shader or path to texture and you should be all set. And no, the surface inspector cant help you. If you want the game so treat your model as solid you need to give it spawnflags 4. Note that that can be a bad idea on complex models, better clip those manually.
HOF:
<Diablo> the nex is a "game modification"
<Diablo> quake1 never had a weapon like that.
<Vordreller> there was no need for anything over 4GB untill Vista came along
<Samua>]Idea: Fix it?
<Samua>Lies, that only applies to other people.