>>prefabs made with GTKradiant

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>>prefabs made with GTKradiant

Postby Grasshopper » Sat Nov 08, 2008 11:19 pm

I thought i would make a post specifically for nexuiz models made in GTKradiant . so here are some i have made for your mapping ease so far .

http://www.nexuizninjaz.com/forum/showt ... hp?tid=598

http://www.nexuizninjaz.com/forum/showt ... hp?tid=596
enjoy :)
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Postby Shoe » Sun Nov 09, 2008 12:13 am

Pretty cool, I'm interested in seeing what more you can come up with :)
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Postby Strahlemann » Mon Nov 10, 2008 1:24 pm

Good work!
It would be great if you'd also export them as *.ase and add them to the source. Because Radiant likes to screw up prefabs like these when you rotate them by arbitrary degrees.
bleach->aneurysm->straledm5->dieselpower->space-fun->o-fun->runningman->runningman1on1->aggressor(conversion)->soylent->bloodprison->bluesky->ruiner->reslimed->strength
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Postby Grasshopper » Mon Nov 10, 2008 2:17 pm

i had run into this problem before and ddnt understand why the different peices rotated in different directions . I will re-uplaod these as requested. but...
I assume the export to ase is in gtkradiant menu somewhere ? i dont recall it offhand where . also what do you mean by source ?
I have never done this before so i need some help on this .
Thanx for the tip btw :)

:EDIT: i just looked in gtk radiant and i saw only import . So i think you meant for me to do this in a 3d program . I have not installed or learned any of them yet . But since these are made in gtkRadiant do they still mess up with rotating them after someone else downloads ? I just tried the rotating and had no problems? maybe its different since i have the original files ?
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Postby C.Brutail » Mon Nov 10, 2008 2:58 pm

Grasshopper:
http://en.wikibooks.org/wiki/Q3Map2#Cre ... _brushwork

;)

I'll have to poke divVerent to include these into netradiant's compiling options.
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Postby divVerent » Mon Nov 10, 2008 3:06 pm

I am not sure if this really belongs into the MAP compile options. However, anyone is free to make this item on his own.

On another note: -export -format ase writes ASEs so model editing apps can read them. However, q3map2 won't like them, as they refer the textures, not the shaders.

To make them so q3map2 likes them without extra editing, use current NetRadiant's q3map2, and -convert -format ase -shadersasbitmap. That will put in the shader names instead (which will irritate modelling apps, but be perfect for q3map2 and radiant).
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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