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lightpost Rate Topic: -----

#1 User is offline   Muffie Icon

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Posted 17 January 2008 - 09:36 AM

no matter what i do i can't get it to work right within radiant.

i got the textures on it within gmax but when in radiant the textures don't show up, i've even tried the _remap option.

what it should look like in radiant.
Posted Image

map
Posted Image

if someone could come along and help me please do so.

reference : http://www.coblemeta...light_pole.html


it would also be nice if u could make the actual light part  a seperate texture so i can make it shader to emit light.


all help is appreciated.

#2 User is offline   Flash (old) Icon

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Posted 17 January 2008 - 01:55 PM

What is your polygon budget for the lamp? Seems a bit low but it's maybe just me.

#3 User is offline   mitsubishi Icon

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Posted 17 January 2008 - 06:08 PM

ok, if no one's gonna say it,

it's penis like.

#4 User is offline   Woekele Icon

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Posted 17 January 2008 - 07:41 PM

Quote

ok, if no one's gonna say it,

it's penis like.


I suggest you go see a doctor if yours looks like that :P

#5 User is offline   kick52 (old) Icon

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Posted 17 January 2008 - 07:46 PM

Are you using .ase?
If so you have to manually edit the texture paths (to /textures/blah.jpg or whatever)

#6 User is offline   Muffie Icon

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Posted 17 January 2008 - 08:11 PM

it's md3

#7 User is offline   mack (old) Icon

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Posted 17 January 2008 - 10:13 PM

so if I find an .ase script and export it with that,
then it should export the uv with it?

I'll see if I can find one

I think it has like 180 faces,
the exact number is in the other thread

#8 User is offline   mitsubishi Icon

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Posted 17 January 2008 - 10:20 PM

Quote

I suggest you go see a doctor if yours looks like that :P


lol.

#9 User is offline   Sinni Icon

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Posted 18 January 2008 - 06:14 AM

when u exported ur qc file did u edit it so that it points to the texture?  I'm not familiar with Gmax but i would assume that all q3 exporting would use the qc file.  I'll use the fountain model from Harbortown i did.  The default qc file would look something like:

$model "models/players/model/model.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 30
$flags 0
$numskins 0

// you can have one or no parent tag

// tags

// meshes (surfaces)
$mesh "Pool"
$skin "models/players/model/skin.tga"
$flags 6

$mesh "Rail"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Upper"
$skin "models/players/model/skin.tga"
$flags 6

$mesh "Water"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Fountain"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "Water02"
$skin "models/players/model/skin.tga"
$flags 0

$mesh "PoolBottoom"
$skin "models/players/model/skin.tga"
$flags 0



so then u'd have to specify where the textures are located at, like so:

$model "models/mapobjects/sinni/fountain2.md3"
// reference frame
//$frames -1 -1
// frame 1-30
$frames 1 1
$flags 0
$numskins 0

// you can have one or no parent tag

// tags

// meshes (surfaces)
$mesh "Pool"
$skin "models/mapobjects/sinni/fountainbase.tga"
$flags 6

$mesh "Rail"
$skin "models/mapobjects/sinni/fountainrail.tga"
$flags 0

$mesh "Upper"
$skin "models/mapobjects/sinni/fountainupper.tga"
$flags 6

$mesh "Water"
$skin "models/mapobjects/br_fountain2/br_waterfall3.tga"
$flags 0

$mesh "Fountain"
$skin "models/mapobjects/sinni/fountainupper.tga"
$flags 0

$mesh "Water02"
$skin "models/mapobjects/sinni/fountainrain.tga"
$flags 0

$mesh "PoolBottoom"
$skin "models/mapobjects/sinni/fountainpool.tga"
$flags 0

That's the only thing i can think of, maybe LT1, RabidCow, or BladeKiller would have a better idea

#10 User is offline   Muffie Icon

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Posted 18 January 2008 - 07:02 AM

WTF IS A QC FILE HAHAHAH

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