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Red Eclipse • View topic - Mapmodel tutorial

Mapmodel tutorial

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Mapmodel tutorial

Postby FaTony » 18 Aug 2016 12:39

So I want to make mapmodels but I haven't found a tutorial for Cube 2. Can someone write something up? I want to make static models and doors that can open.
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Re: Mapmodel tutorial

Postby qreeves » 21 Aug 2016 04:56

Yeah, it'd be nice if we could get someone who's figured this stuff out to at least give us the short version of what they know and we can then turn that into a tutorial.
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Re: Mapmodel tutorial

Postby FaTony » 21 Aug 2016 06:37

I've spoken to Dziq and he said that static models should be in OBJ format and animated in IQM. I've installed Blender several days ago and will try to figure this out.
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Re: Mapmodel tutorial

Postby bonifarz » 21 Aug 2016 06:44

If an illustrated tutorial is too much work, maybe some step by step instructions or keywords could go on the wiki. There we also have this collection of technical informations: http://redeclipse.net/wiki/Mapmodels
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Re: Mapmodel tutorial

Postby FaTony » 21 Aug 2016 17:41

That's the 1st thing I've tried.
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Re: Mapmodel tutorial

Postby Dziq » 22 Aug 2016 18:23

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Re: Mapmodel tutorial

Postby FaTony » 23 Aug 2016 16:41

Hmm, IQM repo doesn't have a 2.77 version. I guess I'll pass for now.
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Re: Mapmodel tutorial

Postby Dziq » 23 Aug 2016 18:56

use older version of blender. prefereably 2.74. Im working on even older one and still live..
Anyway I uploaded animated simple door model to community repo ;)
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Re: Mapmodel tutorial

Postby FaTony » 23 Aug 2016 21:02

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Re: Mapmodel tutorial

Postby Dziq » 24 Aug 2016 13:43

I dont know, I always download given builds from blenderarchive (try googling a proper version)
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Re: Mapmodel tutorial

Postby FaTony » 24 Aug 2016 15:58

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Re: Mapmodel tutorial

Postby Dziq » 24 Aug 2016 19:33

source code ? you mean original files probably. I can always upload whatever I have, I dont upload all files normally but.. I uploaded door01 blend file too, if this is what you need :) (RE/community/dziq/door01/DEV.zip)
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Re: Mapmodel tutorial

Postby TheRockyDoo » 22 Sep 2016 19:28

Attachments
mymodel.png
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Re: Mapmodel tutorial

Postby bonifarz » 22 Sep 2016 20:15

Not sure what you mean about loading your models automatically. Which models are used depends on the current map's cfg file. E.g. if you add a model with /mmodel (or /exec a models.cfg) and then save the map, you should be fine. The default models on new/empty maps are defined in config/maps/models.cfg. I guess you could put a modified version of this in your user content, see http://redeclipse.net/wiki/Game_Setting ... _is_Loaded.

Your other questions are better answered by someone else :)
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Re: Mapmodel tutorial

Postby SniperGoth » 22 Sep 2016 20:26

You can change the model collision, shadow and other parameters while in-game, or with the mdlcollide 0 command, on the cfg.
But collision on the game is very basic, at least for now, when talking about models.
For models with various meshes, i don't work with them, so i can't answer, as i Always failed to set them up for the engine.
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Re: Mapmodel tutorial

Postby qreeves » 23 Sep 2016 03:58

If you're loading an "obj" model, you should be replacing any instance of "md3" with "obj" as those commands are specific to each model type. General model commands are prefixed with "mdl". You can change the collision box with "mdlbb". Further information on most model commands can be found at
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