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Creating level geometry in separate modeler

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Eagle
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Joined: December 15th, 2009, 11:40 pm
Name: Vickie Eagle

Creating level geometry in separate modeler

Post by Eagle »

Ok first let me apologize for asking so many questions, (laughs) But I want to use the md3 format to create level geometry like hanging lamps, fountains and towers. I have no problem getting the models into Sandbox but I am having issues with the .Cfg files. Could someone show me how to write a good .cfg file that will not let the model be shinny and can use the lights like the rest of the level geometry?

Thanks again for all your help~
Always~
Vickie ;)
I put time in a bottle ... just saying :))
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daniel_san
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Re: Creating level geometry in separate modeler

Post by daniel_san »

http://sauerbraten.org/docs/models.html this link should be your best friend when it comes to making model cfgs.

md3spec MESH S

MESH specifies the name of the mesh this setting applies to. S is the specular intensity (not given or 0 gives the default of 100, good for metal/plastics and anything shiny, use lower values like 50 for wood etc, -1 means off entirely).

Edit: or you could just use the mdlspec command under common commands

mdlspec S

S is the specular intensity (not given or 0 gives the default of 100, good for metal/plastics and anything shiny, use lower values like 50 for wood etc, -1 means off entirely).

As far as lighting your model goes look at the command md3ambient?

You can also use glowmaps which could make your model give off light.
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Eagle
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Name: Vickie Eagle

Re: Creating level geometry in separate modeler

Post by Eagle »

Thank you Daniel_san! Once again you have pulled me through~ (Hugs~~~)

ALways~
Vickie ;)
I put time in a bottle ... just saying :))
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Hirato
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Re: Creating level geometry in separate modeler

Post by Hirato »

we also have mask images, I think the command to load them is md?skin <mesh> <texture> <mask>

a mask tells us 3 things about regions of the texture, and they're represented by it's colour channels, they're as follows

Red: specularity map
Green: Glow map: (it uses the colour of the texture, warning! it can look strange!)
Blue: Chrome map: sets the intensity of the reflected envmap (uses skybox is none are in range, or if none are forced)
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