| 1. | Firstly
decide where you want your model placing |
| 2. | Now
"right click" a window and select "misc"
then "misc model"![]() |
| 3. | A
Windows window will pop up, to allow you to browse for map objects.
I have went into map objects/piano/ and chosen "babyg"
On a side note of no consequence to you, ive just noticed the
top left hand corner of my monitor has a odd pink tint, so there
goes my monitor.
|
| 4. | You
should now see the model in the camera and in your windows.
In this case its a piano, if it isnt and your using wolfrad
(for god knows what reason as gtkradiant is an evolved version
of it and far superior!) the path for the model might say c:/program
files/wolf/main/models/mapobjects/piano/babyg.md3 this is no
good, so change it to models/mapobjects/piano/babyg.md3 as with
wolfrad everything in the wrong directory when you browse for
the files.
|
| 5. | Now
you can just leave it if its how you want it. One thing to note
is that it will not be solid in game. You need to put a clip
weapon texture around them (called clipweap) so there solid
or a player clip, once you put it over the model it seems to
vanish in the editor, at least it does for me, its just a case
of making a brush of similar shape to your model out of "clip
weap " texture found in the "common" folder and
putting it around the model.![]() |
| 6. | If
You select your model and press "N" to bring up the
entity window, you can see a few items you can enter to change
things, For instance you could add "modelscale" "2"
and the model would then be twice as big. Also you can chose which direction to make the model face by using the bottom left angle section in the properties, where it says 135,90,45,360, etc. Just click one and your model will face that direction, in relation to top view (its difficult to explain, so just click a number and see the model change direction and you will understand what I mean) |