In Quake using vanilla progs, you can use a map hack in order to use the model of a different entity on a info_notnull in order to get custom models using the entity keys model and modelindex, where the value of model is *number and modelindex is *number+1
However, this number relies upon the order of the entities within the .map file, combined with the and TrenchBroom doesn't make it easy to force an entity to be in a specific place.
You could manually edit the .map file to do what you'd want, but this is a tedious process, and if you want to add another model, you'd have to add it, and then manually edit the .map file again. Not hard, just not the most developer friendly thing.
I expected that ericw-tools could already do this using _chop_order , but this didn't work for me. Maybe there's already another property I don't know about?
It would be cool if ericw-tools could do it, where you can put some kind of property on an entity (_process_order or something idk), which would change the order in which things were processed, or maybe it mutates the .map file. So that you could say, this func_wall gets a processing order of 1, guaranteeing that I can now use model *1, modelindex 2 and it would work. Even though I've already put a bunch of stuff into my level, without having to manually edit the level, or mess with layers in Trenchbroom (which is a pain).
A quake .map file using the maphack.
custom-model.zip
Thanks for reading :)
In Quake using vanilla progs, you can use a map hack in order to use the model of a different entity on a info_notnull in order to get custom models using the entity keys model and modelindex, where the value of model is *number and modelindex is *number+1
However, this number relies upon the order of the entities within the .map file, combined with the and TrenchBroom doesn't make it easy to force an entity to be in a specific place.
You could manually edit the .map file to do what you'd want, but this is a tedious process, and if you want to add another model, you'd have to add it, and then manually edit the .map file again. Not hard, just not the most developer friendly thing.
I expected that ericw-tools could already do this using _chop_order , but this didn't work for me. Maybe there's already another property I don't know about?
It would be cool if ericw-tools could do it, where you can put some kind of property on an entity (_process_order or something idk), which would change the order in which things were processed, or maybe it mutates the .map file. So that you could say, this func_wall gets a processing order of 1, guaranteeing that I can now use model *1, modelindex 2 and it would work. Even though I've already put a bunch of stuff into my level, without having to manually edit the level, or mess with layers in Trenchbroom (which is a pain).
A quake .map file using the maphack.
custom-model.zip
Thanks for reading :)