Mapping 103: Models

Another key aspect to mapping is modeling. Netradiant is a great tool for modeling basic shapes, but sometimes it doesn't quite cut it, especially when it comes to the textures. Sometimes a more modern modeling software like Blender can help to produce something which has better quality and faster results.

There already are a lot of models pre-existing within both base and MBII assets.

Navigation

To view your model browser, simply open up your Entity Inspector (N) and click the bottom left tab which says models. Models are technically entities, so this is why they share windows with your Entity Inspector. Double click on a model to have it spawn near your camera.

Now click on your model and look at your Entity Inspector (switch the tab back to Entities). You. can customize your model a bit using the Entity Inspector, but we'll get more into entity work next chapter.

By default, models are not solid in-game. While you can check the **solid** flag, this is not the most optimized way to work. If your map area contains a lot of detail already, avoid making things solid and instead take the time to create a clip brush around your model where players shouldn't be able to go through. You'll notice you can also click the **light** flag. Some models come pre-baked with lighting and some don't. This flag might be very important if you can't seem to get your model lit well during compile.

Size can be adjusted with the scale tool or with the key/value: modelscale. You can also remap textures, meaning if you wanted to find the model's textures, you could re-do them and put the directory/filename to that reworked texture within the entity. This is an easier way to skin models than remodeling the whole thing.

Generally speaking most models should be easy enough to clip (so you cannot walk inside them) with just a few brushes, but you may run into oddly shaped models like the one pictured below.

The easiest (but not always the most optimized) way to clip models is to place a single clip brush inside the center, press V and then click at points on the model in your 3D view to add new vertex points. That being said, try to use a little new vertex points as possible and keep your clip brushwork simple - especially in areas with lots of detail already.

## misc\_models vs misc\_model\_static

There are two different model entities for JKA. Keep in mind if you are using pre-existing models, some models that have shaders built for misc\_model\_statics and visa-versa. If you use a model as a misc\_model and are still getting nasty black faces with q3map2, then try changing the misc\_model into a misc\_model\_static. To change it into a misc\_model\_static or the opposite, just open up the model's entity window, click the 'classname' and add or remove "\_static" to the misc\_model line.

##### The main differences between the two model entity types:

1. `misc_model`:
	* The `misc_model` entity is a general-purpose entity used to place models in the game world.
	* It supports a wider range of models, including both static and animated models.
	* For animated models, the `misc_model` entity would be set up to play the animation.
2. `misc_model_static`:
	* The `misc_model_static` entity, as the name suggests, is specifically designed for static (non-animated) models.
	* The purpose of a misc\_model\_static mainly is to reduce .bsp size.
	* It is optimized for use with models that do not have animations, using these over misc\_model will be better for optimization purposes.
	* Unfortunately this type of entity does not preview your model, so in order to properly place your model in the map, first create it as a misc\_model, move it around and then change the entity classname to misc\_model\_static

## Modeling resources

Modeling: JK Hubs Tutorials for Modeling: https://jkhub.org/forums/forum/161-modelling/

Mixing weights in Blender: https://mega.nz/file/vNgGnbQJ#JZImTMwf\_VK7gN718tR0AaBDhU\_CEJht6l623UXg3hs

Weapon Modeling in Blender: https://www.youtube.com/watch?v=f8GHMBR4rtU

A vertex normal editor for Blender: https://github.com/fedackb/yavne

Add LODS to models (By: Punisher): https://mega.nz/file/fZwgUboD#gruzf1F0JvRVct\_25GE7gPWwsBjSlspvY\_7ot02rFDM

Tons of modeling tutorials (By:Psyk0Sith): http://psyko3d.50webs.com/tuts.html

Getting Blender Setup for JA projects(By: ThatOneJoshy): https://www.youtube.com/watch?v=bL8dcgcTIIM

Frankensteining in Blender(By: ThatOneJoshy): https://www.youtube.com/watch?v=IFSQI9FRY60 Blender 2.6 MD3 Exporter for Jedi Academy Quickstart (By: mrwonko):