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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sat Apr 23, 2005 7:46 pm Post subject: |
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CheapAlert wrote: | Usually, you're supposed to retain the original path to the skin. Yes, that means making a models/blah/blah folder where the model points the skin to. To find the skin path, try opening the model up in QuArK and look at the skin name in the tree. |
Yech.
/me wonders again why iD chose to move away from just keeping the skin inside the model itself _________________ "Roboto suggests Plasma Bazooka." |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Apr 23, 2005 8:23 pm Post subject: |
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Thanks, I can do that, then.
I also need to figure out how to add more skins to a Q2 model. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Miles Invictus
Joined: 09 Nov 2004 Posts: 4 Location: Kuwait and Iraq
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Posted: Sun Apr 24, 2005 6:07 am Post subject: |
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Dr. Shadowborg wrote: |
/me wonders again why iD chose to move away from just keeping the skin inside the model itself |
It allows you to add new skins without having to replace an entire model, and allows multiple models to reference the same skins. This can save a lot of hard drive space and time. |
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Sun Apr 24, 2005 1:01 pm Post subject: |
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Miles Invictus wrote: |
It allows you to add new skins without having to replace an entire model, and allows multiple models to reference the same skins. This can save a lot of hard drive space and time. |
True enough I guess.
/me still huggles .mdl format though _________________ "Roboto suggests Plasma Bazooka." |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sun Apr 24, 2005 3:41 pm Post subject: |
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Well, I think it would be very nice to have the option to reference the skin path relative to the model's location... instead of relative to the mod root directory.
But I can see your point on the reuse etc issues.
So, I can add more skins without changing the model? Please expound! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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Miles Invictus
Joined: 09 Nov 2004 Posts: 4 Location: Kuwait and Iraq
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Posted: Mon Apr 25, 2005 5:30 am Post subject: |
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Well, I thought you'd be able to...but I've been searching like mad for something that explains how the hell it would be done, and I haven't found much. I found one thing, from dpextensions.qc. It sounds like you should be able to do it by naming your skin "modelname_#.tga", where # would be a number higher than what the base model has. Then you set your entity's skin to be that same number. I don't know if it only works with mdl files, but it's worth a try.
From dpextensions.qc:
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mdl/spr/spr32 examples:
skins are named _A (A being a number) and skingroups are named like _A_B
these act as suffixes on the model name...
example names for skin _2_1 of model "progs/armor.mdl":
game/override/progs/armor.mdl_2_1.tga
game/textures/progs/armor.mdl_2_1.tga
game/progs/armor.mdl_2_1.tga
example names for skin _0 of the model "progs/armor.mdl":
game/override/progs/armor.mdl_0.tga
game/textures/progs/armor.mdl_0.tga
game/progs/armor.mdl_0.tga
note that there can be more skins files (of the _0 naming) than the mdl
contains, this is only useful to save space in the .mdl file if classic quake
compatibility is not a concern.
bsp/md2/md3 examples:
example names for the texture "quake" of model "maps/start.bsp":
game/override/quake.tga
game/textures/quake.tga
game/quake.tga
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Dr. Shadowborg Inside3D Staff

Joined: 16 Oct 2004 Posts: 726
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Posted: Mon Apr 25, 2005 4:09 pm Post subject: |
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Note that if you can't figure out a way to do it without modifying the model, you can try using Q2Modeler.
http://tlb.circa1984.com/utils/q2mdlr9b.rar
Don't forget that when you're done adding all the skins you want to save using "export to .md2" as .mdl exporting won't work. _________________ "Roboto suggests Plasma Bazooka." |
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leileilol

Joined: 15 Oct 2004 Posts: 1321
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Posted: Mon Apr 25, 2005 4:46 pm Post subject: |
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You can also try QuArK, but only version 5 can save md2's. _________________
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venomus
Joined: 24 May 2005 Posts: 44
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Posted: Tue May 24, 2005 4:59 pm Post subject: |
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Wow, havn't posted here in years, but I still occasionally lurk.
As you said you were looking for mechanical enemies, have considered making one from the mech model used in colony/some other mods. May or may not be the same model from BattleMech.
Looks like an interesting mod, will give it a go. |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Wed May 25, 2005 5:38 pm Post subject: |
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Good to see you again, venomus!
That reminds me, I was supposted to release a new Conquest version soon... _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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