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DP .spr32 skinning problem?

 
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Mon Jul 02, 2007 6:28 am    Post subject: DP .spr32 skinning problem? Reply with quote

I thought the .spr32 format was re-skin-able like the .spr & .mdl formats with in Darkplaces? For instance I have made several fire images(torchflametop.spr32_0.tga, torchflametop.spr32_1.tga, etc.) to replace the ones with in the progs/torchflametop.spr32 from the dpmod, but they won't show on that sprite in the mod. If I take any one of the same textures and rename it to say ohh... a_rock4.mdl_0.tga it shows up in game on the 4 pack of rocket ammo just fine...

Ehh.. its late & I need to sleep, but if any one has any ideas please reply.. TIA
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Mon Jul 02, 2007 10:24 am    Post subject: Reply with quote

I doubt they would be reskinnable. Why would they be? The other formats are because they are 8-bit only. spr32s are (you guessed it) 32-bit already, so there's no point. Just load them up in FIMG or whatever and swap them out.
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FrikaC
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Joined: 08 Oct 2004
Posts: 947

PostPosted: Mon Jul 02, 2007 9:26 pm    Post subject: Reply with quote

yay fimg
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Jul 04, 2007 3:48 pm    Post subject: Reply with quote

Yes Sajt, I thought as much too, but I did load them up in fimg and swapped out the old images for mine with little success. I'm sure it something I'm doing wrong that I didn't notice. That's why
I was hopping to just do the old easy way as if they where a spr/mdl.

Thank you for the reply...


YAY fimg indeed! Very Happy

FrikaC wrote:
yay fimg
Very Happy
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