Different skins on the same model?


(No1_sonuk) #1

In the misc_gamemodel info, there’s reference to a “skin” key pair. I assume this is so that you can have different skins on 2 different instances of the same model.

I’ve tried a few diferent things, but I can’t get it to work.

Does anyone know how to get this to work?


(chavo_one) #2

You need to provide the skin key with the path to the *.skin file you desire.

For example, this is how you set up a command post with unique textures depending on which team it is for

"skin" "models/mapobjects/radios_sd/compostalliedclosed.skin"


(Chruker) #3

I haven’t messed around with this yet, but in the Level Designers Reference there is a map example for a team MG nest. Some of the models make use of the skin file.
http://www.planetquake.com/simland/ldr1_1/samplemap02a.htm

I noticed in etmain/models/mapobjects/cmarker there are some skin files. ex. one for allied looking sandbags and one for axis looking sandbags.

I had a look at the md3 files and from what I can tell, the texture handle used in the model file are the first part of a skin assignment, and the second part is the name of a texture.
Ex. the contents of axis_sandbags.skin is:


sack_standing01,models/mapobjects/cmarker/c_sandbag_axis
sacks_lying01,models/mapobjects/cmarker/c_sandbag_axis

Other MD3s have the texture name (2nd part) inside the model file. But I can’t tell if they also have a texture handle.

chavo_one >> Stop typing faster than me :slight_smile:


(chavo_one) #4

heheh, sorry. I wrote less. :wink:

As for the contents of a *.skin file, the first part is the name of the objects within the model. So if you were making your own model, you would need to pay attention to what you name the objects in your model.


(No1_sonuk) #5

yeah, they’re all things I’ve tried. Still doesn’t work.


(chavo_one) #6

hmm. Then double check for typos, because the system works. The official maps use it.

how 'bout you post your entity information so we can see what you are trying?


(No1_sonuk) #7

Here, a small (file size) test map:

http://66.132.176.8/priceofpeace/no1_sonuk_pub/boxtest.zip

There’s no arena file.
The centre box should be red.


(MadJack) #8

From what I could see there’s some kind of problem with your md3. I used NPherno’s MD3 compiler, imported the MD3 and exported it as boxMJ.md3 and changed it in map.

Here’s the result:

It displays correctly.

I have no ideas what the problem is or how to correct it short of getting NPherno’s MD3 compiler and export those you have that aren’t working.


(No1_sonuk) #9

Hmm. I used Milkshape to create that model.


(MadJack) #10

Then maybe there’s something wrong with the way you exported it?

I have no clue when it comes to modeling. Sorry.


(No1_sonuk) #11

OK, thanks for the help. At least I now know it’s the model and not the .skin file that’s the problem.

Where do I get NPherno’s MD3 compiler?


(thegnat) #12

Here is the FIRST GOOGLE result (search terms: NPherno MD3 compiler):
Exporting from 3dsMax to Q3 :bored:


(No1_sonuk) #13

Cool, I like a smart-ass that falls on his face.
Click on the link for NPherno’s MD3 compiler and you get “File not found” from Fileplanet.


(No1_sonuk) #14

OK, I found it somewhere else. :stuck_out_tongue:

I tried importing, then exporting, and it still doesn’t work. The version I have is from 1999.

Could you give me step-by-step instructions, please.


(MadJack) #15

Start NPherno, click Import Objects, upon opening the file, NPherno gives you a choice of objects to import that are part of the md3. Select them all. Click on Ok.

At that point you have the model in the viewing area. On the top right, select All, then click on Object: All. At the bottom, at Frames, click All. At that point, everything is selected for export.

To be on the safe side, you might wanna click on Rebuild Normals and/or Error check Objects…

Click Export Objects, give it a name. Put an internal name. I usually put the same name as the .md3 name. Do NOT click any of the checkboxes. Click Ok.

Put the “new” md3 in a map and it should work.

HTH


(No1_sonuk) #16

OK, it still doesn’t work. :frowning:
When I hit error check, I get a message “Can you guess which features are not complete yet?!”
My NPherno file is dated 24 Dec 1994, is there a newer one?


(thegnat) #17

Ouch! I hope you didn’t hit the dirt too hard!

Good recovery. :moo:


(nodgam) #18

owned :bump:


(No1_sonuk) #19

owned

Not really. When I tried it, it was file not found.

But, it still doesn’t work for me


(MadJack) #20

I posted the file on my site though PLEASE people I have limited bandwidth so download ONLY if you can’t find it anywhere else.

Thanks.

Here’s the URL: NPherno’s Compiler

@ No1_sonuk, I don’t know if that’s the same version you have and if it still doesn’t work I’ll remake it and sent it back to you if you want. Just PM me.