Dynamite prob!


(MADDOG) #1

Hey guys it’s me again! I have the same prob as i did with the smokemarkers. Only now the dyno does not apear at all in the hand, but i managed to get the hands to show LOL.

Anyways, when I change to Dyno it does not apear in my hand for niether axis or allies but when I throw it, it apears but only one skin shows up regardless of which team it is!

Also when I set the dyno the model shows but the skin does not load onto the model so I get a black and yellow model!


(P4nth3r) #2

are you sure you got the mesh names right this time??
Also check if any path name could be incorrect


(kamikazee) #3

BTW: Normally, the black and yellow texture would allso result in a warning being printed to your console.
Check it to see what texture is missing.


(MADDOG) #4

Yes the names are all correct and so are the ones in the scripts! I would not ask for help if i did not need it! I also did check my consel for the warning signs but nothing showed up! Also this happened last time with the smokemarkers no warning was in my consel that is why i come to the forums to see if there is a solution and I also seek help cause i tried eveything i know!


(EB) #5

axisskin
NOT
axisskins
…other errors are hard to find because I do not have the files to review.


(P4nth3r) #6

told you it was some name that wasnt right ^^


(MADDOG) #7

Yea i found that out after i posted my last comment! and Some more stuff aswell! In .skin file 3b_bomb should be b_bomb! So after fixing that it shows the new textures for each side and for the hand textures, in the .skin file hand is now w_arm.

So after fixing those issues the textures for both sides show up! But when you thow the dyno it still shows the default textures and not the ones I made! And when armed the new textures load in! Any syggestions to why the default texture loads when you throw the dyno and it is just lying on the ground?


(Berzerkr) #8

The file “v_dynamite_barrel.mdc” contains a path to the standard-skin.
I know, this information is no solution but maybe it helps to solve the problem.


(MADDOG) #9

I don’t think it is the “v_dynamite_barrel.mdc” I went and deleted the path and then started ET again it did not show a model in the hand just like the first picture up top. But it still showed the world model as default! and when i set it, the dyno disapeared! So that can’t be the problem. Cause it still shows up even when the path is deleted!

Here are pics with no file path in “v_dynamite_barrel.mdc”

When holding dyno!

When dyno throwed!

When dyno set!

Here is the current file with all the changes that make the dyno work except for the world model! As it loads in Default! If anyone can fix this problem then please post a link to where i can dl it with the changes or pm me! Thanks alot!

http://files.filefront.com/z_dyno_zpk3/;4593468;;/fileinfo.html


(P4nth3r) #10

if you remake a model dont give it the same name as splashdamage did.
This sometimes don’t work.

I’ll maybe look at the file when I get home (at my work now)
Can’t promise anything though.

Greetz Panther aka Way2Evil


(Jaquboss) #11

hmm not sure but maybe thrown dynamite don’t use same code as set one


(kamikazee) #12

Quick search trough the source code for different dynamite models:

models/multiplayer/dynamite/dynamite_3rd.md3
models/weapons2/dynamite/v_dynamite.md3
models/multiplayer/dynamite/dynamite.md3

Check if you all re-skinned them.


(MADDOG) #13

There is only one skin for the dyno normaly! What i did was make 2 skins called them dynamite_axis and dynamite_allied. Then made new .skin files and changed the .weap file. It’s all in the dl above!


(P4nth3r) #14

I found your problem, but I’m not sure you can fix this with just the scripts.

	missileModel		"models/multiplayer/dynamite/dynamite.md3"

missileaxisskin “models/multiplayer/dynamite/dynamite1a_axis.skin”
missilealliedskin “models/multiplayer/dynamite/dynamite1a_allied.skin”

//missileSound “”
missileTrailFunc “DynamiteTrail” // supports “GrenadeTrail”, “RocketTrail”, “PyroSmokeTrail” and “DynamiteTrail” (we REALLY want a particle system for this)
//missileDlight 0
//missileDlightColor 0 0 0

here is your problem
missileaxisskin??? how did you figure that one out?
But the problem is that the normal command doesn’t work either

		axisskin	"models/multiplayer/dynamite/dynamite1a_axis.skin"
		alliedskin	"models/multiplayer/dynamite/dynamite1a_allied.skin"

putting that under it should have worked but because it’s the missle model it doesn’t. =/

I never seen this problem before.
SD solved this by just making a different .weap file for the model I guess.

Anybody knows how to fix this??
Greetz Panther


(nUllSkillZ) #15

Quick search for “missileaxisskin” had some results.
Most important result (cgame/cgent.c line 1065):


else
{
	team_t missileTeam = cent->currentState.weapon == WP_LANDMINE ? cent->currentState.teamNum % 4 : cent->currentState.teamNum;
	ent.hModel = weapon->missileModel;
	if( missileTeam == TEAM_ALLIES )
	{
		ent.customSkin = weapon->missileAlliedSkin;
	}
	else if( missileTeam == TEAM_AXIS )
	{
		ent.customSkin = weapon->missileAxisSkin;
	}
}

So I think this would only work with landmines.
I’m no expert in C.
I have only basic knowledge.

Edit:

Not sure about the ending “.skin” in your .weap-files.
Have you tried to use them without ending / with .tga as ending?


(MADDOG) #16

Yea I tried that aswell! with just .tga and it still loads in the default skin!


(MADDOG) #17

Is there a way to fix this problem I know it is only the missile model that is messing up! Can it be overrun by having the dyno .mdc files with 2 paths for each dyno?