Modeling for ET


(Way2Evil) #1

Hello,

I have been modeling and skinning for RTCW for some time now.
And i made a cool model and skin in rtcw.
Now I want to convert this model to Enemy Territory.

But I have some big trouble with the custom head I mode for rtcw.
It seems that they not only changed everything about the head in ET.
But the also may let you only use 1 head model
This is totally different form RTCW with you can set witch model te use in a .skin file.
ET has .skin file to but no reference to the head model.
I allready tried to copy the command used in RTCW to the ET .skin file.
With no succes I might add.

So if any one can help me out here. I would be very pleased.

Kind regards.
Way2Evil


(Way2Evil) #2

Isn’t there any one who can help me??
The rtcw skin file reads like this:

md3_part, “head.md3”

tag_head,

h_head,models/players/multi/head_lt.tga
h_mouthin,models/players/multi/head_lt.tga
h_teethbot,models/players/multi/head_lt.tga
h_teethup,models/players/multi/head_lt.tga

If you change the head.md3 to head1.md3 and you make an head1.md3 file every character can have a differend head model.
While the ET skin file only reads:

head, “models/players/hud/allied_field”
teeth, “models/players/hud/teeth01”
eye1, “models/players/hud/eye02”
eye2, “models/players/hud/eye02”

I tried to copy the:

md3_part, “head.md3”

tag_head,

command lines. But ET doesn’t make it work.
There most be some way to use more the 1 md3 :frowning:


(nUllSkillZ) #3

Although I’m not a modeler (nor a coder by the way) I’ve seen that you changed something in the directory “hud”.
May be that are the models that you see in the hud (left side of the hud at the bottom).
And may be there are some other models for heads that appear in the game.


(Fluffy_gIMp) #4

Yep we have changed things a bit from RTCW, the file you need to edit is the .char files found in: characters/temperate/allied/

characterDef
{
skin “cvops”

mesh			"models/players/temperate/allied/cvops/body.mdm"
animationgroup		"animations/human_base.anim"
animationscript		"animations/scripts/human_base.script"

undressedCorpseModel	"models/players/temperate/common/naked.mdm"
undressedCorpseSkin	"allied_cvops"

hudhead			"models/players/hud/head.md3"
hudheadanims		"animations/human/heads/base.anim"
hudheadskin		"models/players/hud/allied_cvops.skin"

}

The head md3 is specified in here^^^

nUllSkillZ: We actually use the same model for the HUD as we do in 3rd person; though the head (and the helmet) does have LOD states at a distance.

I hope this helps

-Fluffy_gIMp


(Way2Evil) #5

Thnx :smiley: It worked.
But now I’m having some trouble with the skin of the head.
But I will figure that part out.
I just takes some time.
Hints are allways welcome offcourse.

Thnx a million anyway.

Greetz Way2Evil


(Way2Evil) #6

Ok, the skin works aswell. :smiley:
But I still have some questions.
The face you see at the buttom of the screen (charackter face) is linked to the head.md3 file right??
It changes along with the normal head model.
But my model has the X, Y and Z axis shown in that head model at the buttom :frowning:
Not really a pretty sight.
What did I do wrong that this happends??
Or what can I do to change this?!?

Kind regards.
Way2Evil


(Rogue) #7

I’ve been trying to mess with the head model as well… A few quick questions:

  1. Which of the two head models do I modify if I want to change the one displayed in 3rd person?

  2. Also, how do I associate a custom animation with a modified head model; how could I trigger it (by a key or something)?

  3. Finally, is this the correct path for a .pk3 containing a modified model?
    test.pk3 >> models >> players >> hud

Thanks!

-Rogue


(Way2Evil) #8

To my onderstanding.
The biggest file (head.pk3) is the head with the animations.
the head_1.pk3 is just the head with no animations at all (dont know if it’s used)
You can make a test.md3 and then refer to it in the char file in the character map.

I think (im not sure) the you can make a animation in the md3 head file and then trigger the step numbers using the anim file (use notepad)
I haven’t tried this yet because i dont need any animations.
But I took a look at it and I think that’s how it works.

models/players/hud is the correct map, but it depends on where the char file is pointing at

hope this helps you in some way.
Any one else who knows this better then me??


(ikanatto) #9

I think head_1.pk3 is used when the model is far. It has less vertices, doesnt it?
This may be a part of LoD or something. Who can tell man away from 2km is smiling?