For skins you don’t need lightray.
Have a look at the “models/players”-subfolders.
You will need a graphicprogram to change the skins.
For skins you don’t need lightray.
Yeah I opened that folder and had a look at the TGA files with photoshop.
Can I photoshop the TGA files and repack this to a new pk3 file?
How do you repack the moded TGA to a new pk3 and make it overwrite the pak0.pk3 skins?
Geez I feel so nub… maybe lead me toward a “How to skin for dummies?” document :lol:
Thank you guys!!!
EDIT: Maybe if I explained myself it would be better… I want to modify the medic face and body to look like a ninja. I’m running a TJ server and I thought that seeing a bunch of ninjas jumping around would be kewl. I don’t wanna change the bone or skeleton of the characters, just the outside look. Thanks again!!!
You could try this one: Price Of Peace: Tutorials: Basic skinning (By Hawk)
Thank you guys you’re great help!!!
How can I modify the inner sniper-scope crosshair?
It’s in the source code.
You should have opened a new thread.
As this one is concerning the player models.
Sorry… I’ve thought it is very easy.
It is possible to do? If so I open an own topic for it.
Please read PM.
hi everybody. i recently started writing a little player model viewer
in java. if anybody is interested i could make it available for download.
there is still a lot missing (weapons, real shader implementation…) but
at least it loads most skinpacks i have checked out fine.
Wow, looks very nice and professional. Would you mind making it available for download?
need a host for it ?
let me know
thanks. i will make it available as soon as i have fixed a few things.
thanks again, but i can put it on my own website.
i will let all of you know when i have uploaded everything.
is there a problem with redistributing the models, animations and textures
from the original game ? i have a stripped down ‘pak0.pk3’ which is 4.5 MB
and i would prefer to redistribute this file instead of requiring the client to
specify the absolute path to his or her ‘etmain’ - folder…
since i’m not sure about redistributing the models and
stuff i decided to leave it all out in the first release.
:arrow: download it here: http://lotz.it
please let me know if there are issues regarding the installation or anything.
i know that the models don’t look right in all animations as i still
have to implement smooth vertex blending. it will be featured in
the next release…
Very nice. The only issues I had installing on linux were with etMod.sh:
- no execute perms (trivial)
- has DOS CR/LF termination on file which makes .sh impossible to run as executable
- the path seperator used for unix is “:” – using semi-colons confuses /bin/sh .
all fixed: linux- and mac-versions are .tar.bz2 packages now…
Very nice app! thanks
Plans to support other .aninc files with extra .mdx files?
Any plans to support additonal .skin files?
What kind of filtering is used on the textures? Bicubic filter?
that will be easy. i’ll add another dropdown-list
containing all animations found in the PK3-Path.
that would require a convention how they should be named !?
i guess that depends on your OpenGL hardware (GL_MULTISAMPLE_ARB).
i thought a couple of times about installing No Quarter on our fun-server
as it really is a cool mod. the customizable characters are a great idea.
currently we are running jaymod. just let me know if there is anything i
can do for you guys.
currently i am developing a new version of our community-software
and i plan on implementing the following feature:
after a player has connected to our server once he will be able to register
himself with his GUID. then i will include my application as an applet on
the community-webpages, so that the player can customize his character
in the browser. everybody will have a customized character of his choice
as his avatar. this could be a dynamically generated image or a small
applet with full animation.
by the way: since i got the code for reading .mdx and .mdm down i also
played around with converting the whole shizzle to different formats.
i think .md5anim and .md5mesh as used in Doom is a good choice. i got
the skeleton working but the meshes still give me major headaches. are
there any existing converters for .mdx and .mdm ?
seriously, this is huge problem, muskoka maya3d plug-in by mr.mxyzptlk ( you should contact him - you are doing almost the same as him )
has the problem with exporting these, but i think he got them imported
There are no tools for MDM/MDX except for lightray 3D, but that is not really nice thing
anyway thanks for your effort
Mr.mxyzptlk ? reading this forum ? like to share source-code ?