TGA skin texture looking ugly ingame


(guwniakos) #1

Hi. I have been looking around here for 2 hours but didn’t find any solution for my problem.
I try to change head skins for both Axis and Allied. I have modified tga files, so they are fitting with new faces, but they are shown properly only in ETMod preview (tool for viewing player models). The problem is that my skins look awful ingame, when they are loaded on server.

For example, here is an comparision in attachement


In ET my new skins look completely different, I see there is something with shadows and lights but why in ET head model looks kinda wider? Is it possible to make new skins exactly the same ingame as in ETMod preview?

Thanks in advance


(ailmanki) #2

I guess the original skins do not look same either in the tool and ingame?
Use a good graphics program to compare the original tga with one of yours. Then check the color space, its histogram, and you will probably notice a huge difference.
And you can use ET also for previewing… afaik - fire up et, enter “sv_pure 0”, load a map, and now it will also load data which is not in zipped. So basically you can extract your pak into etmain. Then modify your skin, and do a vid_restart. If all goes well you should see your changes. Else it won’t work, or you need some other mod. Dunno anymore but I think it was possible.
Or maybe you simply forgot to add the correct shaders for your custom skin… but you wrote you replaced the tgas…


(guwniakos) #3

Thank you for your reply. I have already found out what was wrong. I just had to add “surfaceparm nolightmap” parameter to my new shaders. So, player heads don’t have lights and shadows, just pure tga texture and it looks like in ETMod. But I have another problem now. Some player heads have oversized eyeballs mounted inside. It’s very strange. They are using different eye textures (eye01, eye02, eye03) which have been cloned by me and are the same textures (eye textures). For each class (axis_cvops, allies_engineer etc.) models in proper .skin files are using eye textures (eye01, eye02 or eye03). And now I have no idea why one model which uses eye01 is drawn perfectly (eyeballs are normal sized) and second model which uses same eye01 texture has oversized eyeballs and looks ridiculous. I also added eye textures to a shader file and tried to modify them, I tried with cull, cul none, nolightmap, but it doesn’t matter, what I set, always there is at least two oversized eyeballs in various models. There is no rule what I change it would affect on element I modified, for example I add “cull none” to eye02 shader, and ingame there is a problem with model which uses eye03 texture, though I didn’t change anything with eye03 shader. Well, its complicated what I wrote but maybe you’ll understand what i mean.

In attachement there is a view of oversized eyeballs. I say again, even if player heads shaders have exactly the same parameters and all eye shaders have exactly the same parameters (there is no difference in shaders configs, only other texture paths) so why they aren’t shown identical, and in some models are deformed? What is the reason?