using skin packs, chicken grenades etc..


(mrfin) #1

Hello mapping and gaming types.

not exactly a mapping question but I thought someone here will know

A young chap asked me how he goes about using such things as skin packs etc. so that when he hosts a game they are used in it. So far they have gone into his et main folder - but he needs to know how to get them running in his game

help appreciated as always

ty


(kamikazee) #2

If he placed the pk3 files in his etmain or mod folder, they should be in. (Though you need to run the given mod if you place them in a mod folder.)


(mrfin) #3

Thanks Kamikazee

Apparently one of the skins works, chicken grenades don’t yet - could be the downlaods.


(RayBan) #4

if he runs a server, they should work by placing them in the etmain folder,
however if he wants to use them and he connects to servers then that
server must be running the mod.

this depends on if a server is pure or not, connecting to a pure server will
let clients run what that server is running only.

so the chicken grenades for example, can be seen in the clients game if that
pure server has them also, and is using them.

if that same client connected to a non-pure server, and the client had the
chicken grenade mod then he should see them in game, regardless if that
non-pure server had them or not.

so for all the mini mods like that, skinpacks… ect… can be seen if a pure server runs them,
and for a non-pure server the last mod loaded of the same type will be
seen on the clients side. as in an example, you connect to a non-pure server and you have the chicken nades,
but you also had… say a banana grenade mod that was named
zzzzz_nananades.pk3, then you wouldnt
see the chicken ones, but the banana ones, since that pk3 file was loaded
last and replaced the chicken ones ( via its weapon cfg and so on )

er… dont ask about nana-nades… i was using that as an example, and i
dont know if such a grenade mod exists… :slight_smile:


(==Troy==) #5

You gave me an idea, RayBan ^^ :slight_smile:

Banana panzer bullet.


(RayBan) #6

if you can get some 3d tools to work with mdc, that one would be possible.


(mrfin) #7

just going to pop to the grocers for some ammo

thanks


(==Troy==) #8

3Ds MAX will do I hope?

And I have started working on that :slight_smile: Banana panza bullet, Tomato mortar… etc. Just a little fun mod :slight_smile: and maybe grass tracers? (bullet tracers)


(kamikazee) #9

Jaquboss once proved that MD3 works too. It is actually used for all custom FalckonET weapon models.


(RayBan) #10

actually yeah… i think thats the way it works for the non-animated models
such as the rockets, ect…

similar to the way you reference a tga in a shader, and it will use a jpg
if thats whats there…

so if it were a rocket.md3, it will use that, but if it finds a rocket.mdc then
it will use that instead.

usually when i try to make a model mini-mod, i will load the orginal, so i can
get the appropriate size… other than guessing what fits.

it would be nice if there were some mdc tools out there to do things like that.


(DerSaidin) #11

Imo hardest/most annoying thing about modeling is converting between formats complete with all the texturing and everything.


(nUllSkillZ) #12

Lightray3D can im- and export MDC.
So if you have a model I could try to export an MDC.

Where is the rocket.mdc located?
I haven’t found it.

Edit:

I’ve found it.


/models/ammo/rocket/rocket.mdc

Edit:

Actually you can also edit the weap file.
So you can use md3 instead of mdc.
The file has to be different than “rocket.mdc” - like for example “banana.md3”.