weapon texture not working


(dark-tim) #1

my weapon texture is not working and when i start up the game i get that black/yellow texture on my weapon (i have trted the search button)

(i use g-max, tempest game pack)


(Ancalagon) #2

Several things I can think of:

  1. if the texture isn’t a JPG or TGA, or the width and height aren’t powers of 2 then it won’t display.

  2. If you use NPherno’s MD3 Compiler, you can check to see if the texture is stored in the MD3 properly ( http://dl.fileplanet.com/dl/dl.asp?q2pmp/NMD3C.zip ).

If you click ‘import objects’ and load in your weapon.

On the top right is a drop down box which contains the list of you model’s elements and underneath is a textbox which should hopefully contain the texture which should be on that element.

  1. Or you can edit the *.weap file and look for “firstperson{” and “thirdperson{”. Then you can change the texture(s) by choosing skin files like this.

firstPerson {
	model	"models/multiplayer/knife/v_knife.md3"
	axisskin	"models/multiplayer/knife/knife_axis.skin"
	alliedskin	"models/multiplayer/knife/knife_allied.skin"

Hopefully at least one of those will help.


(dark-tim) #3

powers of 2?

what do you mean with that?


(nUllSkillZ) #4

The length and width of a texture has to be one of the following:
1, 2, 4, 8, 16, 32, 64, 128, 256, 512 (, 1024, 2048)

The width and length can be different.
So textures can be for example 128 * 256 pixel.


(dark-tim) #5

okey


(dark-tim) #6
  1. i did not see any texture or something in ms3 compile
    2.the texture is in the power of 2 or something
    3.i have tryedd to change the .weap
 firstPerson {
			model			"models/weapons2/thompson/weapon1.md3"
			axisskin		"models/weapons2/thompson/smach.tga"
			alliedskin		"models/weapons2/thompson/smach.tga"
			flashModel		"models/weapons2/thompson/v_thompson_flash.mdc"

an that did not work to

9sorry for the crapy english


(Ancalagon) #7

Ah I haven’t tried but I don’t think “axisskin” or “alliedskin” should be textures. Try creating a *.skin file (it’s just a text document with the .TXT renamed to .SKIN).

It doesn’t matter what the name is but it’s best if it goes in the directory you’ve put the weapon model or textures.

The one for the knife looks like this:


sleeve_optimized_axis,	"models/weapons2/arms/arm_allied.tga"
w_arm,		"models/weapons2/mp40/hand16.tga"

“sleeve_optimised_axis” and “w_arm” are elements of the model. There should be one of these for every object in the file you’ve exported from Gmax. So if you haven’t renamed them you’ll probally have things like “box01”, or if you have then it is whatever name you gave them (You can also use the MD3 Compiler to see what the names are if you aren’t sure - but you can probally check in GMax too).

So your smach.skin file would look something like this:

object1Name,      "models/weapons2/thompson/smach.tga" 

And then the *.weap file would have this in it:


firstPerson { 
         model          "models/weapons2/thompson/weapon1.md3" 
         axisskin       "models/weapons2/thompson/smach.skin" 
         alliedskin      "models/weapons2/thompson/smach.skin" 
         flashModel   "models/weapons2/thompson/v_thompson_flash.mdc"

Let me know if I haven’t explained anything properly.


(dark-tim) #8

i don’t need more help, i solved the problem (i did something wrong in gmax) but thanks for all the help.