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Postby Dr. Shadowborg » Sat Apr 23, 2005 7:46 pm

CheapAlert wrote:Usually, you're supposed to retain the original path to the skin. Yes, that means making a models/blah/blah folder where the model points the skin to. To find the skin path, try opening the model up in QuArK and look at the skin name in the tree.


Yech.

/me wonders again why iD chose to move away from just keeping the skin inside the model itself
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Postby Wazat » Sat Apr 23, 2005 8:23 pm

Thanks, I can do that, then.

I also need to figure out how to add more skins to a Q2 model.
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Postby Miles Invictus » Sun Apr 24, 2005 6:07 am

Dr. Shadowborg wrote:/me wonders again why iD chose to move away from just keeping the skin inside the model itself


It allows you to add new skins without having to replace an entire model, and allows multiple models to reference the same skins. This can save a lot of hard drive space and time.
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Postby Dr. Shadowborg » Sun Apr 24, 2005 1:01 pm

Miles Invictus wrote:It allows you to add new skins without having to replace an entire model, and allows multiple models to reference the same skins. This can save a lot of hard drive space and time.


True enough I guess.

/me still huggles .mdl format though
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Postby Wazat » Sun Apr 24, 2005 3:41 pm

Well, I think it would be very nice to have the option to reference the skin path relative to the model's location... instead of relative to the mod root directory.

But I can see your point on the reuse etc issues.

So, I can add more skins without changing the model? Please expound!
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Postby Miles Invictus » Mon Apr 25, 2005 5:30 am

Well, I thought you'd be able to...but I've been searching like mad for something that explains how the hell it would be done, and I haven't found much. I found one thing, from dpextensions.qc. It sounds like you should be able to do it by naming your skin "modelname_#.tga", where # would be a number higher than what the base model has. Then you set your entity's skin to be that same number. I don't know if it only works with mdl files, but it's worth a try.

From dpextensions.qc:
mdl/spr/spr32 examples:
skins are named _A (A being a number) and skingroups are named like _A_B
these act as suffixes on the model name...
example names for skin _2_1 of model "progs/armor.mdl":
game/override/progs/armor.mdl_2_1.tga
game/textures/progs/armor.mdl_2_1.tga
game/progs/armor.mdl_2_1.tga
example names for skin _0 of the model "progs/armor.mdl":
game/override/progs/armor.mdl_0.tga
game/textures/progs/armor.mdl_0.tga
game/progs/armor.mdl_0.tga
note that there can be more skins files (of the _0 naming) than the mdl
contains, this is only useful to save space in the .mdl file if classic quake
compatibility is not a concern.

bsp/md2/md3 examples:
example names for the texture "quake" of model "maps/start.bsp":
game/override/quake.tga
game/textures/quake.tga
game/quake.tga
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Postby Dr. Shadowborg » Mon Apr 25, 2005 4:09 pm

Note that if you can't figure out a way to do it without modifying the model, you can try using Q2Modeler.

http://tlb.circa1984.com/utils/q2mdlr9b.rar

Don't forget that when you're done adding all the skins you want to save using "export to .md2" as .mdl exporting won't work.
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Postby leileilol » Mon Apr 25, 2005 4:46 pm

You can also try QuArK, but only version 5 can save md2's.
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Postby venomus » Tue May 24, 2005 4:59 pm

Wow, havn't posted here in years, but I still occasionally lurk.

As you said you were looking for mechanical enemies, have considered making one from the mech model used in colony/some other mods. May or may not be the same model from BattleMech.

Looks like an interesting mod, will give it a go.
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Postby Wazat » Wed May 25, 2005 5:38 pm

Good to see you again, venomus!

That reminds me, I was supposted to release a new Conquest version soon...
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