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do we need more characters?
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noobsaibot

Member
(22 posts)

Hey sorry I have not had any updates for the model for a bit. I'm working on using texture paint layers to create colorpass images from within blender and im trying to create a python script that will build an animation.cfg file for me so that I don't have to fuck with it every time I add another animation. That's something that got really old when I was working on my major model. But just so you guys know ..I'm still working on the model I just don't have much to show off right now

noobsaibot

Member
(22 posts)

alright I finally found out what I was doing wrong. Droid this might help you too if your using blender. The mesh has to have it's number for a name. So when the default.skin looks like 0,models/players/robodash/robo_dash the 0 will point to the right mesh. ;)





But you can also just include the right mesh name in the .skin file:
if your mesh was called mesh1 just change your .skin to match.
mesh1,models/players/robodash/robo_dash

took me a long time to figure out what was wrong so I hope this helps someone else
(updated 2012-08-19 00:10:54)

layla
Member
(4 posts)

Could you please upload a picture of it? The link in the OP is down and I'm very curious as to what it looks like.

noobsaibot

Member
(22 posts)

yeah sorry. I guess my dynamic dns failed to update :(

layla
Member
(4 posts)

Many thanks. I could probably work on a blender script that will make the .cfg for you, could make things easier. If you haven't already made it.

jal

master of the universe
(10599 posts)

noobsaibot wrote:
alright I finally found out what I was doing wrong. Droid this might help you too if your using blender. The mesh has to have it's number for a name. So when the default.skin looks like 0,models/players/robodash/robo_dash the 0 will point to the right mesh. ;)





But you can also just include the right mesh name in the .skin file:
if your mesh was called mesh1 just change your .skin to match.
mesh1,models/players/robodash/robo_dash

took me a long time to figure out what was wrong so I hope this helps someone else



Damn, this is my bad. Yes, skin files mission is actually to tell the engine which shader corresponds to each mesh. The old ones have numbers because SDM models didn't include mesh names so the converter simply numbered them and put the numbers on the names.

I asumed this was known because skin files come from Q3 where they were the standard.
(updated 2012-08-22 03:35:16)

ShreddedTiger
Member
(15 posts)

jal still alive? I thought you totally gave up with this game.

#Zebus

http://www.iamzeb.us
(1227 posts)

The same thing needs to be done in source engine models, so I thought it was universal :P I have read obj files where every face is given the name of the skin... so it's easiest to do through the program.

noobsaibot

Member
(22 posts)

jal wrote:

Damn, this is my bad. Yes, skin files mission is actually to tell the engine which shader corresponds to each mesh. The old ones have numbers because SDM models didn't include mesh names so the converter simply numbered them and put the numbers on the names.

I asumed this was known because skin files come from Q3 where they were the standard.


It probably is obvious to people who have modded Q3 engine. I just don't have much experience modding and ended up wasting time with something simple. I think when this model is finished I might try again to put together a tutorial so that other people can learn from my mistakes ;)

noobsaibot

Member
(22 posts)

layla wrote:
Many thanks. I could probably work on a blender script that will make the .cfg for you, could make things easier. If you haven't already made it.


Thanks for the offer. but Mine seems to work alright ..for now anyways..

I'm certainly not a great coder though so I might need help in the future
(updated 2012-08-23 01:18:07)

SkulP

¯\_(ツ)_/¯
(405 posts)

*bump*

WHERE DID HE GO I WANT GRADMASTAH DASH :'(

MagusZero
Chaotician
(1858 posts)


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