do we need more characters?
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
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)

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)
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.
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.
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)
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.
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 ;)
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)

