Help - Search - Members - Calendar
Full Version: cant compile model
Unknown Worlds Forums > Natural Selection > Natural Selection Creation > NS Customization
Drummer
friend of mine cant compile these hl models, asked me to post the code here for help

http://blackmage.org/nsradio/Blah.rar

SnappyCrunch
The textures (the .bmp files) need to be 8 bit (256 color).
Misi
Well thats half the problem. Second was, when trying to compile it i was unable to figure out how to do 2 different skins with the model. One being a red version and one a black. But even when compiled it didnt show up correctly. Using one half from the red skin and one from the black.

Any assistance with this is welcomed.
SnappyCrunch
Like how there's a black marine and a white marine on the standard NS marine model?

You know that the system chooses that and not the player, right?

Are you using this for an MvM setup? Why do you need two skins?
Misi
No as with the black and white marine, it's random I understand this. What i was trying to implement was something similar. It would be a Red Blood Angels Skin then a Black Blood Angels Death Company skin that would be randomised in the same way the default marine was.
suicidegoat
First off, one of the textures is still 24bit.
SnappyCrunch
Have you considered naming one of your skins "Marine_final.bmp", and the other one "Marine_black_01.bmp"? :-P

Seriously, if you look in the player.qc file you'll see a section commented "2 skin families". Each skin is separated by squiggly brackets. If you replace the skin names there with your own skin names, you should have a good start. If you have more than one UVWmap for each color, then you should try playing around with putting two textures in between the brackets, separated by a space, comma, or semicolon. Best of luck.
Misi
QUOTE(SnappyCrunch @ Mar 16 2007, 09:42 PM) [snapback]1614971[/snapback]

Have you considered naming one of your skins "Marine_final.bmp", and the other one "Marine_black_01.bmp"? :-P

Seriously, if you look in the player.qc file you'll see a section commented "2 skin families". Each skin is separated by squiggly brackets. If you replace the skin names there with your own skin names, you should have a good start. If you have more than one UVWmap for each color, then you should try playing around with putting two textures in between the brackets, separated by a space, comma, or semicolon. Best of luck.


If only it were that easy. The Original Skinner of the model skinned it really funky as in the body is split into 2 groups Default1/Default1_2 for the body and Default2/Default2_2 for the head, arms and shoulder pads.
If I knew how to combine the skins to somewhat resemble the original marine that wouldn't be a issue but since I don't thats why I've come here seeking assistance.

And SuicideGoat, Yes I Know that the second textures is 24bit, At the time of the Zip file posting Drummer and I couldn't figure out how to convert it to 8bit without it looking like crap. Swift` in the NsRadio irc Assisted with that by converting them to 8bit w/o loss of quality and explaining how and what program to use.
SnappyCrunch
QUOTE(Misi @ Mar 16 2007, 11:08 PM) [snapback]1615046[/snapback]
If only it were that easy.
Actually, it is that easy. I just did it, according to the suggestions I posted earlier. The relevant portion of the .qc file should look like this:

CODE
// 2 skin families
$texturegroup skinfamilies
{
{ "default_1.bmp" "default_2.bmp" "intake.bmp" "jet.bmp" }
{ "default_1_2.bmp" "default_2_2.bmp" "intake_2.bmp" "jet_2.bmp"}
}
Misi
Oh, I wasnt aware that you could do { "default_1.bmp" "default_2.bmp" "intake.bmp" "jet.bmp" } all together/ Hmm


Ahh It works! Thanks Crunch
SnappyCrunch
That's why I suggested it earlier.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2009 Invision Power Services, Inc.