Need someone to make 4th Inf Div Soldiers
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- Ulf Söderhjälm
- Corporal
- Posts: 45
- Joined: Tue Oct 02, 2007 8:27 am
I don't think there is much different from a regular soilder.
Just more gear i guess.
But on d-day+ 1 a navy engineer battalion ( 49th ) landed on the Utaha beach, i think that elemets of that battalion landad on d-day as well.
Im gonna try to find info to comfirm this.
In the case that they landed on the 6th : just add the blue insignia with eagle and anchor in gold on the helmet and left arm.
Just more gear i guess.
But on d-day+ 1 a navy engineer battalion ( 49th ) landed on the Utaha beach, i think that elemets of that battalion landad on d-day as well.
Im gonna try to find info to comfirm this.
In the case that they landed on the 6th : just add the blue insignia with eagle and anchor in gold on the helmet and left arm.
- Ulf Söderhjälm
- Corporal
- Posts: 45
- Joined: Tue Oct 02, 2007 8:27 am
-
PKM
- General
- Posts: 1888
- Joined: Tue Aug 09, 2005 4:43 pm
- Location: Philadelpia but stuck in San Antonio TX (hell)
if you're want the ability to view your custom skins beyond the multiplayer window (ie. in game) without going to a server ...try the below :
action roomv2.0
boiled down it's basically a simple box/room . the zip includes jv_map's mp AI scripts which, if altered correctly, will allow you to view your custom skins in ''3d'' or in gameplay . there's also a tut on how to use the actionroom and jv_map's bots .
actionroom tut


action roomv2.0
boiled down it's basically a simple box/room . the zip includes jv_map's mp AI scripts which, if altered correctly, will allow you to view your custom skins in ''3d'' or in gameplay . there's also a tut on how to use the actionroom and jv_map's bots .
actionroom tut


i'm not f****** angry, i'm from philadelphia .


Lets just say that you wanted to make a skin on the officers body but no overwrite the original. You would take your tga's (the textures) of the officer which are named Officer_hat, Pants_officer, and tunic_officer. Extract those from pak2 from textures\models\human\germanmaps\officer\. Then get the shader file from Pak0 scripts\german_officer.shader and extract that to a folder where your textures are.
Edit your hat, pants and tunic and save them as your own. (save them with a different name, Ulf_S?derhj?lm_dday4thid_private just an example) Then open up the shader file called german_officer.shader (get the shader that corresponds to the skin you are making. If it is for a DDAY captain then get the dday captain shader)
Then look at the headings of the shader file. (officer_tunic, officer_pants, ect.) Change the headings to Ulf_pants1 or whatever you want. Then look at this part here:
Keep everything like this except change the file paths and the file names to your own.
EX: If you made a US DDAY 4th ID ranger and the shirt was saved as shirt 1 then you would change the path of textures/models/human/germanmaps/officer/tunic_officer.tga
to textures/models/ulfsskins/usddayranger/shirt1.tga.
You can change the path to where your texture is located. This may sound confusing but everything has to be correct. You can use the above code as an example shader. You just need to have that section of code for every different texture. (for the shirt you need a shirt section with a heading! Headings are important!!)
Now grab the .tik that corresponds to the skin. Here is the officer's tik from Pak0 models\human\
For the officer_tunic put your shader heading that is the officer shirt. For officer_pants put the shader heading for your pants. For the officer_tunic_c you need to add an extra part to your shader (your shader should contain 3 parts if you did it right so far. One for the pants. One for the shirt, and one for the hat.) You need to add this to your shader now:
Just copy your first shader section for the shirt and add "cull none" below the first path to your texture. Just add a "_c" to the heading of the first shirt shader so you dont get mixed up. Then with that done save the shader as your own file. (delete all extra parts if there are any. you only want the parts you edited)
Now change the officer_tunic_c from the code above to your own heading with the _c in it. With the tik edited go down to the bottom of it and you will see this:
Change the "ai_german_wehrmact_officer" to ai_german_ulfskins_officer1 The ai stuff is the path that it will show up in MohRadient. Save the tik as your own name and pack it up in a pk3 with your file paths, textures and shaders. Here is your file path set up.
your shader goes here
scripts\myshader.shader
your textures go here
textures\models\human\ulfskins\officer1.tgae
your tik goes here
models\human\ulfskins\officer_edited.tik
That is how you do it. There is no non confusing way so just read it and try it. If you make the skins I can make them radiant accessible.
Edit your hat, pants and tunic and save them as your own. (save them with a different name, Ulf_S?derhj?lm_dday4thid_private just an example) Then open up the shader file called german_officer.shader (get the shader that corresponds to the skin you are making. If it is for a DDAY captain then get the dday captain shader)
Then look at the headings of the shader file. (officer_tunic, officer_pants, ect.) Change the headings to Ulf_pants1 or whatever you want. Then look at this part here:
Code: Select all
officer_tunic
{
qer_editorimage textures/models/human/germanmaps/officer/tunic_officer.tga
{
map textures/models/human/germanmaps/officer/tunic_officer.tga
rgbGen lightingSpherical
}
}EX: If you made a US DDAY 4th ID ranger and the shirt was saved as shirt 1 then you would change the path of textures/models/human/germanmaps/officer/tunic_officer.tga
to textures/models/ulfsskins/usddayranger/shirt1.tga.
You can change the path to where your texture is located. This may sound confusing but everything has to be correct. You can use the above code as an example shader. You just need to have that section of code for every different texture. (for the shirt you need a shirt section with a heading! Headings are important!!)
Now grab the .tik that corresponds to the skin. Here is the officer's tik from Pak0 models\human\
Code: Select all
TIKI
setup
{
path models/human/german_wehrmact_officer // Set path to set skelmodel from
skelmodel german_officer.skd // Set body model
surface tunic shader officer_tunic
surface pants shader officer_pants
surface tunic_c shader officer_tunic_c
// path models/human/heads // Set new path for head model
// skelmodel head8.skd // Set head model
// surface head shader hopper
$include models/human/heads/german_old_heads.tik
path models/human/hands
skelmodel hand.skd
surface hand shader handsnewCode: Select all
officer_tunic_c //make your own heading
{
qer_editorimage textures/models/human/germanmaps/officer/tunic_officer.tga //make this the same as the first shirt shader but add the "cull none" below
cull none
{
map textures/models/human/germanmaps/officer/tunic_officer.tga
rgbGen lightingSpherical
}
}
Now change the officer_tunic_c from the code above to your own heading with the _c in it. With the tik edited go down to the bottom of it and you will see this:
Code: Select all
/*QUAKED ai_german_wehrmact_officer (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/your shader goes here
scripts\myshader.shader
your textures go here
textures\models\human\ulfskins\officer1.tgae
your tik goes here
models\human\ulfskins\officer_edited.tik
That is how you do it. There is no non confusing way so just read it and try it. If you make the skins I can make them radiant accessible.
- Ulf Söderhjälm
- Corporal
- Posts: 45
- Joined: Tue Oct 02, 2007 8:27 am
- Ulf Söderhjälm
- Corporal
- Posts: 45
- Joined: Tue Oct 02, 2007 8:27 am
- Ulf Söderhjälm
- Corporal
- Posts: 45
- Joined: Tue Oct 02, 2007 8:27 am