Switch pants
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Runt
- First Lieutenant
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Switch pants
Hey,
I want to apply the pants of the allied_sas skin to the skin axis_sentry.
Which file do I need and what do I have to change?
Thanks.
I want to apply the pants of the allied_sas skin to the skin axis_sentry.
Which file do I need and what do I have to change?
Thanks.
TIKI
// this is the OSS man from M1L2 and M1L3
// used for mission 1
//made by z
setup
{
scale 0.52
path models/human/french_resistance // Set path to set skelmodel from
skelmodel resistance.skd // Set body model
surface pants shader brownpants
surface cullpants shader cull_brownpants
surface shirt shader browncoat
surface cullshirt shader cull_browncoat
surface inside shader browncoat
path models/human/heads // Set new path for head model
skelmodel head2.skd // Set head model
surface head shader jeff_c
path models/human/hands
skelmodel hand.skd
surface hand shader handsnew
Find the shader in the scripts directory of pak0.pk3 it will tell you the name of the .tga file
// this is the OSS man from M1L2 and M1L3
// used for mission 1
//made by z
setup
{
scale 0.52
path models/human/french_resistance // Set path to set skelmodel from
skelmodel resistance.skd // Set body model
surface pants shader brownpants
surface cullpants shader cull_brownpants
surface shirt shader browncoat
surface cullshirt shader cull_browncoat
surface inside shader browncoat
path models/human/heads // Set new path for head model
skelmodel head2.skd // Set head model
surface head shader jeff_c
path models/human/hands
skelmodel hand.skd
surface hand shader handsnew
Find the shader in the scripts directory of pak0.pk3 it will tell you the name of the .tga file
My guess is that since those skins use different skelmodels switching shaders for pants wont just work.
What i would do is 1) open the tga you want to use for pants, 2) open the original pants of the axis_sentry. Then use Photoshop or any other image editor to make 1 to fit in 2. Save it and make a custom shader for your new pants, or just save the new pants image using sentrys original name.
What i would do is 1) open the tga you want to use for pants, 2) open the original pants of the axis_sentry. Then use Photoshop or any other image editor to make 1 to fit in 2. Save it and make a custom shader for your new pants, or just save the new pants image using sentrys original name.
Dont switch models. Just open SAS pants and setry pants.See the layout for the sentrypants? Copy/paste SAS pants on new senty pants (your custom sentry pants) using PS methods. Save the new image and give it the same name sentry pants orginally has.Runt wrote:I don't get it to work.. If I change the skelmodel, the model doesn't show up in mohaa.
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Runt
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- Location: The Netherlands
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NopeSgt KIA wrote:Dont switch models. Just open SAS pants and setry pants.See the layout for the sentrypants? Copy/paste SAS pants on new senty pants (your custom sentry pants) using PS methods. Save the new image and give it the same name sentry pants orginally has.Runt wrote:I don't get it to work.. If I change the skelmodel, the model doesn't show up in mohaa.
Thanks for helping me.
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@(...:.:...)@
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- Location: Cambridge UK
Sgt KIA is talking about editing the textures in photoshop.
I will try and explain why it is looking strange...
After you have finished making your model in a 3d program, you have to map the model by unwrapping the mesh.
This process is known as UVW unwrapping. You take your 3d model, and on a 2d plane, you have to move about the polygons to make your model flat.
If you have ever made a box by cutting a piece of paper into a "t" shape, with 6 rectangles and folding it into a box, then it is the same as that, but backwards. You are unfolding your model.
Here is a quick picture I found on google image:

That is actualy quite a good example.
Imagine your player model is the box on the right. WHen it is unwrapped, it looks like the thing on the left. You can take that image into photoshop, and start to paint your texture on it. You could cover one of the red squares with a metal texture, then when you aply the texture to your model, that red square would look like metal.
Now, every time you unwrap a model, especialy complex models, the resulting uvw map will never be the same! Also, perhaps a differnt artist made the pilot legs, that the one who made the sentry legs. They may have differnt methods for laying out a uvw map.
You can see this when you look at the pilot and sentry textures:
Pilot:

Sentry:

As you can see, the textures are layed out completley differntly! I would say the Pilots map is much better layed out than the sentrys map. With the pilot, you can eaysily see what is what, but with the sentry, his legs are somwhat squashed, and you would realy need to have the model open in a 3d program to see what is what.
So, when you aply the pilot's texture to the sentry's model, the sentry uses it's uvw map to work out how the texture should be fitted to the model. There is no guesswork here, it just aplies the texture as it is layed out from the uvw map, so the texture is applied all wrong!
So, you must either just edit the sentry texture, or as Sgt KIA said, paste the pilot texture over the sentry texture in photoshop, and cut out each part, and rotate, and resize them to fit where the sentrys stuff is.
I will try and explain why it is looking strange...
After you have finished making your model in a 3d program, you have to map the model by unwrapping the mesh.
This process is known as UVW unwrapping. You take your 3d model, and on a 2d plane, you have to move about the polygons to make your model flat.
If you have ever made a box by cutting a piece of paper into a "t" shape, with 6 rectangles and folding it into a box, then it is the same as that, but backwards. You are unfolding your model.
Here is a quick picture I found on google image:

That is actualy quite a good example.
Imagine your player model is the box on the right. WHen it is unwrapped, it looks like the thing on the left. You can take that image into photoshop, and start to paint your texture on it. You could cover one of the red squares with a metal texture, then when you aply the texture to your model, that red square would look like metal.
Now, every time you unwrap a model, especialy complex models, the resulting uvw map will never be the same! Also, perhaps a differnt artist made the pilot legs, that the one who made the sentry legs. They may have differnt methods for laying out a uvw map.
You can see this when you look at the pilot and sentry textures:
Pilot:

Sentry:

As you can see, the textures are layed out completley differntly! I would say the Pilots map is much better layed out than the sentrys map. With the pilot, you can eaysily see what is what, but with the sentry, his legs are somwhat squashed, and you would realy need to have the model open in a 3d program to see what is what.
So, when you aply the pilot's texture to the sentry's model, the sentry uses it's uvw map to work out how the texture should be fitted to the model. There is no guesswork here, it just aplies the texture as it is layed out from the uvw map, so the texture is applied all wrong!
So, you must either just edit the sentry texture, or as Sgt KIA said, paste the pilot texture over the sentry texture in photoshop, and cut out each part, and rotate, and resize them to fit where the sentrys stuff is.

<3 arrays.
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Runt
- First Lieutenant
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Thanks for the long answer!
But I think you don't exactly understand what I want.
I've done what you said about texture switching. That worked ok, but it doesn't look the same as the sas. And I think that's because of the model what is used for the sentry. That isn't the same as the sas. Is it possible to switch pantsmodels?

But I think you don't exactly understand what I want.
I've done what you said about texture switching. That worked ok, but it doesn't look the same as the sas. And I think that's because of the model what is used for the sentry. That isn't the same as the sas. Is it possible to switch pantsmodels?

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Rookie One.pl
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Some of the models share body models this is the sentry
path models/human/german_wehrmact_soldier
skelmodel heerprivate.skd
surface wehrmact_pants shader Sentry_pants
surface wehrmact_tunic shader Sentry_tunic
surface wehrmact_tunic_c shader Sentry_tunic_c
this is the german_wehrmact_grenadier
path models/human/german_wehrmact_soldier
skelmodel heerprivate.skd
surface wehrmact_pants shader wehrmact_pants_fgrey
surface wehrmact_tunic shader wehrmact_tunic_green
surface wehrmact_tunic_c shader wehrmact_tunic_green_c
path models/human/german_wehrmact_soldier
skelmodel heerprivate.skd
surface wehrmact_pants shader Sentry_pants
surface wehrmact_tunic shader Sentry_tunic
surface wehrmact_tunic_c shader Sentry_tunic_c
this is the german_wehrmact_grenadier
path models/human/german_wehrmact_soldier
skelmodel heerprivate.skd
surface wehrmact_pants shader wehrmact_pants_fgrey
surface wehrmact_tunic shader wehrmact_tunic_green
surface wehrmact_tunic_c shader wehrmact_tunic_green_c





