Page 2 of 3

Posted: Sun Nov 25, 2007 11:40 am
by Ulf Söderhjälm
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.

Posted: Sun Nov 25, 2007 9:39 pm
by erick
You can get your custom people into radient without them overwriting anything you just need to make another tiki file and edit the shader file or add another shader file.

Posted: Mon Nov 26, 2007 11:55 am
by Ulf Söderhjälm
Sounds good! :D

( Have no clue what you mean, me dumb, you know)

Posted: Mon Nov 26, 2007 1:53 pm
by PKM
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

ImageImage

Posted: Mon Nov 26, 2007 8:57 pm
by erick
I will see if i can throw something together real quick.

Posted: Mon Nov 26, 2007 9:38 pm
by erick
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:

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
	}
}
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\

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 handsnew
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:

Code: 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
	}
}
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:

Code: Select all

/*QUAKED ai_german_wehrmact_officer (1.0 0.5 0.0) (-16 -16 0) (16 16 96)
*/
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.

Posted: Tue Nov 27, 2007 6:14 am
by Wells
I've made the skins for him. I have all but the engineer done.

Posted: Tue Nov 27, 2007 2:25 pm
by Ulf Söderhjälm
Good work lad! :D

Posted: Thu Nov 29, 2007 12:22 am
by erick
if you dont know how to do the above you could send them to me and i could probably get them working

Posted: Thu Nov 29, 2007 2:17 pm
by Ulf Söderhjälm
Sounds like the best option.
Better you doing it right, than me screwing it up. :)

Posted: Thu Nov 29, 2007 8:29 pm
by erick
haha I have only done it once for a map but I can probably do it. Just get me the textures.

Just email them to me. Click the email button at the bottom.

Posted: Fri Nov 30, 2007 11:25 am
by Ulf Söderhjälm
Wells, when you finish the textures can you be so kind and send them to erick? :wink:

Posted: Fri Nov 30, 2007 8:45 pm
by erick
That will work. I could edit the textures myself but I am assuming Wells knows what he is doing. :wink: I am not that good of a skinner though

Posted: Sun Dec 09, 2007 10:55 am
by Ulf Söderhjälm
hmm.. i can't find any info on those engineers.

Possible to make a regular 4th ID soldier to an engineer?
Same patch but different gear?

Posted: Sun Dec 09, 2007 11:32 pm
by erick
I dont have time for textures now. I am working on a map and have to get it done by Christmas for MRU contest.