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Help with .md3 skins/palettes

User is offline   MC84 

#1

I've just came across an issue regarding alternate skins for .md3 models. At first I thought that perhaps this was a recent bug, but I've checked back over some of the older builds of eduke32 and the issue still occurs. So for now I'm going to assume that I'm incorrectly defining the model's skins. My code (in duke3d.def) is as follows;

// barrier 01 (8208)
model "dir/MODELS/barrier_01/barrier_01.md3"
{
  scale 6 shade 1
  skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png"
         pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }
}


In mapster and in-game only the pal2 version is visible. If I alter the model's pal to 0 it becomes invisible.

Hopefully I'm missing something minor. In case it matters I'm using Polymost with build 8039.

This post has been edited by conoklast: 09 October 2019 - 12:46 AM

0

User is offline   Danukem 

  • Duke Plus Developer

#2

Try this:

// barrier 01 (8208)
model "dir/MODELS/barrier_01/barrier_01.md3"
{
  scale 6 shade 1
  skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png" }
  skin { pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }
}

0

User is offline   MC84 

#3

View PostTrooper Dan, on 09 October 2019 - 12:52 AM, said:

Try this:

// barrier 01 (8208)
model "dir/MODELS/barrier_01/barrier_01.md3"
{
  scale 6 shade 1
  skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png" }
  skin { pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }
}



Nope! same problem I'm afraid...
0

User is offline   Mark 

#4

Assuming all your skins are named properly, Dan's code should work. Make sure there are spaces on either side of a brace and the other places. Is there any error message in the Mapster32.log file concerning that missing texture or the model?
0

User is offline   Hendricks266 

  • Weaponized Autism

  #5

How does this code work at all?? You don't have any frame { } blocks for the engine to know what tilenum the model overrides.
1

User is offline   Mark 

#6

That one slipped right past me. :o
0

User is offline   Kyanos 

#7

model "dir/MODELS/barrier_01/barrier_01.md3" {
scale 6 shade 1
skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png" }
skin { pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }
frame { name "FRAME_NAME" tile 8208 flags 0 }
}


^This should work, replace "FRAME_NAME" with the frame name in the md3.
1

User is offline   MC84 

#8

View PostHendricks266, on 09 October 2019 - 08:41 AM, said:

How does this code work at all?? You don't have any frame { } blocks for the engine to know what tilenum the model overrides.


I did, I just didn't include in the code snippet above as the model only stopped displaying when I defined a pal2 skin. I'll try Photonic's solution when I get back from work today. Thanks guys
0

User is offline   MC84 

#9

View PostPhotonic, on 09 October 2019 - 10:45 AM, said:

model "dir/MODELS/barrier_01/barrier_01.md3" {
scale 6 shade 1
skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png" }
skin { pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }
frame { name "FRAME_NAME" tile 8208 flags 0 }
}


^This should work, replace "FRAME_NAME" with the frame name in the md3.


You got it! works great. Thank you!

I probably should have placed the entire code snippet in my original post, but this is what it was previously (in case anyone else has a similar problem)

// barrier 01 (8208)
model "dir/MODELS/barrier_01/barrier_01.md3"
{
  scale 6 shade 1
  skin { pal 0 file "dir/MODELS/barrier_01/barrier_01.png" 
         pal 2 file "dir/MODELS/barrier_01/barrier_01_pal2.png" }

  anim { frame0 "frame1" frame1 "frame1" fps 0 flags 0 }
  frame { name "frame1" tile0 8208 tile1 8208 }
}

0

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