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The player skin doesn't control which weapons you get. It can control which country's weapons you get. If you name your skin's TIK file 'allied_russian_skin name' your skin will be able to chose only russian weapons from the russian pistol through to the russian sniper rifle. There is no way to make a player skin only choose rifles. That must be done server side. I have now posted my skinning guide at http://www.pure-mohaa.co.uk/ if anyone would like it. Just go there and search for 'skinning guide' Update - Since this post the guide has been added to Sgt Kia's links above. Thanks.
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ok thanks for this info was very usefull. I run a rifle only server is there any way to alter a skin to offer both british and russian rifles? I understand how to offer them individually but just wondered if you could replace smg for anouther type of rifle? cheers in advance
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It's easy to miss something out or to refer to a tga or jpg file by a different name. You're right about the names of files and conflicts. You should always chose different names and the names of your TIK and TIK fps files should always be the same. If you want your custom skin to show up no matter which side you play on you should just duplicate the TIK and TIK fps files and call one ..'allied_Magna_Carta.TIK' and the copy of it..'axis_Magna_Carta.TIK' and the same with the fps files. If you want to always use british or Russian (or even Italian, if you're mad) weapons when you play on the allies than you just need to name your TIK files...'allied_british_Magna_Carta' or 'allied_russian_Magna_Carta' etc. etc I've done a skinning guide with pics and links and a selection of lines you can enter in the TIK and shader files to put on equipment without having to extract the tga files. If anyone fancies hosting it on their site please let me know.
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ok....I Figured it out!!...it was my shader....LOL... for anyone who is interested I did the following... 1. I changed the script/*.shader file to contain the appropriate custom textures/*.jpg &/or *.tga file names...I forgot DOH!! 2. I changed the name of the script/*.shader file to a custom name as it casued a conflict with original name. 3. I changed the models/player/*.tik file to to have the appropriate shader members !! 4. I changed the file name of models/player/*.tik to the name that will show in the multiplayer options!! I have 6 custom skins now!!!...thanks to u guy's....hehehehe Whooo....
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ok...I'm new to this stuff but I managed to use wolfmans skinning guide to successufuly create a skin for our squad which plays MOHBT on our own Internet Server!! I am now trying to mod the Gen weathers skin ...I have found this to different from wolfmans guide!!!...please help!! I have a pk3 with the standard Gen weathers working!!!...when I try & put our squad patch on the arms the model has a black & white shirt in the 'multiplayer options'. ok here's my raw files....i.e before I pk3 it with the file name ... 'Allied_TF_Gen.pk3' !!!!! http://tacticalforce.fairdinkem.com/Downlo...lied_TF_Gen.zip This is not the way it seams to be done in the game...there is a Sc_Al_US_weathers.tik which I can't get to work!!.... Please HELP!!!!!!!!
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For other people to see your skin 3 things have to happen: 1) you must be wearing the skin (kinda obvious ) 2) the person is going to see you wearing the skin must also have the skin downloaded. 3) the server you are playing on must have the skin installed. If any of these conditions are not met then then nobody will be able to see your skin
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Trying to get help on making an allied airborne skin, really all i want to do is add a couple of patches and my clans tags. ok now ive used nemesis's tutorial and made the sample he was working on everything went great. now i try making an allied airborne and everythings not so great, i think the problem is with the shader. If anyone could help or give some suggestions that would be awsome. ok thanks.
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Some tuts for skinning/making custom players, weapons, scopes etc. i found over the net. Post more if you know a good one. Lets help new members/guests on skinning. Player skinning guides: * Wolf-Man's skinning guide. Very good with pics and usable links. Includes required scripting parts as well. * Nemesis's player skinning guide with pics. * Guarnere's How to make a player skin guide. * garrett's Making player skin guide. * Magna Carta's skinning guide including promlem shooting Human Face skinning: * Jeff Lee's Face/On skinning guide. Very, very good one with pics. Dont loose your hope at first sight, this is very detailed tutorial! Helped me a lot in the past. This tut uses GIMP as an image editing program. Same principles apply to PS and PSP too. Another good thing to point out is that there are all the 8 face models included in this tutorial. Scroll down and youll get the picture of different face features. Weapon skinning guides: * Hobb's nade guide with pics. * MPowell1944's weapon skinning guide and an update. Scope tutorials: * Capt Kick Your Ass scope guide. * Hobb's scope guide. Avatars / crosshairs: * Nemesis's avatar tutorial with pics * zagz's Avatar guide with pics * zagz's crosshair guide.
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The plug from the SDK skelout.dle doesnt work with 3dsmax6 I have the demo 3dsmax5. The plug from the SDK for max4 works in 5 Use 3dsmax4 if you dont have XP, 5 if you do. At any rate the plug for max4 skelout.dle works in max5, ive tried it. It loads. Now heres what i tried in Milkshape to test your skl_2_skX.exe guide. Just as a test I wasnt trying to rip off the model, just a test running this compiler. Ok. What I did was import a us_helmet.skd and added my texture to it, then selected the group then went to joints. Hit bipo1head hit assign.. then hit animate, went to animate menu and hit add key frame, hit the animate button again. Then exported it as a skl. Moved all my files to the tools directory where my skl_2_skX.exe is. Then added this to the run Menu. c:/tools/skl_2_skX.exe fubar5150s_helmet -basepath -mohaa Which gave no errors. This one ran ok so it seems, it made the file, and didnt give me a nasty message. Here is where my problem lies c:/tools/skl_2_skX.exe fubar5150s_helmet -mohaa after I hit return, it kicked out the SDK error1-3 When i hit retry it closed, abort, closed (of course) ignore, then it gave the errors in order from SDK error pic 1-3. It did make a file. But it doesnt work. What causes this. And does it has to do with skl_2_skX.exe or is it in my model? If anyone has seen this before, any help would be greatly appreciated. And why does it say Z:/mohpc/codebase.... Is this just my setup or is it on everyones? Cause I dont have a Z drive. Is this just a temp drive directory for skl_2_skX.exe?
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Yep, it cant import some of them coz it cant support the bone weights, so i stop developing the plugin. I moved to lr3d coz it's far more powerful, and it's still the only plugin that will let you export and import This plugin for Milk3d only allows you to export, but you can export statics, weapons etc. Of course if your doing ai or dogs etc, you loose the ability to have multi weights per vertex ... not a big problem, but some of the animations wont be as good as they could be.
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While your beta testing, i'm working on a new version with a dialog box. This will allow you to choose options like: Specify Mohaa folder Export SKL Only Compile SKC Compile SKD Export Basic TIK Export Basic SHADER, and copy texture files Choose Mohaa or Mohsh format Enable Looping animations.
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Ok i will As i've had to rush, part of it is still hard coded !!! 1. Download the 2 files, stick them in your milk folder. 2. Create a folder c:\games\mohaa Run milk. load a model export MOH SKL ... follow prompts. *NOTES: exported files will be in the folders created under c:\games\mohaa, this includes textures, shader, tik, skd and skc files. If your exporting a model with animations, make sure that every keyframe is set. If it gives a warning, then just goto frame 1, set the frame, frame 2 set the frame etc all the way through the number of frames you have. Once the model is exported, the standard tik and shader, will let u view it in Radiant, or spawn them into a map. Of course you can alter the tik to your own liking (but remember if you re-export it will overwite the tik ). Anyway, it's only a beta, have fun and let me know your thoughts. SKL_2_SKX.EXE MOH Plugin
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