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Textures For AI Models


Asis

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Depends on the AI. You'll find most of them in md5mesh/chars/ and then in subfolders related to the character type.

 

They're .dds files, mostly, so I don't know if paint.net would open them.

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Depends on the AI. You'll find most of them in md5mesh/chars/ and then in subfolders related to the character type.

 

They're .dds files, mostly, so I don't know if paint.net would open them.

 

Edit: Nevermind, found the files I needed. :)

Edited by Asis
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  • 5 months later...

So... where are the texture files for AI? Say I wanted to change the texture for a zombie,

 

tdm_ai_humanoid_undead01.pk4\dds\models\md5\chars\undead\

 

Extract the dds files and edit them. Save with new name. Make a material file so that the new textures get in game. Make a skin file for the new textures.

Examples how skins are declared: tdm_ai_humanoid_undead01.pk4\skins\tdm_ai_undead.skin

Examples how materials are declared: tdm_ai_humanoid_undead01.pk4\materials\tdm_ai_undead.mtr

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Clipper

-The mapper's best friend.

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Extract the dds files and edit them. Save with new name. Make a material file so that the new textures get in game. Make a skin file for the new textures.

Examples how skins are declared: tdm_ai_humanoid_undead01.pk4\skins\tdm_ai_undead.skin

Examples how materials are declared: tdm_ai_humanoid_undead01.pk4\materials\tdm_ai_undead.mtr

So if i understand correctly, I edit the .dds files, but make copies of the skin and materials files with new names.

After I edit them, should I zip these files separately from the originals to be stored in the darkmod folder like the others? Could I customize the name of the .pk4 file?

Example:

tdm_ai_humanoid_beast01.pk4

tdm_ai_humanoid_beast01.pk4\materials\tdm_ai_beast.mtr

tdm_ai_humanoid_beast01.pk4\skins\tdm_ai_beast.skin

Edited by Sycamoyr
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You take existing dds files. You make new file and save it as dds. (Use compressonator (check wiki))

 

The game does not know anything about your new dds files if you do not make a material file.

The skin file essentially tells which shader on the AI mesh gets replaced with what other shader.

 

You give the AI the new spawnarg that tells the AI to use the skin.

 

You include all the files into the mission.pk4 and it should work.

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Clipper

-The mapper's best friend.

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