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Changing player skins


Springheel

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I'm looking to try and change the appearance of the player's arms. I'm not quite sure where to put the "skin" spawnarg though. Adding it to atdm:player_thief doesn't seem to do anything. Are the player arms entities unto themselves?

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If you mean the arms that you see in first person view when using weapons, than yes, those are seperate models.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I know they're separate models, but are they entities? You can't put a skin on a modeldef (can you?).

 

The arms for the blackjack are "viewmodel_blackjack", but as far as I can tell that model is never referenced anywhere.

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From tdm_weapon_blackjack.def:

model viewmodel_blackjack {
    mesh            models/md5/weapons/blackjack_view/blackjack.md5mesh
    offset            (-10 0 -6.5 )

    anim raise        models/md5/weapons/blackjack_view/get.md5anim {
        frame    1        sound_weapon blackjack_unsheath
    }

    anim idle             models/md5/weapons/blackjack_view/idle.md5anim
    anim hit_start         models/md5/weapons/blackjack_view/swing_start.md5anim

    anim hit             models/md5/weapons/blackjack_view/swing_16frames.md5anim
    {
        frame 6 sound snd_swing
        frame 9 melee_attack_start meleeweap_r overhead
        frame 17 melee_attack_stop meleeweap_r

        // release 1.0 and old animation values:
        // frame 3 sound snd_swing
        // frame 4 melee_attack_start meleeweap_r overhead
        // frame 7 melee_attack_stop meleeweap_r
    }

    anim putaway         models/md5/weapons/blackjack_view/putaway.md5anim {
        frame 1            sound_weapon blackjack_sheath
    }
}

I guess you can set the skin spawnarg here.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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That's the modelDef. I've never seen a skin spawnarg on a model definition before. As far as I know it can only indicate the mesh and animation files.

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Could you simply copy the .md5mesh into custom_blackjack.md5mesh, and then simply find/replace the shader information to point to the desired material shader? In your mission .pk4, you would override the tdm_weapon_blackjack.def with your own that points to the custom md5mesh.

 

Or more easily, simply override the custom md5mesh over the one supplied by the mod.

Clipper

-The mapper's best friend.

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Changing the texture in the model file itself is definetely possible.

 

 

That's the modelDef. I've never seen a skin spawnarg on a model definition before. As far as I know it can only indicate the mesh and animation files.

 

Well, you can just try it out and see what happens :)

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I recall on D3W a case where a person specified a custom hud to be used by adding a "gui" or "hud" (unsure which) key/value pair to the info_player_start in their map. I was surprised to see this worked as I figured that sort of thing was hardcoded. I might have to revisit that since we have the source code now and it would be interesting to learn the answer.

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Well, you can just try it out and see what happens

 

 

I did, and nothing happened. I guess I'll adjust the md5mesh manually.

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