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Springheel

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I was talking about hitting f8 when you make changes to see them update in the render mode.

I'm not sure about reloadng skins.

You could try 'reloadsurface' but I think that only works with textures applied to brushes, not objects.

If you are actually changing the skin file, then I doubt there is a way to let the doom editor know it has changed without restarting.

Maybe there's a command

'reloadskin' or 'reloadskins'

you could try it.

Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest.

- Emil Zola

 

character models site

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Well, I'm starting to get the hang of the editor. Thanks for the help so far.

 

I remember someone mentioned something about being able to select an entity and find out what texture is on it? There are some models in the game that I can't find the textures for.

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I like the idea of having the highlight value be player-dependent, if it's possible.

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One of the beta mappers suggested changing it to:

"rgb parm11" , so that we can set the rgb highlight when frobbing from the SDK frob code, by setting parm11. Is that possible or can you not pass variables to the rgb command like that?

Yeah, that's what I meant. If it's possible. Variabelize not the whole code bit, but the brightness value, so it can be changed easily.

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The parameter should nlot be used, because this doesn't really depend on the player, but on the object itself. You can set any value you want in the material file, but you can't change this, if some object wont work with a fixed value. If we see that really all objects work with this value, then we might implement it this way (we can add this later), but I'm not sure if it is really a good idea.

Gerhard

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