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Posted (edited)

I just noted that the lightgem model is on the FTP server. This is good to know. Unfortunately it is in a non-ASCII format and thus we can not edit it. I don't want to install lightwave just to be able to to open the file and I wouldn't even know how to do this in ligthwave. Ignoring that fact that I don't want to install a pirated copy of Lightwave as Blender perfectly serves my purpose.

 

As the lightgem is only a static mesh, I expect that I can easily import it into Blender. Of course to avoid such problems in the future you should always assign the material name right from the start.

 

I think we should create a HUD directory in the models section where we can store the respective HUD models.

 

So the lightgem would have a path like this in the material:

//darkmod/models/hud/lightgem

 

Also always provide a textfile with the authors name/email, what the file contains and which version this is. oofnish did that in this case, but we should make this as a rule.

 

Since we will store other HUD elements as well the description file should be name <modelname>.txt

---------------------------

Author: Name <email>

Version: 0.1

Description: this is the most woot model for our mod.

---------------------------

Edited by sparhawk

Gerhard

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