Author Topic: Selecting different skins for func_model  (Read 2039 times)

y00tz

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Selecting different skins for func_model
« on: February 29, 2008, 10:18:01 AM »
Basically allowing us to specify what skin we'd like to apply to a model.

Garrett

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Re: Feature Request: Add key to func_model for different skins
« Reply #1 on: February 29, 2008, 11:23:29 AM »
Basically allowing us to specify what skin we'd like to apply to a model.
So this will let us customize our player model like they let you do in Warsow?

ViciouZ

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Re: Feature Request: Add key to func_model for different skins
« Reply #2 on: February 29, 2008, 11:24:35 AM »
Nope, only in maps. (func_model)
There was player skin support in quake2 but it was removed.

i_am_a_pirate

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Re: Feature Request: Add key to func_model for different skins
« Reply #3 on: March 01, 2008, 08:55:44 AM »
Nah, too confusing. You're on 1 map, play for an hour and get totally confused with the next map being different player models. What if the mapper doesn't quite do them good enough and the teams look almost identical. Don't do it, jits

ViciouZ

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Re: Feature Request: Add key to func_model for different skins
« Reply #4 on: March 01, 2008, 09:00:27 AM »
Nah, too confusing. You're on 1 map, play for an hour and get totally confused with the next map being different player models. What if the mapper doesn't quite do them good enough and the teams look almost identical. Don't do it, jits

Read the thread. Make sure you have any idea of what you're talking about. I might have to write a stern letter to the Guardian complaining of my outrage, or tut loudly on your answering machine.

y00tz

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Re: Feature Request: Add key to func_model for different skins
« Reply #5 on: March 02, 2008, 12:31:44 AM »
Honestly, I should have just made this so I couldn't be misunderstood.

I'm requesting that when you add a new func_model entity, i.e. in BSP or whatever map editor you choose, you can add a key to it along side the keys it currently has. For example, just as you would specify the model key (/models/plants/bigleafx.xxx) you could also specify the skin (/models/plants/y_leaf.tga).  But the new key would allow you to select a different skin for the model, i.e. custom  textures for plants, different trees using the same meshes, and bright and dark textures for use in different mapping/lighting styles.


Deranged

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Re: Feature Request: Add key to func_model for different skins
« Reply #6 on: March 02, 2008, 12:50:42 AM »
This is an awesome idea, I have a tree I modeled a long time ago with 4 different skins for it depending o nthe time of year, and this would make it much more usable when I trim the polycount and start using it :)

Garrett

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Re: Feature Request: Add key to func_model for different skins
« Reply #7 on: March 02, 2008, 09:07:07 AM »
I like this idea.  Is it much work implementing something into BSP?

jitspoe

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Re: Feature Request: Add key to func_model for different skins
« Reply #8 on: March 02, 2008, 04:09:26 PM »
Code: [Select]
gi.setmodel(self, self->model);
self->s.skinnum = self->skin;
gi.linkentity(self);

It's already implemented.  I'd advise against using it with skm's, though, as the download system doesn't currently handle .skin files.

Edit: I should clarify: the skin is just an index.  You have to map the textures in the model itself.  I can't remember if you can store multiple skin references in skm's or not.  You can in md2, though, and md2's are probably sufficient for static meshes.