Author Topic: y00tz's .plan (I kid :P)  (Read 11238 times)

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #20 on: July 10, 2007, 02:26:04 PM »
You need the skp file to go with the skm.  Skm is the mesh, skp is the animations (or poses).

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #21 on: July 10, 2007, 02:37:28 PM »
Okay, I included the SKP and bam, worked wonderfully, thanks.  Still no luck on the skin.  How do you do yours?

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #22 on: July 10, 2007, 06:17:55 PM »
pongball.skm is probably the simplest example.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #23 on: July 10, 2007, 11:08:27 PM »
I just feel like I'm wasting your time, but I'm really curious.

I look here at pongball...
I see the SKM, and the SKP I have both of these for my model and they work fine.  Then I see your texture.  My texture/material was applied to the SMD, and never got extracted... Is this the correct way to do it?  When I ran SKModel, I replaced the filenames with their correct counter parts... it never asked for a skin, yet created a test.skin file...  Which led me to assume that the texture was saved with the SMD and would be extracted to test.skin. 

Enlighten me please?

Thanks a lot,
y00tz







edit:
I do the UV stuff, toss the texture in the directory of the  SKM model, and that should do the trick? I'll try again when my texture is complete. 
« Last Edit: July 11, 2007, 01:53:54 AM by y00tz »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #24 on: July 11, 2007, 01:54:04 AM »
I believe it uses the mesh name as the texture name.  In the case of the pongball, it was "error".  I can't remember if the mesh was unnamed, it didn't convert correctly, or what, but I didn't feel like messing with it and just used error.jpg as the texture.  I can't remember if skin files work with regular models or just player models.

Edit: It uses the texture name.  Whatever texture you map to the model in the editor should be what gets used for the texture name.  If you look at your .smd file before you convert it, it'll have lines like this:

Code: [Select]
dpchar1_jersey.psd
  5  -1.7031   4.2552  21.9310  -0.2769   0.4222   0.8632   0.6454   0.8790  2    5 0.996  10 0.004
  9   0.0060   6.2753  20.9961  -0.5559   0.6680   0.4947   0.6144   0.9390  2    9 0.500  10 0.500
 10   1.1943   7.6109  19.9952  -0.3726   0.7815   0.5005   0.5883   0.9276  1   10 1.000

In that case, "dpchar1_jersey" is the texture that's used.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #25 on: July 11, 2007, 02:16:14 AM »
Ahhh thanks :D

That did it.  I haven't finished UV mapping, much less texturing, but at least now you can make out that it's an (attempt at an) autococker :D

JiGSaW

  • Autococker
  • Posts: 537
Re: y00tz's .plan (I kid :P)
« Reply #26 on: July 11, 2007, 10:33:51 AM »
Legit.

You need to make textures for kids like me that have poor computers.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #27 on: July 11, 2007, 10:36:24 AM »
Haha, I wouldn't dare re-texture current models, so that's why I made a new one.  I was going to slap a bunch of autocockers in like a 'pro-store' scenario, but when I use func_model, they all look indentical, so I decided to make a new model so I could reskin it as many times as I want.

edit:

The original autococker is 147 vertices and 264 triangles...  my first autococker model was 525 vertices and 1025 triangles, and it looked and worked great in game.  However, I touched it up tremendously, while being careful to not get to many triangles.  It's now at 1460 vertices, and 2.784 triangles.   Unfortunately, it dies in game.  The model just makes black lines and then the end "unexpected error"

I'm hoping it's just my video card being stressed out from    5 instances of 3D modelling software, BSP and Photoshop. :(
« Last Edit: July 11, 2007, 11:05:43 AM by y00tz »

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #28 on: July 11, 2007, 03:13:47 PM »
Sounds like a bug in either the exporter, converter or in-game loader.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #29 on: July 11, 2007, 11:04:57 PM »
Wow, I've trimmed my gun down to 768 vertices, just to see if that would be low enough to support MD2.

Code: [Select]
TANK.MD2 HAS TOO MANY VERTICES
Alas... it is not.

Eiii

  • Autococker
  • Posts: 4595
Re: y00tz's .plan (I kid :P)
« Reply #30 on: July 11, 2007, 11:46:53 PM »
How many verts is the player model?

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #31 on: July 11, 2007, 11:59:12 PM »
Vertices: 318, Triangles: 610.

Maybe SKM's add a little more, but I haven't found a way to determine their counts.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #32 on: July 12, 2007, 11:57:28 AM »
Oh, md2.  Yeah.  Just use SKM.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #33 on: July 12, 2007, 12:14:23 PM »
Oh, md2.  Yeah.  Just use SKM.

I'm having trouble exporting the SMD after I've skinned it; I get an error.  I was able to make the tank work as an SKM but not skinned yet.

Thanks,
y00tz


Update:  Skinned the tank, success
« Last Edit: July 14, 2007, 10:33:37 AM by y00tz »

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #34 on: September 30, 2007, 09:16:35 PM »
I've been working a lot lately at my job, staying to midnight or later almost every night, so progress here on most projects is very slow.  In my spare time I've been working on some foliage for the CMP. Here's an example one of the models (below)
Anyway, community, can I get some hi-res leaf and plant pictures?  Good angles please.  Upload in the CTP thread.

Also, what do you think of this ground texture? I made it for this specific map in CS2 but I like it.. it doesn't tile at all.

Thanks,
y00tz



*"texture" of plant only a WIP mockup!
*texture update 10-1
« Last Edit: October 01, 2007, 12:32:35 PM by y00tz »

nightryder

  • 68 Carbine
  • Posts: 448
Re: y00tz's .plan (I kid :P)
« Reply #35 on: September 30, 2007, 11:43:01 PM »
good model, nice ground, would look really good with a suit of armour model beside it ;)

Apocalypse

  • Autococker
  • Posts: 1463
Re: y00tz's .plan (I kid :P)
« Reply #36 on: October 01, 2007, 02:33:59 PM »
Nicely done y00tz I'll see if I can get some plants but it depends what type you mean like hedges or bushes or something else?

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #37 on: October 01, 2007, 04:58:33 PM »
Any types... the new texture I uploaded is just a leaf from my deck.  Just snap a shot of leaves of all types up close, and at good angles.   I still have lots of work on that model, I'll probably throw it out, but I am working on a foliage sub-pack for the CTP and CMP.

jitspoe

  • Administrator
  • Autococker
  • Posts: 18802
Re: y00tz's .plan (I kid :P)
« Reply #38 on: October 04, 2007, 12:08:46 AM »
First one reminded me of bamboo.  That would be a good model for some of reed and rick's maps.

y00tz

  • Autococker
  • Posts: 2742
Re: y00tz's .plan (I kid :P)
« Reply #39 on: October 04, 2007, 12:09:56 AM »
First one reminded me of bamboo.  That would be a good model for some of reed and rick's maps.

I expected criticism, can ya toss a little c-c my way?