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Dr. de|eto I need your help
Or anybody else that knows how to texture. I have goten some new guns in game an M-249 and a new hand gun but they have the moh texture, How do I get the new texture on the guns? I have never textured a 3d model before
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you need to make a shader for the textures then assign the names in the tik.
shader looks like this... akbarrel { qer_editorimage textures/milkshape/ak/akbarrel.jpg cull none { map textures/milkshape/ak/akbarrel.jpg rgbGen lightingSpherical } } akclip { qer_editorimage textures/milkshape/ak/akclip.jpg cull none { map textures/milkshape/ak/akclip.jpg rgbGen lightingSpherical tik would be like this... surface skin1 shader akbarrel surface skin2 shader akclip You need to make sure the mesh names (ie skin1 skin 2) match the shader names. Then make a folder in the pk3 that refers to your shader so in mine i make a folder textures/milkshape/ak...i put my immages inside that folder. Hope that helps. rolleyes: |
Thanks it help alot only 1 thing the textures are all funked up on the gun?
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are you converting models or making then from scratch??? i'd have to say you were converting them from the pics... and if so, i just told you how to get them to work. you need to make a shader (which i explained how to do above)
here's more of the tik so you can see what im refering to. TIKI setup { scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's path models/weapons/mp44 skelmodel mp44.skd surface skin1 shader akstock surface skin2 shader akmetal surface skin3 shader akbarrel surface skin4 shader akparts surface mp44clip shader akclip } 44clip surface cock shader mp44 } $define sounddir sound/weapons init { server { classname Weapon weapontype mg // name "MP44" name "StG 44" rank 420 420 pickupsound mp44_snd_pickup ammopickupsound mp44_snd_pickup_ammo noammosound mp44_snd_noammo // Holstering info // holstertag "Bip01 Spine2" // holsteroffset "8.0 -7.75 6.5" // holsterangles "0 185 -25" // holsterScale 1.0 and heres part of the shader i did... akbarrel { qer_editorimage textures/milkshape/ak/akbarrel.jpg cull none { map textures/milkshape/ak/akbarrel.jpg rgbGen lightingSpherical } } akclip { qer_editorimage textures/milkshape/ak/akclip.jpg cull none { map textures/milkshape/ak/akclip.jpg rgbGen lightingSpherical } } akmetal { qer_editorimage textures/milkshape/ak/akmetal.jpg cull none { map textures/milkshape/ak/akmetal.jpg rgbGen lightingSpherical you see how the bold names in the shader match the names in the beginning of the tik. If you still dont get it post on our forums and maybe deleto will help you. http://www.mohct.com |
hell that's all you need to know how to do what hobbs said. If you created the guns from scratch you will have to uvmap them fully (<-pain in the ass). but if you just converted then just make your shader and edit your tik to match.
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Well I used GMAX to split the guns up then I imported it in to lightray so it lost the texture. Guess ill have to do it over again
Thanks guys |
Well that didnt work I did what you guys said and the skin still is all over the place??????
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