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Skinning problem ---> missing files.
I 've got a problem:
I 'm missing directories and files, for example the ones in red : Notice how each line starts with SURFACE and then has a SHADER section do not change the SURFACE part, only use the SHADER section 3. find the SHADER file that contains the words that come after the word SHADER in this case it would be the german_sentry.SHADER EXTRACT this file also to the folder that you used for the __.tik files 4. open the shader and look at the code. ex. sentry_tunic { qer_editorimage textures/models/human/germanmaps/elite_sentry/tunic_sentry.tga { map textures/models/human/germanmaps/elite_sentry/tunic_sentry.tga rgbGen lightingSpherical } } notice that there is a directory structure to the __.tga file also notice that the name of the ___.tga file is tunic_sentry.tga 5. find the __.tga files that correspond to the soldier that you want to edit should be in the Pak2.pk3 file EXTRACT these files also to the folder that you made for the __.tik files. [color=#][/color] Anyone knows how to fix this? Cause without them, I cannot edit any tga 's. Help appreciated. |
All the files you need are in pak0.pk3
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I see.
So to get all the files in the proper directories, I have to extract the pak0.pk3 to my Mohaa folder, right? Or should I extract it to my main? Thx Wolf-Man, great site btw, love your compass. |
Which program are you using to look at the files?
I recommend extracting them to an external drive, like a Zip or if you have a D: drive or something. |
I use winzip to open pk3 's.
Why should I extract them to another drive? Is that really necessary, wouldn't it be enough if I just extract them to another directory than the one Mohaa 's in? Or would that cause problems? Cause according to Garret 's skinning guide, the files should be in the Mohaa directory. |
Ok... let me try and make it simple... (not to put you down... just hard to explain in words...)
Um... You know how you look in the pak files, and you see the filename bit? And then you go across and see the pathway? models/player etc? When you extract them, you can work on them anywhere. But when you RE-PACK them, into your own pk3 file, they need to go in the right spot. Say you have a shotgun texture. It comes from something like textures/models/weapons/winchester When you've worked on the texture, you have to put it back in that spot so the game (shader files) can find it. So lets say you store it in the mohaa/main folder. When you add it to the winzip file, you have to check "Save Full Path Info" or it won't work because the locations aren't there. Now lets say you save it in mohaa main. The full path is something like program files/ea games/mohaa/main/textures/models/weapons/winchester oOo: So I suggest using a folder in the root of say, D. Then when you add to the zip, its going to be textures/models/weapons/winchester and work. |
I understand now, thx alot. biggrin:
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