krylon@Posted: Sun Aug 20, 2006 5:25 am    Post subject: helmet skins seperate?: i'm reskinning marine_helmet. so far the body skins all work properly; the helmets are giving me trouble. i tried a skin like this...

Code:
skin custom/characters/marine_dpm_mp   {

   models/characters/male_npc/marine/marine   models/characters/male_npc/marine/marine_dpm_mp
   models/characters/sarge2/helmet         models/characters/sarge2/helmet_mp
}


with a corresponding .mtr...

Code:
models/characters/male_npc/marine/marine_dpm_mp
{
       //noselfShadow
      unsmoothedTangents
      flesh
      forceOverlays
      clamp
      collision

   {   // burning corpse effect
      if   parm7         // only when dead
      // make a burned away alpha test for the normal skin
      blend   gl_zero, gl_one         // don't draw anything
      
      map models/monsters/spectre/dis2.tga   // replace this with a monster-specific texture
      alphaTest 0.05 + 1.7 * (time - parm7)
   }

   renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
      forceoverlays
        diffusemap     models/characters/male_npc/marine/marine_dpm_mp.tga
      bumpmap        addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap     models/characters/male_npc/marine/marine_s.tga
}


and the separate .mtr for the helmet...

Code:
models/characters/sarge2/helmet_mp
{
    noselfShadow
   unsmoothedTangents
   collision
   forceOverlays
   clamp
   metal

   renderbump  -size 512 512 -aa 2  models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo

   {   // burning corpse effect
      if   parm7         // only when dead
      // make a burned away alpha test for the normal skin
      blend   gl_zero, gl_one         // don't draw anything
      
      map models/monsters/spectre/dis2.tga   // replace this with a monster-specific texture
      alphaTest 0.05 + 1.7 * (time - parm7)
   }



   {    
      blend diffusemap   
      map  models/characters/sarge2/helmet_mp.tga
      //alphaTest parm6
   }
   
         bumpmap         models/characters/sarge2/helmet_local.tga
           specularmap      models/characters/sarge2/helmet_mp_s.tga
}


and my .def for the default marine:

Code:
model npc_marine_helmet {
   inherit                     npc_marine

   anim stand                  models/md5/chars/stand.md5anim
   anim talk_primary               models/md5/chars/stand_talk.md5anim
   anim talk_secondary1               models/md5/chars/stand_talk.md5anim
   anim talk_secondary2               models/md5/chars/stand_talk.md5anim


 
}

entityDef npc_marine_helmet {
   "inherit"                  "npc_base"
   "model"                     "npc_marine_helmet"

   "def_head"                  "head_marine_helmet"

   "copy_joint_world eyecontrol"   ""
   

   "head_joint"                  "Shoulders"
   "talk_no_turn"                  "1"
   "talktime"                  ".5"
   "talkradius"                  "384"

      
   "head_focus_rate"               "0.1"

   

}



is something wrong with the def i made? the marine's def_head in npcs.def is head_marine_helmet, right? right, but the material def for the marine's helmet is actually models/characters/sarge2/helmet i think. i changed helmet.tga in this folder and the helmets changed. i need skins for different helmets though, not a different default texture. do the marines actually use sarge2/w_helmet as the material? i thought i tried this, but i may have missed something.. i'm tired. am i missing something else entirely? i thought about making seperate def_heads for the different skins i was making, but this seemed tedious. if that's the way to go however, i'll do it i guess. maybe it's the skin file? ideas? i'm getting confused. it's too late at night for this many files to depend on each other. Confused



krylon@Posted: Sun Aug 20, 2006 5:25 am    Post subject: helmet skins seperate?: i'm reskinning marine_helmet. so far the body skins all work properly; the helmets are giving me trouble. i tried a skin like this...

Code:
skin custom/characters/marine_dpm_mp   {

   models/characters/male_npc/marine/marine   models/characters/male_npc/marine/marine_dpm_mp
   models/characters/sarge2/helmet         models/characters/sarge2/helmet_mp
}


with a corresponding .mtr...

Code:
models/characters/male_npc/marine/marine_dpm_mp
{
       //noselfShadow
      unsmoothedTangents
      flesh
      forceOverlays
      clamp
      collision

   {   // burning corpse effect
      if   parm7         // only when dead
      // make a burned away alpha test for the normal skin
      blend   gl_zero, gl_one         // don't draw anything
      
      map models/monsters/spectre/dis2.tga   // replace this with a monster-specific texture
      alphaTest 0.05 + 1.7 * (time - parm7)
   }

   renderbump  -size 1024 1024 -trace 0.07 -colorMap -aa 2  models/characters/male_npc/marine/marine_local.tga models/characters/male_npc/marine/marine_hi.lwo
      forceoverlays
        diffusemap     models/characters/male_npc/marine/marine_dpm_mp.tga
      bumpmap        addnormals(models/characters/male_npc/marine/marine_local.tga, heightmap(models/characters/male_npc/marine/marine_h.tga, 5 ) )
        specularmap     models/characters/male_npc/marine/marine_s.tga
}


and the separate .mtr for the helmet...

Code:
models/characters/sarge2/helmet_mp
{
    noselfShadow
   unsmoothedTangents
   collision
   forceOverlays
   clamp
   metal

   renderbump  -size 512 512 -aa 2  models/characters/sarge2/helmet_local.tga models/characters/sarge2/helmet_hi.lwo

   {   // burning corpse effect
      if   parm7         // only when dead
      // make a burned away alpha test for the normal skin
      blend   gl_zero, gl_one         // don't draw anything
      
      map models/monsters/spectre/dis2.tga   // replace this with a monster-specific texture
      alphaTest 0.05 + 1.7 * (time - parm7)
   }



   {    
      blend diffusemap   
      map  models/characters/sarge2/helmet_mp.tga
      //alphaTest parm6
   }
   
         bumpmap         models/characters/sarge2/helmet_local.tga
           specularmap      models/characters/sarge2/helmet_mp_s.tga
}


and my .def for the default marine:

Code:
model npc_marine_helmet {
   inherit                     npc_marine

   anim stand                  models/md5/chars/stand.md5anim
   anim talk_primary               models/md5/chars/stand_talk.md5anim
   anim talk_secondary1               models/md5/chars/stand_talk.md5anim
   anim talk_secondary2               models/md5/chars/stand_talk.md5anim


 
}

entityDef npc_marine_helmet {
   "inherit"                  "npc_base"
   "model"                     "npc_marine_helmet"

   "def_head"                  "head_marine_helmet"

   "copy_joint_world eyecontrol"   ""
   

   "head_joint"                  "Shoulders"
   "talk_no_turn"                  "1"
   "talktime"                  ".5"
   "talkradius"                  "384"

      
   "head_focus_rate"               "0.1"

   

}



is something wrong with the def i made? the marine's def_head in npcs.def is head_marine_helmet, right? right, but the material def for the marine's helmet is actually models/characters/sarge2/helmet i think. i changed helmet.tga in this folder and the helmets changed. i need skins for different helmets though, not a different default texture. do the marines actually use sarge2/w_helmet as the material? i thought i tried this, but i may have missed something.. i'm tired. am i missing something else entirely? i thought about making seperate def_heads for the different skins i was making, but this seemed tedious. if that's the way to go however, i'll do it i guess. maybe it's the skin file? ideas? i'm getting confused. it's too late at night for this many files to depend on each other. Confused