Herr W@Posted: Mon Aug 21, 2006 9:24 am Post subject: .skin file for .ase weapon model:
I'm trying to get my Q4 weapon models into D3 for hours now and ran out of ideas what could be wrong... They show up in pure black, no matter what I do.
I'm pretty sure the .ase file is o.k., because if I put that into the map as a worldmodel (i.e. not defined as a weapon) it appears as I want it to (- NOT black ).
The BITMAP path in the .ase file (one of them) looks like this:
Code: | *BITMAP "\\base\textures\bb2\rot_ssd" |
... And the material like this:
Code: | textures/bb2/rot_ssd
{
qer_editorimage textures/bb2/rot_ssd.tga
diffusemap textures/bb2/rot_ssd.tga
{
blend add
map textures/bb2/rot_ssd.tga
rgb 0.75
}
} |
My first guess was that the "\"s and "/"s have to point in the same direction but all combinations I tried showed no effect.
So what's left is the .skin file...
Code: | skin skins/weapons/ww_machinegun
{
"textures/bb2/rot_ssd" "textures/bb2/rot_ssd"
}
skin skins/weapons/ww_machinegun_pickup
{
"textures/bb2/rot_ssd" "textures/common/nodraw"
}
|
... and the .def file:
Code: | entityDef herrws_weapon_machinegun
{
"inherit" "weapon_machinegun"
"model" "models/weapons/machinegun/mach2_d3.ase"
"editor_ignore" "0"
"inv_icon" "gfx/guis/hud/icons/item_machinegun.tga"
"skin" "skins/weapons/ww_machinegun"
"skin_pickup" "skins/weapons/ww_machinegun_pickup"
} |
What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
Kristus@Posted: Mon Aug 21, 2006 11:07 am Post subject: : Are you trying to use an ASE file for your hud weapon? Or as the thing entity that you pick up? _________________ D3: Phobos
http://www.doomworld.com/phobos
"About the hardest part of my job is to connect Iraq, to the war on terror." - George Bush |
Herr W@Posted: Mon Aug 21, 2006 12:44 pm Post subject: : As the entities you can pick up. The one in the HUD has to be a .md5mesh as far as I know. _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
kat@Posted: Tue Aug 22, 2006 5:48 am Post subject: Re: .skin file for .ase weapon model: Herr W wrote: | ...What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... | LOL, you're going to kick yourself... but using "q4base" is correct, "base" isn't for Quake 4 ase's.
I use "//q4base/" and it works without fail, so if that still doesn't work for you then there's something else going on here.
With regards to skins.... I'm not entirely sure they're supposed to work with ASE/LWO models, does the game have any set up to use them (none MD5 meshes that is)? _________________ Co-Admin - Modelling and modding tutorials and tips |
Herr W@Posted: Tue Aug 22, 2006 8:03 am Post subject: : Quote: | Quote: | ...What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... | LOL, you're going to kick yourself... but using "q4base" is correct, "base" isn't for Quake 4 ase's. |
Hm... Okay, that was misunderstandable (- damn german school-english... ). What I intended to say is, that the .ASE models work fine in Quake4 (with "q4base" in their *BITMAP path), but the same models appear pure black when I try to put them into Doom3 as weapon models (then with "base" instead of "q4base" in the *BITMAP path).
Quote: | With regards to skins.... I'm not entirely sure they're supposed to work with ASE/LWO models |
In Quake4 they do! An example is the fading "_pickup" skin replacing the default one.
I had a quick look into weapon_machinegun.def (Doom3):
Code: | entityDef weapon_machinegun {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Machinegun"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/machinegun/w_machinegun.lwo"
"model_view" "viewmodel_machinegun"
"model_world" "worldmodel_machinegun"
"joint_attach" "MGATTACHER"
"def_dropItem" "moveable_item_machinegun"
"weaponAngleOffsetAverages" "10"
"weaponAngleOffsetScale" ".25"
"weaponAngleOffsetMax" "15"
"weaponOffsetTime" "400"
"weaponOffsetScale" "0.005"
"inv_name" "Machinegun"
"inv_weapon" "weapon_machinegun"
"inv_ammo_clip" "10"
"inv_item" "5"
"weapon_scriptobject" "weapon_machinegun"
"def_projectile" "projectile_bullet_machinegun"
"ammoType" "ammo_clip"
"ammoRequired" "1"
"clipSize" "60"
"lowAmmo" "10"
"mtr_flashShader" "muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"silent_fire" "0"
"gui" "guis/weapons/machinegun.gui"
"mtr_guiLightShader" "lights/viewWeaponGuiLight"
"icon" "guis/assets/hud/wpn_3"
"muzzle_kick_time" "0.2"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "0 0 0"
"muzzle_kick_offset" "1 1 2"
"recoilTime" "145"
"recoilAngles" "-1 0 0"
"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
"smoke_muzzle" "mgmuzzlesmoke.prt"
"def_ejectBrass" "debris_brass"
"ejectBrassDelay" "10"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"snd_lowammo" "player_machinegun_lowammo"
"snd_glass" "bullet_impact_glass"
"skin_invisible" "skins/machinegun_invis"
"spread" "1"
} |
The "model" in the map is a .lwo, not an .ase.
And I guess that "skin_invisible" belongs to the .md5mesh in the HUD.
It looks like this...
Code: | skin skins/machinegun_invis {
models/weapons/machinegun/machinegun models/weapons/machinegun/machinegun_invis
models/characters/player/arm2 models/characters/player/arm2_invis
models/weapons/machinegun/w_machinegun models/weapons/machinegun/w_machinegun_invis
}
|
... which brings up another difference to Quake4, where the materials are separated by "".
Hm, let's see what the models do without any "skin" declaration in their .def file... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
Herr W@Posted: Tue Aug 22, 2006 8:15 am Post subject: : ... WORKS! - Should have tried that earlier.
The bad thing about this is, that there is no pick-up effect.
And the question remains, if it's impossible to define a "skin" for .ase/.lwo models in Doom3... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
kat@Posted: Tue Aug 22, 2006 4:13 pm Post subject: : You might be able to 'force the pickup effect but using a triggered fx event, you could either use a trigger field targeted at an fx entity or use the pickup entity itself. Both should trigger an effect entity place approx to the center or origin of the pickup.
If //base/ didn't work you could have tried the other references... //purgatory and //model.... _________________ Co-Admin - Modelling and modding tutorials and tips |
Herr W@Posted: Wed Aug 23, 2006 7:34 am Post subject: : Quote: | If //base/ didn't work you could have tried the other references... //purgatory and //model.... |
I had tried both, but with no success. So meanwhile I'm pretty sure that it is as you supposed earlier: .ase models can't have a "skin" in their definition
Quote: | You might be able to 'force the pickup effect but using a triggered fx event, you could either use a trigger field targeted at an fx entity or use the pickup entity itself. Both should trigger an effect entity place approx to the center or origin of the pickup. |
That's a good alternative! I think I'll do it that way... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
Herr W@Posted: Mon Aug 21, 2006 9:24 am Post subject: .skin file for .ase weapon model: I'm trying to get my Q4 weapon models into D3 for hours now and ran out of ideas what could be wrong... They show up in pure black, no matter what I do.
I'm pretty sure the .ase file is o.k., because if I put that into the map as a worldmodel (i.e. not defined as a weapon) it appears as I want it to (- NOT black ).
The BITMAP path in the .ase file (one of them) looks like this:
Code: | *BITMAP "\\base\textures\bb2\rot_ssd" |
... And the material like this:
Code: | textures/bb2/rot_ssd
{
qer_editorimage textures/bb2/rot_ssd.tga
diffusemap textures/bb2/rot_ssd.tga
{
blend add
map textures/bb2/rot_ssd.tga
rgb 0.75
}
} |
My first guess was that the "\"s and "/"s have to point in the same direction but all combinations I tried showed no effect.
So what's left is the .skin file...
Code: | skin skins/weapons/ww_machinegun
{
"textures/bb2/rot_ssd" "textures/bb2/rot_ssd"
}
skin skins/weapons/ww_machinegun_pickup
{
"textures/bb2/rot_ssd" "textures/common/nodraw"
}
|
... and the .def file:
Code: | entityDef herrws_weapon_machinegun
{
"inherit" "weapon_machinegun"
"model" "models/weapons/machinegun/mach2_d3.ase"
"editor_ignore" "0"
"inv_icon" "gfx/guis/hud/icons/item_machinegun.tga"
"skin" "skins/weapons/ww_machinegun"
"skin_pickup" "skins/weapons/ww_machinegun_pickup"
} |
What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
Kristus@Posted: Mon Aug 21, 2006 11:07 am Post subject: : Are you trying to use an ASE file for your hud weapon? Or as the thing entity that you pick up? _________________ D3: Phobos
http://www.doomworld.com/phobos
"About the hardest part of my job is to connect Iraq, to the war on terror." - George Bush |
Herr W@Posted: Mon Aug 21, 2006 12:44 pm Post subject: : As the entities you can pick up. The one in the HUD has to be a .md5mesh as far as I know. _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
kat@Posted: Tue Aug 22, 2006 5:48 am Post subject: Re: .skin file for .ase weapon model: Herr W wrote: | ...What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... | LOL, you're going to kick yourself... but using "q4base" is correct, "base" isn't for Quake 4 ase's.
I use "//q4base/" and it works without fail, so if that still doesn't work for you then there's something else going on here.
With regards to skins.... I'm not entirely sure they're supposed to work with ASE/LWO models, does the game have any set up to use them (none MD5 meshes that is)? _________________ Co-Admin - Modelling and modding tutorials and tips |
Herr W@Posted: Tue Aug 22, 2006 8:03 am Post subject: : Quote: | Quote: | ...What confuses me most is that exactly the same files work in Q4. The only difference is that "q4base" instead of just "base" in the *BITMAP path... | LOL, you're going to kick yourself... but using "q4base" is correct, "base" isn't for Quake 4 ase's. |
Hm... Okay, that was misunderstandable (- damn german school-english... ). What I intended to say is, that the .ASE models work fine in Quake4 (with "q4base" in their *BITMAP path), but the same models appear pure black when I try to put them into Doom3 as weapon models (then with "base" instead of "q4base" in the *BITMAP path).
Quote: | With regards to skins.... I'm not entirely sure they're supposed to work with ASE/LWO models |
In Quake4 they do! An example is the fading "_pickup" skin replacing the default one.
I had a quick look into weapon_machinegun.def (Doom3):
Code: | entityDef weapon_machinegun {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Machinegun"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/machinegun/w_machinegun.lwo"
"model_view" "viewmodel_machinegun"
"model_world" "worldmodel_machinegun"
"joint_attach" "MGATTACHER"
"def_dropItem" "moveable_item_machinegun"
"weaponAngleOffsetAverages" "10"
"weaponAngleOffsetScale" ".25"
"weaponAngleOffsetMax" "15"
"weaponOffsetTime" "400"
"weaponOffsetScale" "0.005"
"inv_name" "Machinegun"
"inv_weapon" "weapon_machinegun"
"inv_ammo_clip" "10"
"inv_item" "5"
"weapon_scriptobject" "weapon_machinegun"
"def_projectile" "projectile_bullet_machinegun"
"ammoType" "ammo_clip"
"ammoRequired" "1"
"clipSize" "60"
"lowAmmo" "10"
"mtr_flashShader" "muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"silent_fire" "0"
"gui" "guis/weapons/machinegun.gui"
"mtr_guiLightShader" "lights/viewWeaponGuiLight"
"icon" "guis/assets/hud/wpn_3"
"muzzle_kick_time" "0.2"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "0 0 0"
"muzzle_kick_offset" "1 1 2"
"recoilTime" "145"
"recoilAngles" "-1 0 0"
"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
"smoke_muzzle" "mgmuzzlesmoke.prt"
"def_ejectBrass" "debris_brass"
"ejectBrassDelay" "10"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"snd_lowammo" "player_machinegun_lowammo"
"snd_glass" "bullet_impact_glass"
"skin_invisible" "skins/machinegun_invis"
"spread" "1"
} |
The "model" in the map is a .lwo, not an .ase.
And I guess that "skin_invisible" belongs to the .md5mesh in the HUD.
It looks like this...
Code: | skin skins/machinegun_invis {
models/weapons/machinegun/machinegun models/weapons/machinegun/machinegun_invis
models/characters/player/arm2 models/characters/player/arm2_invis
models/weapons/machinegun/w_machinegun models/weapons/machinegun/w_machinegun_invis
}
|
... which brings up another difference to Quake4, where the materials are separated by "".
Hm, let's see what the models do without any "skin" declaration in their .def file... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
Herr W@Posted: Tue Aug 22, 2006 8:15 am Post subject: : ... WORKS! - Should have tried that earlier.
The bad thing about this is, that there is no pick-up effect.
And the question remains, if it's impossible to define a "skin" for .ase/.lwo models in Doom3... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |
kat@Posted: Tue Aug 22, 2006 4:13 pm Post subject: : You might be able to 'force the pickup effect but using a triggered fx event, you could either use a trigger field targeted at an fx entity or use the pickup entity itself. Both should trigger an effect entity place approx to the center or origin of the pickup.
If //base/ didn't work you could have tried the other references... //purgatory and //model.... _________________ Co-Admin - Modelling and modding tutorials and tips |
Herr W@Posted: Wed Aug 23, 2006 7:34 am Post subject: : Quote: | If //base/ didn't work you could have tried the other references... //purgatory and //model.... |
I had tried both, but with no success. So meanwhile I'm pretty sure that it is as you supposed earlier: .ase models can't have a "skin" in their definition
Quote: | You might be able to 'force the pickup effect but using a triggered fx event, you could either use a trigger field targeted at an fx entity or use the pickup entity itself. Both should trigger an effect entity place approx to the center or origin of the pickup. |
That's a good alternative! I think I'll do it that way... _________________ Visit Herr W's MONKEY KOMBAT Arena at http://monkeykombat.planetquake.gamespy.com ! |