Shadowflamez@Posted: Sun Aug 17, 2008 5:26 pm :
What is the pathway of the Guis's materials and images? I have search it everywhere in the pk4's.

Image



chuckdood@Posted: Sun Aug 17, 2008 5:28 pm :
you set it on the model's spawnflags in the level editor. I recall that there is a chooser once you try to edit that particular spawnflag, so you can preview which gui you're selecting for the model. I may be mistaken, as I haven't edited in a while.



Shadowflamez@Posted: Sun Aug 17, 2008 7:01 pm :
I don't mean the path from the doom 3 editor.I mean the path to the ".mtr" and "tga's" in the pk4 archive.I need to read the mtr file to understand how to use GUIS materials.:)



chuckdood@Posted: Sun Aug 17, 2008 8:35 pm :
use winzip to extract your pk4 files. it's a standard zip archive with a pk4 extension.



rich_is_bored@Posted: Sun Aug 17, 2008 10:43 pm :
The only way to determine what images are used is to examine the GUI markup itself. Sometimes they reference images directly. Other times they reference material shaders.



Shadowflamez@Posted: Sun Aug 17, 2008 5:26 pm :
What is the pathway of the Guis's materials and images? I have search it everywhere in the pk4's.

Image



chuckdood@Posted: Sun Aug 17, 2008 5:28 pm :
you set it on the model's spawnflags in the level editor. I recall that there is a chooser once you try to edit that particular spawnflag, so you can preview which gui you're selecting for the model. I may be mistaken, as I haven't edited in a while.



Shadowflamez@Posted: Sun Aug 17, 2008 7:01 pm :
I don't mean the path from the doom 3 editor.I mean the path to the ".mtr" and "tga's" in the pk4 archive.I need to read the mtr file to understand how to use GUIS materials.:)



chuckdood@Posted: Sun Aug 17, 2008 8:35 pm :
use winzip to extract your pk4 files. it's a standard zip archive with a pk4 extension.



rich_is_bored@Posted: Sun Aug 17, 2008 10:43 pm :
The only way to determine what images are used is to examine the GUI markup itself. Sometimes they reference images directly. Other times they reference material shaders.