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Difference between revisions of "DP GFX SKINFILES"

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Any names that are not replaced automatically show up as a grey checkerboard to indicate the error status, and "common/nodraw" is a special case that is invisible.
 
Any names that are not replaced automatically show up as a grey checkerboard to indicate the error status, and "common/nodraw" is a special case that is invisible.
 
This feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
 
This feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).
 +
[[Category:DarkPlaces]]

Latest revision as of 02:12, 25 March 2013

Alias models (mdl, md2, md3) can have .skin files to replace conventional texture naming, these have a naming format such as:

progs/test.md3_0.skin
progs/test.md3_1.skin
...

These files contain replace commands (replace meshname shadername), example:

replace "helmet" "progs/test/helmet1.tga" // this is a mesh shader replacement
replace "teamstripes" "progs/test/redstripes.tga"
replace "visor" "common/nodraw" // this makes the visor mesh invisible

It is not possible to rename tags using this format

Or the Quake3 syntax (100% compatible with Quake3's .skin files):

helmet,progs/test/helmet1.tga // this is a mesh shader replacement
teamstripes,progs/test/redstripes.tga
visor,common/nodraw // this makes the visor mesh invisible
tag_camera, // this defines that the first tag in the model is called tag_camera
tag_test, // this defines that the second tag in the model is called tag_test

Any names that are not replaced automatically show up as a grey checkerboard to indicate the error status, and "common/nodraw" is a special case that is invisible. This feature is intended to allow multiple skin sets on md3 models (which otherwise only have one skin set).