seta cg_forcePovModel "1"
seta model "crash/sport_red"
i think i don't need to explain how the cvars work (:
seta cg_forcePovModel "1"
seta model "crash/sport_red"
i think i don't need to explain how the cvars work (:
Thanks, just a bit odd that cg_enemytorsoskin refers to skin, whereas this to model?Originally Posted by 8utt3Rs
Yeah i saw this in the wolfcam readme but didn't quite get it. Am i right in saying that pov player is always 00, hence "/clientoverride 00 ..." always refers to pov player?
I have changed the model for grenades to the cpma grenade (by making zzz-grenadecpma.zip/models/ammo/grenade1.md3, then using QLDT to change into zzz-grenadecpma.pk3 and placing in baseq3) but I cannot work out how to change the skin for the new model...In pak00.pk3/models/ammo/ there is:
grenade1.md3 ~ standard grenade model, overwritten by the cpmagrenade in my baseq3
grenade.png ~ skin
grenade_g.png ~ skin
grenade_r.png ~ skin
I have added the equivelent skin files and named them the same, same file format (I have also tried .tga), size etc to my zzz-grenadecpma.pk3 file but for some reason wolfcam does not load them and I get my cpmagrenades covered in ugly standard texture
Any suggestions would be lovely, thanks![]()
Last edited by EARTH_QUAKE; 02-07-2013 at 10:06 AM. Reason: i've made progress since
Last edited by Pa1nK1LLeR; 02-07-2013 at 02:36 PM.
Have you at least tried to do it just as I wrote? The first line you corrected doesn't even make senseThe second corrected line would work fine, doesn't matter how the .tga file is named, you just have to match the path with a physical file.
Your problem is that you dont have a shader named 'grenadecpma' in your shaderlist. All you've got is 'grenade' which is default q3/ql shader for texturing grenades, and looks like this:
This code above obviously won't work for you, since model you're using is different, hence it uses different shader. If you dont believe me, try importing the model into blender and check the shaderpath + shadername, then compare it with the standard grenade model.Code:models/ammo/grenade { nopicmip novlcollapse { map models/ammo/grenade.png } { AnimMap 7 models/ammo/grenade_r.png models/ammo/grenade_g.png blendfunc add rgbGen entity } }
Last edited by Pa1nK1LLeR; 02-08-2013 at 12:07 AM.
Ok I have tried exactly as you put it, with "baseq3/zzz-cpmagrenade.pk3/models/ammo/grenadecpma.tga"
You're right, to have grenade1.md3 makes no sense, but perhaps to have
Makes more sense, as you are trying to override the shader grenade with the new shader grenadecpma.tga? Anyway it hasn't worked, mildly surprisedCode:models/ammo/grenade { nopicmip cull disable { map models/ammo/grenadecpma.tga rgbGen identityLighting } }I'm downloading blender now, I'm hoping it will give me some clues (I've never used custom models before). Thanks for you're help, I'll edit this message as I make progress
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I must warn you, blender is very hard to learn...
Well to show you it works just as I put it I've created a pk3 on my own.
z-pa1n-cpmanade_for_EARTH_QUAKE.pk3
Check the script file (it's in scripts folder instead of shaderoverride but it doenst matter anyways - check it!), I included two versions.
Last edited by Pa1nK1LLeR; 02-08-2013 at 12:37 PM.