how does milkshape work now...


Eightball
07-27-2003, 10:35 AM
in v1.0 modells? I can't import a guys body aswell as his head and gear??? errr.. help please?

07-27-2003, 12:50 PM
Player models use submodels now. That means the model is broken up into tiny bits.

Bits are Body, head, helmet, gear.

Now what is it you're trying to do?

Devin Kryss
07-27-2003, 08:01 PM
You begin to understand why we all hate submodles now, no?

Sushi
07-27-2003, 08:13 PM
I love submodels. You must harness thier power correctly.

They save polies too on some occations and they make it easier to work with bits an pieces.

Devin Kryss
07-27-2003, 09:38 PM
Dude, i've been "harnessing its power" since fuxcking 2.0. There usefull when you have too many polygons for one ref smd, you can split it with a second submodel.

And I suppose if your new to the modding game, it is easy to play with bits and pieces.

But it still blows major donkey ass compared to the old system of a seperate mdl file for each class. You can so much more diversity of player models with seperate models, not only that but to change the appearacne of a single class, you need only edit/copy over ONE mdl file.

Example: My sniper wears grey camo, I want to see him wear camo.

In the 2.0 days: Open axis-sniper.mdl, change body texture to camo, save and play. Wow, it workz!

Now, the DoD 1.0 way: Open axis-inf.mdl, find body texture, place camo over it. Save and play, Hey, WTFz0rz! My MGer and Sturmtruppen wear camo too! SuxX!!

Dont forget the fact that classes have to SHARE submodles too.

Example: I think my Unteroffizer looks damn stupid wearing a hat. He'd look more like a soldier with a helmet.

The 2.1 way: Decomp, delete hat, add helmet, save and compile axis-medium.mdl. Copy and paly, wow it looks Sw33t!!11

The DoD 1.0 way: So I decomped, and now I see a hat, kay, i'll put a helmet over it. Compile, copy, and play, and Fuxking-A, now my sniper is wearing the mother-fuxking helmet too!!! Thats not what I wanted!! PUNCHES SCREEN!
So I just put the bloody helmet on everyones head submodel, except the snipers (Once i took the bloody time to figure out which was his) and put the hat on his, save and compile. Now I dont get to see people's headgear fly off, man, this isn't as cool!

So, now .mdls are harder for everyone to edit, and theres jsut a few of us who have figured out how. Most people are just confused and angered they can't hove something simple like the above examples.

So, tell me, what are the advantages of have submodeled player models again?

And before you say "You save another 20 meg of diskspace" make sure your using a computer that actually has a hardrive worth more than a hill of beans and can handle the loss of 20 megs.

Vandal
07-27-2003, 09:43 PM
mmmmm.....beans.

Sushi
07-27-2003, 09:58 PM
Well, you beat the hell out of my arguements. I've always worked with other submodeled player models (in which fail miserably, mind you). And for your sniper camo problem, make a skin, name it something not obvious, load up the sniper-body smd and import the texture. Export and boom. Your sniper only has that kind of camo. They aren't sharing submodels, they are sharing textures.

There are only 2 main body and gear textures. 5 (visible) submodels.

Helmets: I see what your talking about...hmm...
I don't think you can touch it without recoding i guess.

Trp. Jed
07-27-2003, 10:47 PM
S'funneh cuz I didnt have any problems with submodels when I did my paramodels
and each class has individual textures.

If you want the same body with a different texture do just that - make a duplicate of its SMD, assign a new texture to it and then use that for one of the subgroups.

Its not that hard.

- Jed

Joe Anderson
07-28-2003, 01:55 AM
both sides of the argument have their merits here. I agree that with proper tweaking as Jed has pointed out, there can be a lot of strides made with submodels. I also agree with Dev that they have their limitations....I wish and hope for no submodels for dod's next release but for now I'll work with what they gave me.

Anderson

Eightball
07-28-2003, 07:04 AM
Well, I'm not going to model or reskin, my plan was only actually to pose them... but since I'm a newbeginner to Milkshape I don't really know how to import two skeletons at once... if that's even possible.

07-28-2003, 08:16 AM
It's easy eightball. When you try to import an smd, and it asks you if you want to import the reference and skeleton, just deselect skeleton. Just do the same thing for all the bits.

Eightball
07-28-2003, 08:56 AM
Ahh, excellent. Thanks Jamil!

Devin Kryss
07-28-2003, 09:10 AM
Those were examples Sushi, im fulkly aware of how to manipulate the submodel system. Check the Devin Kryss section of editor321's site, and you'll find my player models.

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