The 1.0 compiler/transparent texture tutorials are UP!
Engineer
05-08-2003, 02:05 AM
http://collective.valve-erc.com/index.php?doc=1043360861-70912800
And to all of our talented custom modelers/skinners, I say, GO GO GO!
Devearica
05-08-2003, 02:10 AM
****in' A!
Los Los Los!
Give me french fries...with honey mustard!
GRRRRRRRRRRRR! :mad:
gabagoo
05-08-2003, 02:53 AM
awsome im going to test it out right now
Yippeee! Now I can go to sleep happy :D
Corporal Rossi
05-08-2003, 04:45 AM
I guess my pm and huge thread worked, go at it guys, I'll be ready to skin whatever ya got.
[n0x]PLUS
05-08-2003, 04:48 AM
finally...new skins, new models, custom yummeh stuff. ;b
i say make this imporanted! i mean, STICKY!
Engineer
05-08-2003, 05:43 AM
BUMP
Kraut-Killer
05-08-2003, 06:25 AM
awesome!:D
gabagoo
05-08-2003, 06:26 AM
but it still doesnt support player models
but karitsko said hes working on it;)
Engineer
05-08-2003, 06:29 AM
That's for his model decompiler, and it's for transparent textures.
gabagoo
05-08-2003, 06:37 AM
lol you told me about it :D
F*ck! still no support for the player models, still 256 animation sequences!!!:mad: :(
So how does studiomdl.exe work exactly? I was under the impression that you just drag the qc file onto the exe file, but when I do that there's no model file appearing after that like it didn't compile anything... What am I doing wrong?
Toejam Football
05-08-2003, 10:27 AM
bots, open MS Dos window, type CD "Whatever directory studiomdl is in" then type
"studiomdl.exe whatever.qc"
nm.. I got it.. I just opened the qc with studiomdl.exe and it worked..
kettenkrafttrad.mdl in the mapmodels folder has blue and RED parts.
What does the red do? (the same thing isnt it, but then why red not blue?
=DD=Wolf Kahler
05-09-2003, 09:16 AM
Molotov Billy already made a sticky thread saying all this.
Jynx, when used masked option for compiling the color for transparency doesn't matter, as long as it is the last color in the palette before compiling.
And my guess is taht the blue and red parts are in different skinmaps, they just used different color.
whenever i drop my .qc file onto studiomdl.exe, and load up my new .mdl in dod i get really weird origins. i did add $texrendermode "skin2_test.bmp" "masked", does it matter where i add it? where should i?
molotov_billy
05-12-2003, 06:17 PM
Originally posted by harbinger
whenever i drop my .qc file onto studiomdl.exe, and load up my new .mdl in dod i get really weird origins. i did add $texrendermode "skin2_test.bmp" "masked", does it matter where i add it? where should i?
doesn't matter where you add it AFAIK
I personally put it right above the bodygroup stuff
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.