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3 Questions

Posted: Sat Nov 03, 2007 5:23 pm
by SL!P
OK, I've made numerous post and I havn't gotten one strait answer, sk here we go:

1>How do I skin?
2>How do I stretch models?
3>I'm having several random PMI problems*

*I do extract the raw incicies/verticies, I do decrap the models, I do move the BSP, I do move the new items to the build folder before building. I do select the new verticies and indicies during rebuild.

I don't want more questions, I want answers.

Sorry if I sound like a jerk, but I have wasted LOADS of my time trying to do this shit. I don't want to waste another minute with stuff I don't know how to do.

Posted: Sat Nov 03, 2007 5:29 pm
by knowitall66
Tut for skinning:

Code: Select all

Programs: 
HMT - Extracting/Injecting Textures 
DXTBmp - Converts Textures from/to dds format 

1-Open HMT then a map with the texture you want to change in it. 
2-Click on the '+' for '[bitm] Bitmap' 
3-Find your texture and click on it. (That may take a while Its ordered Alphabetically and everything catagoried ie weapons\assult rifle\fp\bitmaps\assult rifle_fp) 
4-Click 'Save Texture' and put it where you can find it. !Take note of the FileType (Above image)! (ei DXT1) 
5-Open DXTBmp and click 'File/Open' and choose the texture. 
6-Double click the image. (That will open it in Paint by default to change this click 'Prefs/Select Editor') 
7-Edit you texture and save it from the Editor as bmp or png. (Jpeg quality is terrible) 
8-Open the new image in DXTBmp. 
9-Click 'File/Save As' select 'DDS Texture' save it as the same File format from oridginal image. 
10-Reopen the map in HMT go to the Texture and click 'Inject Texture' 
11-Hit 'Save'. 
To strech models just extract them in hmt then modify them in a modelling program eg wings3d,milkshape. then inject them again
PMI'ing is one thing i always fail at

Posted: Sat Nov 03, 2007 5:47 pm
by _FC_Homies
Slip, you labeled my mod, yet you don't even know how to skin, model, or PMI?

Seems like a bit of a contradiction.

But anyway, its not that hard.

Skinning - Extract the skin inside the bitmaps tag with HMT 3.5. Then, open up any image editing program (Photoshop, Gimp, etc.) that supports DXT .dds format, and edit it to your likings. Then inject into the bitmaps tag using HMT.

Modeling - Same concept, although you extract the .obj from the [mod2] tag, and personally, I think the best program for this is Misfit Modeler. Edit to your likings. Then inject back into the weapon/vehicle's mod2 tag.

PMI - If i were to explain this, it would take awhile. I have a good PMI video tutorial that someone else made that I could upload if you wanted me to, SL!P.

Posted: Sun Nov 04, 2007 4:13 am
by SL!P
Geez, you really made it sound harsh
"labeled and insulted"

hate to tell ya homies, but everyobody "labels" here, with ratings at least.
ie- 1/10 5/10 10/10
as far as the "insults" go, that was collective crititcism, and you took my advice and cahnged the hogs, which mdae the mod alot better

Posted: Sun Nov 04, 2007 9:53 am
by SL!P
I got misfit Modeler and I doing some work on the "Iscariot Missile Launcher"

Every time I ry to inject, I get an error syaing "The index is out of the bound of the array"

WTF does it mean?

Posted: Sun Nov 04, 2007 1:19 pm
by _FC_Homies
Make sure its the FP you edit and inject it back into the rocketlauncher_fp mod2 tag.

Posted: Sun Nov 04, 2007 1:47 pm
by SL!P
I resolved the problem, in my saving process. Thanks anyway ;)

I'm still having PMI probs

Posted: Sun Nov 04, 2007 6:42 pm
by Mo|)_M4n
Look in the tutorials... There are A LOT of PMI ones.

Posted: Tue Nov 06, 2007 6:28 pm
by UPS
Also, with Misfit, you have to uncheck the box that says 'save normals' when you are saving.