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the alliance camos...

Posted: Wed Mar 22, 2006 2:39 pm
by Talibanman
i'm having problems, cos there are three different camoflages for different enviroments. how do i change them between each other? my goal is to get the rebel rifleman to wear a balaclava, but it aint showing up, cos i don't know what of these three he uses as the default camouflage
all_inf_soldierdesert, all_inf_soldierurban or all_inf_soldierjungle?
help would be greatly appreciated.

RE: the alliance camos...

Posted: Thu Mar 23, 2006 2:44 pm
by Talibanman
help, anyone?

RE: the alliance camos...

Posted: Thu Mar 23, 2006 5:57 pm
by drummerzoid1
"all_inf_rifleman_desert"
"all_inf_rifleman_fleet"
"all_inf_rifleman_jungle"
"all_inf_rifleman_snow"
"all_inf_rifleman_urban"
there's the right way to write them, glad to be of service!

RE: the alliance camos...

Posted: Thu Mar 23, 2006 6:02 pm
by dreadlordnyax
well, you could try try it out yourself, for example, make a backup of all 3 somewhere else, then put green all over one skin, red on another, and blue on the last, then whichever shows up is it ;)
i think the default one is jungle, but i'm not positive.

Posted: Fri Mar 24, 2006 10:31 am
by Talibanman
there's the right way to write them, glad to be of service!
sooo... should i edit the tga and then rename it?

Posted: Fri Mar 24, 2006 11:00 am
by CarbineImpulse
Having looked at contents of all_inf_soldier.msh I think you need to edit the all_inf_soldierjungle.tga.

If he's not showing up the make sure you're calling the reskinnrd unit in mission lua i.e. :
ReadDataFile("dc:SIDE\\all.lvl", "all_inf_rifleman")
and that he's called in the SetupTeams section of your mission lua as well.
obviously you'll need to amend it to suit yous specific needs but I think that should work.

Posted: Fri Mar 24, 2006 11:19 am
by Qdin
Carbine' don't forget that the .msh files ONLY calls for that certain .tga which it was exported 'with'.

so if you rename a .tga from all_inf_rifleman.tga into all_inf_fisherboy.tga it'll show up without texture.
the .tga is bound to the .msh - so you will have to overwrite all_inf_rifleman.tga with his 'new' texture.

and if you rename the .msh to all_inf_fisherboy.msh, it'll still use all_inf_rifleman.tga

Posted: Fri Mar 24, 2006 12:14 pm
by Epena
sooo... should i edit the tga and then rename it?
To make it clear...yes, you edit the tga. NO! You do not remane it. It'll just be that much easier for you.

Posted: Fri Mar 24, 2006 4:49 pm
by CarbineImpulse
so if you rename a .tga from all_inf_rifleman.tga into all_inf_fisherboy.tga it'll show up without texture.
the .tga is bound to the .msh - so you will have to overwrite all_inf_rifleman.tga with his 'new' texture.
yep, basically I checked the msh to see which which .tga was "bound" or being called by it.

LOL how to overcomplicate a simple reskinning :D

NOTE - You can edit the msh using ultra edit or something to call a different tga, however if you change the name of the tga you want to associate with it then you must keep it the same number of characters otherwise it'll bugger everything up... a little tip I got from SatV :) Still much easier to keep everything the same and just change the appropriate image. :)

Posted: Sat Mar 25, 2006 4:17 am
by Talibanman
ya, i just noticed that the problem was that i munged the common too, ven tho it was already munged :P the skins work now.. thanks! :)

Posted: Sun Mar 26, 2006 12:20 pm
by Talibanman
DARN! i edited the jungle camo once and it worked. but then i edited it again and deleted the former one. now the former wich i already have erased from my computer still shows up, even tho i munged again :(

Posted: Sun Mar 26, 2006 12:28 pm
by drummerzoid1
oh i thought you were talking about lua con never mind.