the alliance camos...
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the alliance camos...
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.
all_inf_soldierdesert, all_inf_soldierurban or all_inf_soldierjungle?
help would be greatly appreciated.
RE: the alliance camos...
help, anyone?
RE: the alliance camos...
"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!
"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...
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.
i think the default one is jungle, but i'm not positive.
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.
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.
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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
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
- Epena
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yep, basically I checked the msh to see which which .tga was "bound" or being called by it.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.
LOL how to overcomplicate a simple reskinning
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.