A few simple questions on a player's skin files. -1 reply

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MarbleZilla

Custom Skins ROCK

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31st July 2007

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#1 12 years ago

#1 In the SHADER/TIK files, usually what is a STATIC or CULL shader. Usually a second shirt or pants shader using the same TGA image. My first guess would be like one is the shirt, one would be the neck-line or coller, when movement makes the clothing shift.

#2 In a TIK, when you see a scale number before a certain body model, what is it's basic function. Don't tell me I can add a scale line and turn a reg skin into a 2 ft dwarf?

#3 Why did I ask these AFTER posting a rough draft of my player skinning tutorial?

#3 IS A badddddd QUESTION. Please use reasons other than a Tumor, Paint Chips, Brain Damage or Demonic Posession. those are wayyy too easy.




NaotoKhan

MOHAA modder/skinner

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22nd November 2006

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#2 12 years ago

MarbleZilla;3835210#1 In the SHADER/TIK files, usually what is a STATIC or CULL shader. Usually a second shirt or pants shader using the same TGA image. My first guess would be like one is the shirt, one would be the neck-line or coller, when movement makes the clothing shift.[/quote]

In some of the stock shader files, they explain cull as "Prevents gaps around inside of mouth from being visible." That is basically the most useless and unhelpful explanation possible. Cull just tells the engine not to draw something. By default only the outside of the skins is drawn, and the back (inside) "side" is culled. When you have an extra shader for something, the "cull" is the one that has the "cull none" property, which tells the engine to draw both inside and outside. I think MOHAA only uses it for sleeves, because as you said when players shift around you can see inside the arms sometimes, and using a two-sided texture prevents being able to see straight through into thin air.

Here's a shader manual for Quake 3. It explains cull fairly well. It's not for MOH, just for the Q3 engine but it helps.

Q3 shader manual

MarbleZilla;3835210#2 In a TIK, when you see a scale number before a certain body model, what is it's basic function. Don't tell me I can add a scale line and turn a reg skin into a 2 ft dwarf?

Yes, you can. Most servers probably wouldn't allow it, but that is what the scale line is for. 0.52 is the default scale in MOH, 0.25 would be midget-ish. Sometimes in AA the game defaults to a scale of 1 if a quirky model is being used - not sure exactly why, but if you do much skinning for AA sometime you'll probably see your skin come up huge in the multiplayer room, and you can only see up to his waist. It's fun to play around with. Generally though you don't need the scale line, the game assumes 0.52 if nothing is specified.

[quote=MarbleZilla;3835210]#3 Why did I ask these AFTER posting a rough draft of my player skinning tutorial?

Because nothing makes you learn about something like having to explain it ;)




MarbleZilla

Custom Skins ROCK

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31st July 2007

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#3 12 years ago

Thanks you for your enlightening explanation on cullery. <<<




KevinJ87

Damnit i said fire!

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20th February 2006

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#4 12 years ago

so you can scale a charictar to like... lets say the size of a child?




NaotoKhan

MOHAA modder/skinner

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22nd November 2006

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#5 12 years ago

Yes you can, but it would not look like a child. It would look like a smaller scale of an adult. It hardly looks like a midget, just like someone changed the game scale (go figure, lol). That's part of the reason no one ever really toys with the player scale.

Another reason is because it would cause major problems with your in-game compatability. As far as I know, the game would still place your weapon at the original height, and your POV would certainly not be any lower. Even if other people had the skin and saw you shorter/taller, the weapon and firing would still come from the same place.

Scale can be fun to play with, but on player models it is very impractical.