Changing a model in Modview? -1 reply

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darthvengeant

Sith Lord

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25th February 2003

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#1 14 years ago

Well, I know about turning things off on your skin/model like turning off a collor or belt or something. But, im trying to do a new Rodian skin, and I turn the vest off in the .skin file...but now there is open space where the vest was. So, I scrolled through the Surfaces and found the torso_augment_off which if I set it to on it makes the space where the vest was filled back in with the regualar torso area ...

But, my problem is how do you save it this way so the model stays this way for making the skin? If I turn off modview, and turn it back on I have to go back to torso_augment_off and set it back to on every single time...there doesnt seem to be a way to save it this way Does anyone know a way for me to get this to work so I can have the vest turned off and no hole/gap/empty space?

Thanx




MeusH

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16th November 2003

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#2 14 years ago

Hmm... try changing .skin file (torso_vest,*off torso_augment_off,patch/to/texture.tga)




darthvengeant

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#3 14 years ago
MeusHHmm... try changing .skin file (torso_vest,*off torso_augment_off,patch/to/texture.tga)

torso_augment_off is how it is normally torso_augment,*off would turn it off...I already tryed that..didnt work. I need it ON, but it wont stay on.

See...this is how it is normal in the .skin torso_augment_off,models/players/skinname/torso.tga

I turned off the vest torso_vest,*off

When I view the skin now in modview the area where the vest was is empty space.

So, in modview I go to Surfaces and find the ////////torso_augment_off and right click on it, then set its status to "Set Status: ON". So, now it looks like this "torso_augment_off" instead of like this "////////torso_augment_off". What turning the status On does is fills in the empty space with the torso.

But, I cant get it to stay this way after I turn off modview. I think this involves changing the actual model somehow, or the .glm There has to be some way.




MeusH

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#4 14 years ago

I tried to make that, too, but doesn't work... pity




HapSlash

Mad Model Maker

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1st April 2003

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#5 14 years ago

If you want to do it just for ModView you can create a .mvs file which will save the state the model is in for modview. After you've set up the model the way you want it, just pull down file, then write script. When you want to open the file later in modview, you would just open the .mvs file instead of the .glm

But if you're wanting to get this to work in-game, you need to write a .surf file for the model, which tells the game which surfaes to turn off and on. I don't know if this works right for JA, but that's how it was done for JO.




darthvengeant

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#6 14 years ago

well, then someone needs to tell me how to do a .surf file for JKA

please




MeusH

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#7 14 years ago

there is tutorial on jk3files.com - Search for "surf" in JK2 files