Making a .skin file for map objects -1 reply

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#1 11 years ago

Hello. Just registered here. I've made a map object and successfully exported it to a .md3 for it to work in JKJA, but it has no textures. I understand that I must make a .skin file to have the textures work. I've used search and looked through the sticky topic for help, but the closest thing I found was this, and it didn't actually mention how to make a .skin file, only noted that you need one. I haven't found anything useful by searching, and most of those guides in the sticky topic that are about skinning don't really tell you how to make that file for objects you made yourself (I am led to believe it is different than for skinning existing models).

Thanks for the help.




^Pirate

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#2 11 years ago

You import the skin file into Md3view.




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#3 11 years ago

Nevermind that. I realised what a .skin file is (essentially just contains the path to the texture linked to the tag). Now I just need to know how to make tags for the model and I'm good.




minilogoguy18

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#4 11 years ago

map objects dont use tags, only weapons, playermodels and vehicles, if your using something like milkshape that actually has a good md3 exporter you dont need to make a skin file, the md3 gets properly written to look for the textures in the same path as the model.




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#5 11 years ago

I'm using 3ds max 8. I asked Inyri Forge this via email and he said that I need to make a .skin file... I've tried quite much everything now, exporting, importing, importing .skin files into md3view. I'm not really sure what my .skin file should tell the directory of the texture should be.. I always get weird errors in modview when I try to view the models. Either the texture path is wrong, or I get some weird error like "Only type 2 and 10 targa RBG images supported" or texture "05 - Default" not found ( 05 - default is my material's slot in max)

Okay, new info.. when I import one of my early exportings (it was just exported without anything fancy like skin files or tags), it works as long as the texture is in the same directory as the .md3 file. This is when importing back into 3ds max. However, when I try to open it in md3view it complains about missing directory.. the textures don't show in jkja either. Weird. Why does it work when I import it into max when the textures are in the same directory, but this doesn't work in md3view?




Inyri Forge VIP Member

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#6 11 years ago

I got called a he... :(

If you aren't sure what a .skin file should look like, open up a player model and take a look at the basic setup.

You need the surface name, a comma, then the partial path to the texture (models/etc/texturename.tga). Apply this .skin with MD3View, then export it back to MD3 so the changes are saved. It will then work properly in JA.




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#7 11 years ago

Sorry, I default people to "he" over the internet. Much less fuss that way than the other way around :)

Anyway, thanks. Didn't realise I had to name the .skin file the same as my object. However, when I try to apply the .skin file in md3view, it tells me the texture cannot be found (full error: 'texture "models/map_objects/test/SmoothConc1.jpg" not found'). I have already used PakScape to put my texture in models/map_objects/test/, and my .skin file points to benchy,models/map_objects/test/SmoothConc1.jpg. (benchy is the name of my model). The .pk3 file is in my Base folder. Is this correct or am I doing something wrong here? Does it matter where my .md3 file is at this moment?

Is it correct behaviour for the md3view to tell me 'texture "05 - Default" not found' when I open my model? After this I'm trying to import the .skin file and I get the error mentioned




Inyri Forge VIP Member

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#8 11 years ago
Much less fuss that way than the other way around

Oh but that would be so funny. :lol:

I probably should have mentioned the naming thing. I don't often think about it myself. :lol:

MD3View will not look inside PK3s, btw. It will look in that directory on your hard drive. This is only for displaying purposes, however. If the textures are placed properly in your PK3 as compared to the pathways then there shouldn't be a problem in-game.




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#9 11 years ago

Now it's giving me an error "LoadTGA: Only type 2 and 10 targa RGB images supported" when I try to import the .skin file! Ahh, this is frustrating. Do the textures really have to be in .tga format? In JKJA assets they're often .jpg too. Or are TGA's only needed for md3view? If yes, do I need to convert the jpgs to tga so that I'll be able to export the md3 so that the texturing works properly? What a pain.




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#10 11 years ago

No, they don't have to be in targa format. I would suspect perhaps your JPGs were exported oddly.




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