Modifying a model's texture. -1 reply

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SentryFodder

Siege/Asteroids mod fan.

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31st October 2003

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#1 12 years ago

Say I want to modify models\map_objects\mp\asteroid1.ASE (or asteroid1.md3, they're both availible).

I want to change the one texture it uses, textures\byss\isd_asteroid.tga, to textures/sentry/mytexture.tga. Simple, right?

Modifying the md3 file in notepad gives me an error in-game - something about some number being 15 instead of the expected 65320, I can check if someone asks. Modifying the ASE file in notepad gives me the error "RE_registermodel: unknown fileid for models models/map_objects/mp..." you get the idea.

What am I doing wrong, and how do I do right?




Mikouen VIP Member

What?

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#2 12 years ago

Why are you modifying the MD3 file in Notepad? That's the physical mesh of the model, and Notepad isn't a model editor.

I'm assuming that, unless the model has a .skin file with it, that you'll need to change the texturing in a model editor.


I don't know how, and I don't know why, but this is totally Sheep's fault.



SentryFodder

Siege/Asteroids mod fan.

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#3 12 years ago

All I wanna do is change the bit with the texture innit from "a" to "b". What harm could that do? Surely there are no texture size requirements... Are there?

I don't want to download something like Maya for a change this small. Can anyone name another editor? (Not milkshape, the trial expired.) :(




Mikouen VIP Member

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#4 12 years ago

Gmax.

EDIT: Linkage

(Any chance a moderator can update the Gmax link in the Master Sticky? The button on the site is dead.)


I don't know how, and I don't know why, but this is totally Sheep's fault.



SentryFodder

Siege/Asteroids mod fan.

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#5 12 years ago

I hate being the newb... But could you also point out a gmax md3/ase import plugin in this peasoup of a model editing world? Nevermind. Found one. But how do I change the texture?.. Ug.




SentryFodder

Siege/Asteroids mod fan.

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#6 12 years ago

Nevermind. Problem solved by, instead of using models appended to func_rotating entities the way siege_destroyer did, merely making func_rotating entities that look like rocks. Probably causes more lag (else why'd they use models in destroyer?) but meh. I'm tired.




LSD2Rayden

God of Thunder

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26th May 2006

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#7 12 years ago

Actually what you asked was simple to solve... Name your texture the same and put it in the same maps in a seperate PK3... :D




Mikouen VIP Member

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#8 12 years ago

Then it'll change every instance of the model, not just his.


I don't know how, and I don't know why, but this is totally Sheep's fault.



lassev

Degenerate scripter

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21st June 2004

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#9 12 years ago

ASE files are simple text files and very well editable in Notepad. You just have to be extremely careful when editing, because they are one big mess of code. But if you study them and do some trial and error, you will sort it out. Personally I don't like ASEs, because they appear to be so bloody bloated. I don't trust 'em. The only ASEs I use (I'm forced to use) are those made in GTK by myself.

I have hacked quite a few Raven md3s in a hex editor to suit my purposes. Changing textures in an md3 in this kind of unofficial way has one strict requirement: The file names (as well as the new model name), including the path, of the new texture(s) must be of exactly the same lenght as the old, original texture(s). Other than that, it's a peace of cake. If you have a decent hex editor, that is, and some patience to learn.