Hey all. Just sort of kicking this skin idea around in my head for a while, and it hinges on this one question. Well, not hinges, but it's pretty important.
What I need to know is this: Is there head mesh under the horns on the Zabrak female model? I.E., if I removed the horns via Alpha channels or some other method, would there be anything underneath it, effectively allowing me to use it as another Human female model?
I thought of perhaps just skinning over the horns with a hair texture, similar to what has been done with the Twi'lek model (I believe), but I just feel like that would look horrendous. So I turn to you, the dilligent masses who know that kind of stuff, and can answer my question before I go and do something stupid like decompile the assets.pk3 just to find out it can't be done.
Thanks in advance!
Oh, and, uh, I don't use "masses" in a negative way. I'm not calling anyone a peasant. Not that there's anything wrong with....
Yeah, never mind. Anyways, thanks much for any feedback on this.
I doubt it since it would be a waste of polygons to have them underneath. You can check in modview though, you'll be able to tell if the edges on the head meet up with the horns.
In the model_default.skin file for the female Zabrak, there are bits called "head pieces" which I would guess were the horns. Instead of the long line, add a *off after the "head pieces" bit. e.g. heada_pieces,*off The .skin file can be edited in Notepad. I'm not sure if this method would leave gaping holes in the model, but you can try it out.
Yeah, turning bits of the model off in textedit I have no problem with. My problem is whether it is going to leave a hole like you said.
I'd also like to note that finding a working Mac version of a Q3 modview is harder than I thought it would be. I think I might just go ahead and decompile the pk3 and do it manually. Thanks all though!
A .pk3 is just a kind of .zip-file.
Technically, it's just a .zip-archive with a different name (lot of mac users prefer stuffit to open 'em).
Opening it will yield nothing but what you've already got - a .glm for the model you can't edit unless you know how to weight and a .skin file you're too lazy to edit (protip: if ModView doesn't work, check in ingame).
How about you do it and find out whether it leaves a hole or not. >.>
Er, yeah.... That's what I've been planning on doing, I just wanted to know if anyone knew the answer already, so that if it was no, I would save myself a little trouble and just find a new model...