I do not agree that policing the practices of modders is the duty of the archive editors. That falls into the category of second-guessing the user's intent, which is a big source of problems in modding utilities ("obviously the user wants this high-res JPG turned into the Doom graphic format", "obviously they'll want transparency converted to cyan", etc.).
Furthermore, what may be an awful hack in one port might be a legitimate editing feature in another. A generic editing utility should be port-agnostic, and if something like SRB2 needs to allow sprite names to go all the way from A to ~, then so be it.
[Tutorial] Models with brightmaps in GZDoom
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Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Please don't start threads here asking for help. This forum is not for requesting guides, only for posting them. If you need help, the Editing forum is for you.
Re: [Tutorial] Models with brightmaps in GZDoom
You believe incorrectly:skornedemon wrote:I don't believe they work on MD3 models.
Spoiler:
Re: [Tutorial] Models with brightmaps in GZDoom
So there is a possibility for this in the future then!Graf Zahl wrote:If the current lump management ever gets replaced with a real virtual file system
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Re: [Tutorial] Models with brightmaps in GZDoom
Many things are possible. It was just an example showing the shortsightedness of such antics.
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Re: [Tutorial] Models with brightmaps in GZDoom
By chance could you simply rar up the pk3 with just the modeldef?Enjay wrote:You believe incorrectly:skornedemon wrote:I don't believe they work on MD3 models.
Spoiler:
What format does the texture use?png?
Re: [Tutorial] Models with brightmaps in GZDoom
For information, things have changed on this front.
Firstly, any skins set up with brightmaps using the method outlined in this thread will no longer work in the latest GZDoom builds. However, this is because there is now a better system.
It is no longer necessary to put the model skin into the Textures folder. You can now specify the full path to the location of the skin in your GLDEFS lump. This allows you to use a folder other than Textures (i.e. you can put the models and skins back together in the same folder if you like). You can also go back to using skin names that are longer than 8 characters too. So, while there might be a little work to convert an existing project, the system is better in the long run.
More detail and an example file can be found in this thread over at DRD:
http://forum.drdteam.org/viewtopic.php?f=22&t=6320
Firstly, any skins set up with brightmaps using the method outlined in this thread will no longer work in the latest GZDoom builds. However, this is because there is now a better system.
It is no longer necessary to put the model skin into the Textures folder. You can now specify the full path to the location of the skin in your GLDEFS lump. This allows you to use a folder other than Textures (i.e. you can put the models and skins back together in the same folder if you like). You can also go back to using skin names that are longer than 8 characters too. So, while there might be a little work to convert an existing project, the system is better in the long run.
More detail and an example file can be found in this thread over at DRD:
http://forum.drdteam.org/viewtopic.php?f=22&t=6320