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Model/Skinning Problem

08-31-2003, 03:20 PM#1
[RI]Dragoon
Hi, I'm trying to make a weapon model, I created a whole new model and a new skin for the model. When I converted it to it's mdl format I put the path where it's suppose to find it's skin and did all the other little things I'm suppose to do. Then I converted it to a .mdx using yobguls converter. I imported the .mdx file and the skin into a testing map. I think it's the skin which is the problem...I tried everything and posting on these forums are my last resort. Can someone please look at my map?

I included the map with the .blp and .mdx file in it, and the original .tga of the skin and the the .mdl.

If anyone can help me thanks
09-01-2003, 04:23 PM#2
[RI]Dragoon
Noone can figure out whats wrong? I guess I'll try to redo the model from scratch.
Also 1 more question, when I am using the textporter to save my skin and make it into a .tga, do I have to follow a rule on how its the compression settings should be? Like should I compress it, or should I add alpha slit or premultiplied alpha, and wat bit should i save it at, 16, 24, or 32?

Thanks
09-01-2003, 11:26 PM#3
ls_freak
Quote:
Originally posted by [RI]Dragoon
Noone can figure out whats wrong? I guess I'll try to redo the model from scratch.


Wait about 4 days before deciding no one knows what's wrong, 2 days at least. I personally have no idea... i don't model or skin
09-02-2003, 04:06 AM#4
Guest
Be patient. The chance someone will read the post and knows the problem within a hour is slim. Give it like 3 days or so.

Anyways in case of your problem: skin alphachannel should be fixed up, as it is set at 100% blend (no t transparency, you set it at blend)

Set the filtermode from Blend to None and you should be fine
09-02-2003, 12:02 PM#5
[RI]Dragoon
Thanks Cookie it worked:D, Sorry about asumming no one knew what was wrong.