| 08-04-2004, 04:37 PM | #1 |
i edited the skins for the infernal meteor so that it was orangeish, but by impoting those skins and giving them the requiered paths they effect other models as well, so i tried to edit the paths with notepad (after exporting and converting the model to .mdl) and i overwrote the paths without adding extra characters/spaces or deleting any, but it didnt sshow up in game or the editor, even after i restarted, so i tried to cahnge the paths with a hex editor but the same thing happened...so....HOW DO I CHANGE THE PATHS?????? ![]() |
| 08-04-2004, 07:52 PM | #2 |
Did you put the new skin on the same path? if so that is why it is invisible. |
| 08-04-2004, 08:02 PM | #3 |
Have you imported stuff consistently sucessfully before? Make sure that you're setting the paths exactly correctly and restarting the editor before testing. You shouldn't need hex editing for this, either. The MDL makes it much simpler. Make sure that you can covert back to MDX, too. If you still can't get it, upload your MDX and BLP and someone should be able to help you. |
| 08-05-2004, 12:21 AM | #4 |
ive tried it a multitude of times, still doesnt work , if anyone would like to help me out id appreciate it, heres the infernalbirth file, just change the paths, if i use it in my map (battle of the bones) then ill give you credit for it |
| 08-05-2004, 02:42 PM | #5 |
I changed the path, converted, and imported. I actually have two MDXs here. InfernalBirthOrangeSimple.mdx just has the path changed, like you asked. The other one also has the color of the particle emitters changed. Also, I'm including a map in which I've imported one. If you like how the orange one in there works already, you can just change the path back to the defualt infernal and not have to import a new texture at all. |
| 08-05-2004, 03:57 PM | #6 |
THANK YOU! your name will now be in the credits, just a question, how did you change the color of the particle emitters? it might be a useful skill to have |
| 08-06-2004, 08:29 PM | #7 |
Open the MDL, scroll down to where you see ParticleEmitters, and look for SegmentColor. You'll see three sets of three values listed. Each set is listed as { blue, green, red } with values going from 0 to 1. The three values represent the particle's shading at the start, middle, and end of its life. |
