SMoKE Posted April 7, 2007 Share Posted April 7, 2007 Me and my stupid questions.. I would like to add another option, besides head, torso and lower, in the Custom Jedi system. Does anyone know if it's possible at all, with the MP SDK? Link to comment Share on other sites More sharing options...
razorace Posted April 8, 2007 Share Posted April 8, 2007 mmm, if memory servers, the skin system for this is actually inside the engine, so I don't think you can do it. However, you might want to double-check by looking at how the game loads skins on the client side. I know that the skin part names are seperated by "|"s when processed by the code. Try looking for "|" in the code. Link to comment Share on other sites More sharing options...
SMoKE Posted April 8, 2007 Author Share Posted April 8, 2007 Yeah, yeah, I've imitated the code wherever I could find something related to the other skin parts. It still ain't working in the menus, but when I try the model cmd in the console, I get the errors: Skin name exceeds MAX_QPATH Shadername exceeds MAX_QPATH So, I tried to make MAX_QPATH a little bigger, but it still didn't work. Is it bad, by the way? To make MAX_QPATH bigger? Link to comment Share on other sites More sharing options...
razorace Posted April 8, 2007 Share Posted April 8, 2007 I think you're stuck with the MAX_QPATH since it's a engine related setting. However, you can do a workaround by making your paths shorted by reinstalling your mod and JKA to a shorting path. IE, D:\JKA vs D:\Raven Software\Jedi Knight Academy\ Link to comment Share on other sites More sharing options...
Tinny Posted April 8, 2007 Share Posted April 8, 2007 That would require whoever is using the mod to also reinstall ja no? Link to comment Share on other sites More sharing options...
SMoKE Posted April 8, 2007 Author Share Posted April 8, 2007 Yeah, I think so. And we don't want that. It would probably have been better just to change the playermodel root folder or something... to PK3/playermodels/model 1, model 2 and so on Link to comment Share on other sites More sharing options...
ensiform Posted April 8, 2007 Share Posted April 8, 2007 QPATH doesn't include your install path. Only the virtual folders in the quake file system ie: in each mod folder. Link to comment Share on other sites More sharing options...
SMoKE Posted April 8, 2007 Author Share Posted April 8, 2007 Ahh, okay, so could I change what the different skin parts are called ("head_", "torso_" and "lower_") to something shorter, so it goes within the MAX_QPATH? Link to comment Share on other sites More sharing options...
razorace Posted April 8, 2007 Share Posted April 8, 2007 QPATH doesn't include your install path. Only the virtual folders in the quake file system ie: in each mod folder. I'm pretty sure that's not the case. I've seen people fix their MAX_QPATH issues by reinstalling to shorter dirs. But, maybe that was only Modview? Link to comment Share on other sites More sharing options...
SMoKE Posted April 9, 2007 Author Share Posted April 9, 2007 Noo, I renamed the different skin parts, and now I don't get that error anymore, but the skins still aren't loading properly.. I'll have to look more into it tomorrow. *Jumps to bed* Link to comment Share on other sites More sharing options...
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