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How To Make New Multiplayer Skins (without replacing current ones - UPDATED)


ChangKhan

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Originally posted by Aiee

Oookay. I followed the above instructions and created a pk3 file in jk2/gamedats/base called aiee.pk3 (Original, I know. I'm just testing it out). The pk3 archive contains files all located inside the path models\player\shadowtrooper

 

the pk3 file contains modded jpgs, model_default_aiee.skin, containing references to the new pictures, icon_default_aiee.jpg, model.glm, test.md3, Thumbs.db, sounds.cfg and animsounds.cfg

 

When I load up the game and go to the player config menu (doesn't matter if it's the one in the setup menu or ingame), I can scroll through icons until I reach the default shadowtrooper icon on the far right. Now, assuming the icons are in alphabetic order, model_default_aiee.skin should appear after model_default.skin, so I hit the next arrow to select my new skin.

 

At this point, the game crashes, and I am dumped at the MP console with a flashing error message reading

 

"Requested feature was omitted at compile time"

The last lines of the console read:

 

--- Common Initialization Complete ---

Winsock Initialized

Opening IP socket: localhost:28070

Hostname: xxx.xxx.dk

IP: xxx.xxx.xxx.xxx

Working directory: D:\jk2\GameData

----- CL_Shutdown -----

RE_Shutdown( 1 )

Shutting down OpenGL subsystem

...wglMakeCurrent( NULL, NULL ): success

...deleting GL context: success

...releasing DC: success

...destroying window

...resetting display

...shutting down QGL

...unloading OpenGL DLL

-----------------------

Requested feature was omitted at compile time

 

Now, my question is: What on earth did I do wrong?

 

 

 

 

 

I seem to be having the exact same problem, I cannot figure out how to fix this..... any ideas?

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1. It was a suggestion as where to post your mods, I never said I was trying to answer questions, and most have been answered anyways.

 

2. No one asked me a question.

 

3. Your post is irrelevent and doesn't answer questions either, so stop being a hypocryt.

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I've done EXACTLY what the directions said and no icon comes up on the menu for me to use my new skin ... What are .tga, or i guess i should say where ... I've changed the .jpg but don't understand what the .tga is ...

could someone explain a way to get it to work that might have been left out in ChangKhan's directions? or go into more detail

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Originally posted by Tinius

 

 

 

 

 

I seem to be having the exact same problem, I cannot figure out how to fix this..... any ideas?

 

 

aiee, you arent posting here about it anymore... did you figure out the problem?.... if so please fill me in

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Originally posted by Emon

1. It was a suggestion as where to post your mods, I never said I was trying to answer questions, and most have been answered anyways.

 

2. No one asked me a question.

 

3. Your post is irrelevent and doesn't answer questions either, so stop being a hypocryt.

 

Emon i think he was referring to that lamer "[CDVR]HoLLyWooD" who Advertised his MillionManLan BS in someone else's thread.

 

yeah Hollywood your irrelevant post is w a s t e

YOU R LOSE

kthnxbye

 

----------------------------------

 

Ok i have a post related to this thread's topic

 

When i first tried to use my skin the icon for my skin showed up, but the reborn model (which the model my skin uses)still had it's default skin instead of my edited skin. so obviously i did something wrong, what exactly i did wrong i don't know (i'm new to editing Q3/JO as you'll soon find out)

 

 

So some questions then.

 

When you edit the default_model.skin file what exactly do you have to change?

 

Here is some of what the Reborn models default_model.skin file looks like:

 

hips,models/players/reborn/forc_legs.tga

hips_torso,models/players/reborn/forc_torso.tga

 

 

here's what i got so far:

 

hips,models/players/reborn/DarkJedi_legs.jpeg

hips_torso,models/players/reborn/DarkJedi_torso.jpeg

 

How exactly should it look after i edit it?

 

Do i have to change the word reborn to what my skins name is?(darkjedi) so it would like this:

 

hips,models/players/darkjedi/DarkJedi_legs.tga

hips_torso,models/players/darkjedi/DarkJedi_torso.tga

 

Why does the model_default.skin list tga file extensions even though there are only Jpegs in that models directory?

 

Because what i edited in the models directory are jpegs, does that mean i have to change the file extension on the jpegs to tga directly, or do i change the tga extension to jpeg in the model_default.skin file?

 

Sorry for the 20 questions bit, but like i said i'm new to editing anything Q3 related.

 

:biggs:

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Maybe some details about the model_default file.

 

I have a skin done and when I load JK, everything is fine until "Awaiting Snapshot" comes up..then JO simply crashes out and I'm back in Windows. I KNOW its somthing with the skin. If I take the pk3 out, it loads up fine. Just....WHAT is wrong with it is the thing I gotta figure out.

 

Details about the model_defaul would help a TON!

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Yeah, I was talking to Hollywood with the irrelevence thing.

 

Anyway, I still haven't gotten this to work. Requested feature omitted at compile time plagues me.

 

I wish we could get an official explanation about this.

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Originally posted by ChangKhan[RAVEN]

 

If you have MAX, we will be releasing a plug-in/exporter for MAX and our ghoul2 compiler that should allow you to make custom .glm meshes (or modify ours) and apply them to our animation skeleton (the _humanoid.gla file)

 

What about lightwave3d plug-in/exporter?? I'd like to make skins but I only have lightwave (which I think is _much_ better than that lowsy max :D)

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I did all the graphics editing and zipped it up into a pk3 file with no compression, but when I go to select the skin, all it has is a black square, and if selected it just defaults back to the regular kyle katarn skin. So if ya'll could be any help that would be wonderful.

 

Thanks

Cubey

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I hade the same problems like u Bcubed but now it works and i m not sure why.

The Problem with the icon is that it had to be 256x256 pixel.

I made some mistakeswith the foldes inside the pk3 file. I used base\models\players\desann\ and had to use models\players\desann\.

U can also use compression when zipping the zip file.

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Can't you just have your char files in the /models/player/yourchar folder and add the entire model folder to a pk3 file from the base folder? Then go through and delete all the files that don't refer to your player folder?

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Would anyone be willing to help me out by taking my skin files and see if you can complie them to where they work??

 

If so please leave your e-mail addy and I will send the files to you

 

Thanks for ya'lls help,

Cubey

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I found out the source of my newbish problem, simply i just had one extra folder then i was suppossed to in the zip file.

 

 

Here is what the directory looked like in my first attempt:

darkjedi/models/players/reborn

 

the extra folder (darkjedi) in not needed as the zip itself will act as that folder

 

Here's what the directory in the zip file should look like:

 

models/players/YourSkinNameHere

 

then i changed the .zip file into a .pk3 file and it was that simple.

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Thank you very much for posting this. I am just about to get lost in the jungles of modding and this has helped me make a good start.

 

The point is, I had been trying and trying desperately to see my awesome sabre blade and couldn't, this one post enabled to me to finally get it in the game. woohoo. Only once I did get it in the game...er.. yeesh did it suck. ;)

 

Now that I have a proper workflow I can test many new and exciting "cool" ideas. lol

 

Thanks again. :D

 

PS For the game too ;)

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I have seen several people with the problem you described about file call made without initialization. The cause is that it cannot load the _humanoid dorectory info as you don't have it in the right place. Here is what I did.

 

I have a directory on a separate hardrive called GameDev. This folder is where I store inportant files for different games, and the things I need for mapping, modelling, skinning, the works.

 

In that folder is each folder for each game, in this case JK2.

In JK2 folder I have a TOOLS folder, which contains all of the modview files, a DEV folder where I test all of my work before going in-game with it, and a BASE folder, which basically has ALL of the game files extracted from both the assets0.pk3 and asets1.pk3 files...

 

so in the BASE directory you should see models/players. Go there, and you should see all of the models in the game. the first folder is called _humanoid. If these are not there, something is wrong. If you still can't get it to load the model, something is still wrong.

 

Works for me...

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