02 May 12, 06:32AM
Thanks Snoosnoo, it doesn't mean it is going to adopted though because modellers now gonna have to work a different way...
Thing is with this method within your 3D program you have to give your groups names (or once the model finished regroup all groups and name it as the mapmodel) and then in the md3.cfg tell to what group which image file is related to in in the 'skins' folder.
One thing to be careful to is avoid naming the image file with an existing one, just go in the skins folder to double check it out first.
It is basically very simple but as you know people over here hate changes XD
As packaging goes it is also easy...
packages/models/mapmodels/new item/new item.md3
/new item.cfg
packages/models/mapmodels/skins/new item.jpg
As explained in my other post with this method we can re-use existing mapmodels and modify they shapes (like crushed, torn, bumped) without having to add the heavy image file, we can also have new mapmodels using existing skins... Mapmodels are very light so this way we could add a hundred more in the official package.
Thing is with this method within your 3D program you have to give your groups names (or once the model finished regroup all groups and name it as the mapmodel) and then in the md3.cfg tell to what group which image file is related to in in the 'skins' folder.
One thing to be careful to is avoid naming the image file with an existing one, just go in the skins folder to double check it out first.
It is basically very simple but as you know people over here hate changes XD
As packaging goes it is also easy...
packages/models/mapmodels/new item/new item.md3
/new item.cfg
packages/models/mapmodels/skins/new item.jpg
As explained in my other post with this method we can re-use existing mapmodels and modify they shapes (like crushed, torn, bumped) without having to add the heavy image file, we can also have new mapmodels using existing skins... Mapmodels are very light so this way we could add a hundred more in the official package.