Hello Shambler234,
If you are using DarkPlaces and want to create replacement contents or mods for this engine, you should definitley read LordHavoc´s "Readme" webpage (click on "Replacing content" there).
And of course the DP-wiki.
They will help you with these kind of questions.
Good luck,
Seven
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Creating texture replacements (Models and rushes)
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You put your scripts into the scripts/addons subfolder of your Blender installation. You often have to enable them in the User preferences afterwards (by ticking the checkbox next to the plugin).
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@golden_boy
Please pardon my ignorance, but how do you install scripts into Blender?? I'm trying to play with it a little now and was wondering if you could explain the simple way before I google it.
Regards
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just make another texture and give it the same name as the normal texture but add _norm add the end of the file-name.
like for scrag the name for the normal-map should be wizard.mdl_0_norm
for other maps....
gloss-map: add _gloss
luma: add _luma
glow: add _glow
bump-map: add _bump
glossmap= for making a texture be glossy, like metal/chrome or such.
looks at darkness of gloss-texture. white is superglossy, black is no gloss.
luma-map= full-bright, anything thats not black will be shown at full brightness at all time and wont be affected by lighting
pixels which you want to be shown at full brightness should be drawn in the color you want them to show up as
glow-map= same as luma pretty much but more subtle, allows you to make parts be 'glowing'. once again, black is no glow.
luma-map you'll wanna use for if a part of a texture should be displayed at full brightness at all times,
glow-map is more for making part of a texture be glowing instead, like small lights on a weapon or such
use either, not both. if one is present the other isnt neededLast edited by talisa; 05-29-2013, 08:22 AM.
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Sorry about bumping thread but what about adding normaliztion to the texture?
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Hi Shambler234,
just .zip your \progs folder and rename this .zip to .pk3.
You have to delete everything you wont share of course....
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yes, and if you wanna name them for use with darkplaces it should be wizard.mdl_0 and you need to drop them in the progs folder
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Originally posted by talisa View Post@shambler
just simply change the pixels to a color on one of the other lines which is closest.
but easier would be to instead make replacement textures which arent implented inside the model, those are never rendered at fullbright, and then you can use more higher resolutions and 16bit colors instead of 256colors
that, and you wont need to supply people with a modified model but only the texture
Do i have to save it as the monster skin Like: Wizard_0 or something.
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@shambler
just simply change the pixels to a color on one of the other lines which is closest.
but easier would be to instead make replacement textures which arent implented inside the model, those are never rendered at fullbright, and then you can use more higher resolutions and 16bit colors instead of 256colors
that, and you wont need to supply people with a modified model but only the texture
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