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Thread: re-skinned default tree models

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  1. #1

    Default re-skinned default tree models

    G'day,
    I'm re-skinning the default "tree_commontree" and "bush_full" models.
    I've renamed copies of the respective skd, skc, lod, & map files of the two models.
    I've also renamed edited copies of their tik, shader and tga files to suit.

    They look pretty good in game except they tend to blink on and off like a light as you move around them, as shown below.

    retextured1.jpg retextured2.jpg

    Everything related to the models appears to be exactly the same, only the names have been changed... to protect the defaults. lol

    Any help would be greatly appreciated. Heck, I'll even throw in my first born son to sweeten the deal.
    He's 28 and almost toilet trained.

  2. #2

    Default

    Does anything print to console when this happens? Anything to do with vertex colors? If it is that, this is caused when you use 'rgbGen vertex' on non-static models.

    Your rename will need 'static_' as a prefix for the tik file, as this is what the compiler uses to determine which models are static.
    Last edited by 1337Smithy; November 19th, 2019 at 02:15 AM.

  3. #3

    Default

    That could be it, I removed the "static_" prefix.

    Cheers mate, I'll let you know the results after this compile.

  4. #4

    Default

    Smithy; yep that was the case.
    Dang you're good.

    Save me some time and answer my next failure before I post about it. lol

    Actually, I do have another.
    I went over-kill and added my edited Opel truck to the "Static" folder path then got mixed up with multiple tik files opened and saved changes to the wrong copies.
    Ended up losing all edited models. D'oh!
    I've got them back but now my truck wheels are turning in game. lol

    I'll sort it out, just wanted to let you know that the "static_" prefix was the cause.

    Thanks again mate.

  5. #5

    Default

    I assume you're placing the truck as script_model?

    Try placing them from the Radiant menu (either static->vehicle or vehicle). If there is a version you want that is static, I'd suggest that first (as long as you're just using it as static detailing, of course).

  6. #6

    Default

    Quote Originally Posted by 1337Smithy View Post
    I assume you're placing the truck as script_model? .
    No mate, I'm using them just as regular decor.
    I don't know why the wheels animated and after many unsuccessful attempts to stop them I gave up and used a back-up copy (tik & shader) from a previous version of the map pk3.

    Now, about the boy.
    He arrives at Heathrow on Thursday. Terminal 3.
    He is in a large cardboard box marked "Dangerous Goods". The bottom of it will be wet so be careful how you pick it up.

    Just remember the three rules and you'll be right.
    Don't get him wet.
    Never feed him after midnight.
    And if he makes a mess just rub his nose in it.

    Thanks again.

    Good luck. No returns.

  7. #7

    Default

    Quote Originally Posted by AccadaccA View Post
    Just remember the three rules and you'll be right.
    Don't get him wet.
    Never feed him after midnight.
    And if he makes a mess just rub his nose in it.
    And keep him out of the sunlight

  8. #8

    Default

    Quote Originally Posted by Zappa View Post
    And keep him out of the sunlight
    lol That's a given. He's nocturnal.
    Due to his hours, he's pretty useless at helping around the house but when he crashes on the couch he does make a good conversational piece and can be used as an arm rest or an extension of the coffee table (holds ash tray, coffee cups, chips and dip).
    Just be careful where you put the TV remote control.

  9. #9

    Default

    What do you take me for? Fagin? Lol.

    It could have been the classname used in the tik that was causing it, either script_model or something else . But glad it's sorted.

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