skining question

skining question

Re: skining question Posted by half-dude on Fri Apr 23rd 2004 at 6:06pm
half-dude
580 posts
Posted 2004-04-23 6:06pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Ok my problem is that once I put the new skins on the existing models by using model veiwer and save it I don't know were to save it. You see I first tryed saving it to the folder that has the loader mdl, rock mdl, and flyer mdl then I used it by making it a monster_generic but as I thought, It didnt have any AI. So my question is how do you make a monster with a new skin have AI and replace it with the origenal one but only do that on my mod?
Re: skining question Posted by Yak_Fighter on Fri Apr 23rd 2004 at 7:23pm
Yak_Fighter
1832 posts
Posted 2004-04-23 7:23pm
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
I not exactly sure, but if you want to, say, replace the hgrunt.mdl you would just make a new pak file and then rename your new model to hgrunt.mdl. It would then have all the same AI and everything. Try it and see.
Re: skining question Posted by half-dude on Fri Apr 23rd 2004 at 8:38pm
half-dude
580 posts
Posted 2004-04-23 8:38pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
No, I'm not going to use a pak in my mod. Just a series of files in the folder.
Re: skining question Posted by scary_jeff on Fri Apr 23rd 2004 at 8:48pm
scary_jeff
1614 posts
Posted 2004-04-23 8:48pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
A pak file and a set of folders work in the exact same way. half-life\valve\pak0.pak/sprites/ is the same as half-life\valve\sprites\, only the files that aren't in the pak get priority if they have the same name as ones in the pak. So what Yak said was right, but I think all you want to do is overwrite the existing hgrunt.mdl by putting it in half-life\valve\models\ (the game will use the one from the folder in pririty over one that may be in pak0.pak).

[edit] I think that pak files with a bigger number get priority to, so if you have pak0.pak, and pak1.pak, and both have a models/hrunt.mdl, it will use the one from pak1.pak. This allows developers to easily make updates without having to make people re-download the entire pak file again. [/edit]
Re: skining question Posted by Andrei on Sat Apr 24th 2004 at 10:31am
Andrei
2455 posts
Posted 2004-04-24 10:31am
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Move the mdl into your mod's models folder giving it the name of the original hl model that you want to replace.
Re: skining question Posted by Captain P on Sat Apr 24th 2004 at 2:07pm
Captain P
1370 posts
Posted 2004-04-24 2:07pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
What scary_jeff said is right.

Files in the real folder hierarchy have priority, then come the files in the .pak file with the highest number, then the files in the lower .pak files.

Concerning .pak files, Half-Life starts with pak0.pak. If there is a pak1.pak, it also looks in there. Then it looks in the pak2.pak and so on. However, if this line is broken (e.g. you do have pak0.pak and pak2.pak, but no pak1.pak), Half-Life stops searching for higher .pak files. In the example, only the content of pak0.pak would be used, not that in pak2.pak.
Re: skining question Posted by half-dude on Mon Apr 26th 2004 at 5:20pm
half-dude
580 posts
Posted 2004-04-26 5:20pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
So pritty much, I move all the game mdls into my mod folder in a folder named models So if my mod directory is called xeno it would be ...xeno\models\hgrunt.mdl? and the same goes for custom sprites as well? Some one should make a tutorial about settng up the mod files.
Re: skining question Posted by scary_jeff on Mon Apr 26th 2004 at 5:33pm
scary_jeff
1614 posts
Posted 2004-04-26 5:33pm
1614 posts 191 snarkmarks Registered: Aug 22nd 2001
sprites would go in xeno\sprites\spritename.spr, so yes. If you want to know where other resources go, go to the files ssection of this site and get the pak file explorer, then recreate the directory structure present in that in folders in your mod directory. You only have to have files in your mod directory that are different to the originals though, so say you are using the standard headcrab model, you don't need to copy this into your mod.
Re: skining question Posted by half-dude on Tue Apr 27th 2004 at 12:42pm
half-dude
580 posts
Posted 2004-04-27 12:42pm
580 posts 76 snarkmarks Registered: Aug 30th 2003 Occupation: male Location: WH
Ok, it's all clear to me now tnx.