Re: skining question
Posted by half-dude on
Fri Apr 23rd 2004 at 6:06pm
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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
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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
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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
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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
Posted
2004-04-24 10:31am
Andrei
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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
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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
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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
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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
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2004-04-27 12:42pm
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Ok, it's all clear to me now tnx.