Ledorax 0 Posted May 27, 2003 Share Posted May 27, 2003 Hey. Does anyone know how to make so that different maps got different skins? Like they have made in the expansion packs. For example: Ghost town got desert skins, and Hunting Lodge got jungle skins. Can someone help me? It would be rather nice Quote Link to post Share on other sites
Avey 0 Posted May 27, 2003 Share Posted May 27, 2003 If you look at the folders of orgimiss, mp1 and mp2 you will notice that in the characters folder they all have a file called ica_us_rifleman for example. In mp1 the file is called Ica_us_rifleman_desert and in mp2 it is called ica_us_rifleman_cuba. All you have to do is add the correct extension to the filename. Just follow these rules and your actor will have the appropriate skins in the appropriate place. Quote Link to post Share on other sites
Sgt.Crocodile 0 Posted May 29, 2003 Share Posted May 29, 2003 (edited) Ledorax, I agree with Avey. Your actor file should look like this: This is an actor file from the MP folder. <ActorFile> <VersionNumber>1.00</VersionNumber> <ArmorLevel>2</ArmorLevel> <ActorName>@MP_atr_rif</ActorName> <ClassName>rifleman</ClassName> <ModelFace>icg_wht_cmo_02.rsb</ModelFace> <BlinkFaceName>icg_wht_cmo_02_blink.rsb</BlinkFaceName> <DesertModelFace>icg_wht_cmo_02_desert.rsb</DesertModelFace> <DesertBlinkFace>icg_wht_cmo_02_blink_desert.rsb</DesertBlinkFace> <JungleModelFace>icg_wht_cmo_02_cuba.rsb</JungleModelFace> <JungleBlinkFace>icg_wht_cmo_02_blink_cuba.rsb</JungleBlinkFace> <KitPath>rifleman</KitPath> <ModelName>ica_us_rifleman.chr</ModelName> <LOD2>ica_us_rifleman_a.chr</LOD2> <LOD3>ica_us_rifleman_b.chr</LOD3> <DesertLOD1>ica_us_rifleman_desert.chr</DesertLOD1> <DesertLOD2>ica_us_rifleman_a_desert.chr</DesertLOD2> <DesertLOD3>ica_us_rifleman_b_desert.chr</DesertLOD3> <JungleLOD1>ica_us_rifleman_cuba.chr</JungleLOD1> <JungleLOD2>ica_us_rifleman_a_cuba.chr</JungleLOD2> <JungleLOD3>ica_us_rifleman_b_cuba.chr</JungleLOD3> <Weapon>3</Weapon> <Stamina>3</Stamina> <Stealth>3</Stealth> <Leadership>5</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> Remember, Whats in green is the skin that will be seen in GR maps Whats in red is the skin that will be seen in DS maps Whats in blue is the skin that will be seen in IT maps This is good if you are making a mod that require skins for all enviroments. If u are creating new skins.......just name them with original files name like ica_us_rifleman_body.rsb or ica_us_rifleman_body_cuba.rsb depending of the enviroments. But i dont know if u can use diferent skins for the same campaign for example. I hope it helps........if i'm wrong in any points.......please correct me....still learning too. Edited May 29, 2003 by Sgt.Crocodile Quote Link to post Share on other sites
Avey 0 Posted May 29, 2003 Share Posted May 29, 2003 Not wrong theres just no need for all that <DesertLOD1> stuff. <ModelName>Yourguy.chr</ModelName> <LOD2>Yourguy_a.chr</LOD2> <LOD3>Yourguy_b.chr</LOD3> That is what my atr files look like. The game automatically reads the desert and cuba extensions, but either way is right, mine just makes the contents of the atr file shorter Quote Link to post Share on other sites
Sup 0 Posted May 29, 2003 Share Posted May 29, 2003 I think he wants to know how to make a map use either IT DS or GR skins. not how to change the skins. I could be wrong of course... Quote Link to post Share on other sites
Avey 0 Posted May 30, 2003 Share Posted May 30, 2003 Yeah i think your right I just fast-read it and saw skins on different maps so i got it wrong. This should be in the maps section i think. Quote Link to post Share on other sites
spider_csk 0 Posted June 2, 2003 Share Posted June 2, 2003 actually its not the actor file that handles the model, once you have a character, we'll call it 'my_characer.chr', you just need to make jungle and desert versions and name the modes 'my_character_cuba.chr' and 'my_character_desert.chr', the game will automaticly use these models on maps where the desert or cuba tag is assigned, this also holds true for the LOD's and face files ( my-character-face_desert.rsb etc...) this way you can have models that can work with other mods much better, the only model aspect that is reliant on the actor file is the attachments system, apart from that you can make a complete model mod with no actor files Quote Link to post Share on other sites
Ledorax 0 Posted June 2, 2003 Author Share Posted June 2, 2003 (edited) Thanks for the help, I think I know how to make it now if I will make urban skins for example I make in that actor file: <UrbanLOD1>ica_us_rifleman_urban.chr</UrbanLOD1> <UrbanLOD2>ica_us_rifleman_a_urban.chr</UrbanLOD2> <UrbanLOD3>ica_us_rifleman_b_urban.chr</UrbanLOD3> and in the Environment file: <UrbanMap>1</UrbanMap> instead of: <DesertMap>1</DesertMap> Edited June 2, 2003 by Ledorax Quote Link to post Share on other sites
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