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    .go files (infantry)

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    kapulA
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    .go files (infantry)

    Post by kapulA on Sun Jan 01, 2017 6:59 pm

    A question I've been pondering a long while - how to create new go models for infantry so I can add new skins to them? Atm, the texture seems to be linked to the definition in the .go file but I can never seem to change the texture in the Obj Editor. Prolly a silly question to you guys, but still, help would be appreciated. Smile
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    lockie
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    Re: .go files (infantry)

    Post by lockie on Sun Jan 01, 2017 11:14 pm

    It's not easy, but possible  puzzled
    Let's say u want to create the new British infantryman.
    1. Make a copy of the current go model:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\go\anims\binfb.go
    and name it as binfc.go
    2. Next u need a new texture for this model. Then u've to write it down to the file:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\config\matlib.engcfg
    Pick up any similar, ie:

    BINFA()
    {
    shader = editor_anim;
    textures = binfa, binfa_bump;
    parent = HUMAN;

    diffuse = 1, 1, 1, 1;
    ambient = 0.121569, 0.121569, 0.121569, 1;
    emissive = 0, 0, 0, 0;
    specular = 0.309804, 0.309804, 0.309804, 1;

    power = 0;
    detail_tscale = 8;
    detail_scale = 1;
    bump_scale = 0;
    fresnel = 0;
    }// end of BINFA
    copy the entries and rename the texture files:

    BINFA()
    {
    shader = editor_anim;
    textures = binfc, binfc_bump;
    parent = HUMAN;

    diffuse = 1, 1, 1, 1;
    ambient = 0.121569, 0.121569, 0.121569, 1;
    emissive = 0, 0, 0, 0;
    specular = 0.309804, 0.309804, 0.309804, 1;

    power = 0;
    detail_tscale = 8;
    detail_scale = 1;
    bump_scale = 0;
    fresnel = 0;
    }// end of BINFA
    3. Prepare the new texture:
    - diffuse
    - bump
    and place them here:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\textures\humans\BINFC
    human_binfc_c.dds
    human_binfc_bump_c.dds
    4. Open OE and select the new go model:
    ...Steel Fury - Kharkov 1942\data\k42\loc_rus\go\anims\binfc.go
    5. Press "select all" Ctr+Shift+A

    then press tab "Materials" and select already prepared texture or anyone else, ie BTANK.
    6. Press icon "<<". Model will change the texture, save.




    BTW
    If u've a skill in 3D modelling or want to get this skill, then I may share with u a new 3D model with techology how to implement it into the game. But it is a very difficult and long-time operation. It'll take two weeks or so.
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    kapulA
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    Re: .go files (infantry)

    Post by kapulA on Mon Jan 02, 2017 7:25 pm

    Thanks a ton lockie! Smile

    The last 2 steps were just the part of the procedure I was missing, finally making good progress on adding more variety to the Soviets Smile
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    lockie
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    Re: .go files (infantry)

    Post by lockie on Wed Jan 25, 2017 9:41 pm

    That was a long time ago when I wanted to make a real tanker whose face would be smeared with a soot and blood. Finally, I put my hands to do that alien
    Here's a first attempt. At first I decided to put on a gloves on his hands for the winter weather, then continued on the work and made a new face covered with smut.

    Sponsored content

    Re: .go files (infantry)

    Post by Sponsored content


      Current date/time is Wed Jul 26, 2017 9:29 pm