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 Post subject: New DoomEdit Clean Skins pak file download
PostPosted: Sat Nov 20, 2004 6:52 am 
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picked up 200 ammo

Joined: Sat Aug 21, 2004 5:14 pm
Posts: 242
Location: Worldspawn
Some of the game's original .skin files refer to model materials which point to inexistent assets (missing tga files). This is what causes the long list of warnings in the Editor's console when the skins are loaded for the first time. Those skins have been commented out and the messages no longer appear. Note that I went to great lengths to make sure I didn't comment out ANY skin required by the game.

I also enhanced the valid skins by adding references to all the models to which a given skin can be applied. Here's an example from skins.skin:

Code:
skin skins/a_hangingmonitor {
   models/mapobjects/monitors/hangingmonitor   models/mapobjects/monitors/a_hangingmonitor
   models/mapobjects/monitors/hangingmonitorpiece   models/mapobjects/monitors/a_hangingmonitorpiece
}


The above skin can be applied to 2 models:

models/mapobjects/monitors/hangingmonitor.lwo
models/mapobjects/monitors/hangingmonitor.ase

Now by adding "model" statements with the name of the models at the beginning of the skin declaration as show below:

Code:
skin skins/a_hangingmonitor {
   model models/mapobjects/monitors/hangingmonitor.lwo
   model models/mapobjects/monitors/hangingmonitor.ase
   models/mapobjects/monitors/hangingmonitor   models/mapobjects/monitors/a_hangingmonitor
   models/mapobjects/monitors/hangingmonitorpiece   models/mapobjects/monitors/a_hangingmonitorpiece
}


This tells the Editor to place the skin in the Matching Skins folder of the skin dialog window when the model is selected in the 2D view as show below:

Image

I find this an extremely convenient feature since it avoids the user from having to blindly search through a long list of hundreds of skins to find the one he wants.

This feature was implemented in some of the original skin decl's but not all of them. There were also a few in which there were typos in the "model" line which prevented the feature from working properly for those skins.

So I fixed all that :) Now all the skins have all the proper "model" statements when applicable. Note that this feature only works with LWO and ASE models. It does NOT work with MD5 models unfortunately.

IOW, don't expect to see the skins in the 'Matching Skins' folder for models like the env_storagecabinet entity for example, since it uses an MD5 model (because it has an animated door). LWO's and ASE's are used only for static models.

Download:
Clean Skin files PAK V1

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PostPosted: Sat Nov 20, 2004 9:10 am 
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a gun & a nice word
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Joined: Sat Jan 11, 2003 9:30 pm
Posts: 8536
Location: Orlando, FL
You're sure motivated. :)

Good work.

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Learn something today? Why not write an article about it on modwiki.net?


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PostPosted: Tue Nov 23, 2004 6:28 pm 
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Divine Eternal
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Joined: Sun Aug 08, 2004 9:37 pm
Posts: 2376
Location: I am in a world of trigger_hurt
He's a mad man I tell you, A MAD MAN! ;)

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 Post subject:
PostPosted: Tue Nov 23, 2004 6:35 pm 
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picked up 100 armour

Joined: Sat Aug 28, 2004 4:57 am
Posts: 130
Could you give me a pak file which would clean up my messy maps too ?

:lol:


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