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> MAPSCRIPT question!, Is it possible to change the Axisskin with an mapsrcipt?
Fist///
post Mar 5 2008, 05:38 PM
Post #1


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Hi,

on my server i would like to change the axisskin on snowmaps to an snow Camouflage outfit!
Is that possible?
Can i do that with an mapsript??
Or if there is another possibility??

This post has been edited by Fist///: Mar 5 2008, 05:42 PM


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Ragnar_40k
post Mar 5 2008, 05:53 PM
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Its possbile, you need to add remapshader commands for the resp. shaders in your mapscript.


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Fist///
post Mar 6 2008, 06:10 AM
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Arrg!
Da hät ich mir ja keinen abbrechen müssen mit meinem Englisch du bist ja deutscher^^ ..zu spät gesehen jetzt lass ichs mal so stehen^^

Ahh! Thanks!
What is remapshader commands for the resp. shaders?
Where can i find this?
You mean this(for example):

characterDef
{
skin "cvops"

mesh "models/players/temperate/allied/cvops/body.mdm"
animationgroup "animations/human_base.anim"
animationscript "animations/scripts/human_base.script"

undressedCorpseModel "models/players/temperate/common/naked.mdm"
undressedCorpseSkin "allied_cvops"

hudhead "models/players/hud/head.md3"
hudheadanims "animations/human/heads/base.anim"
hudheadskin "models/players/hud/allied_cvops.skin"
}

You have seen a docu for it?
Or an example??

This post has been edited by Fist///: Mar 6 2008, 06:18 AM


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Ragnar_40k
post Mar 6 2008, 07:09 AM
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Die shader für die Oberkörper sind z.B. in der Datei "scripts/models_players.shader" definiert. Der Shader für den Oberkörper des Axis-Engis ist z.B. "models/players/temperate/axis/engineer/engineer_body".
Z.B. für Fueldump, kannst du das Mapscript dann so ändern (wenn der neue Winterskinshader den Namen "axis_winter/engineer_body" hat ):
CODE
.
.
.
game_manager
{
    spawn
    {
        remapshader "models/players/temperate/axis/engineer/engineer_body" "axis_winter/engineer_body"
        remapshaderflush

        // Game rules
        wm_axis_respawntime    30
        wm_allied_respawntime    20
        wm_number_of_objectives 7
        wm_set_round_timelimit    30
        .
        .
        .


Wenn du eine pk3 mit den neuen Skins hast, solltest du relativ einfach die nötigen Texturen bzw. Pfade herausfinden. remapshaderflush am Ende nicht vergessen. Du musst allerdings auch noch eine .pk3 mit einer neuen shader Datei erstellen, da die pk3 mit den Skins die du hast wahrscheinlich nur dir Originalskins überschreibt (also keine neuen Pfade definiert).

Es kann aber sein, dass es Probleme gibt, wenn du zu viele remapshader-Kommandos im Script hast - einfach mal ausprobieren.


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Fist///
post Mar 6 2008, 07:03 PM
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Suuper Danke!

..ich habe gerade etwas daran rumprobiert.
Hab folgendes ins script geschrieben, nachdem ich das Mapsrcipt auf funktion getestet habe:
QUELLTEXT

game_manager
{
    spawn
    {
remapshader "models/players/temperate/axis/engineer/engineer_body" "Fueldump_axis/engineer/body_engineer"
        remapshaderflush

        // Game rules
        wm_axis_respawntime    30
        wm_allied_respawntime    20
        wm_number_of_objectives 7
        wm_set_round_timelimit    12

und ne test.pk3 angelegt die ich in den pubordner geladen(main auch probiert) habe in der ist folgendes drinn: /Fueldump_axis/engineer/body_engineer

body_engineer ist ein JPG 512x512pixel aus nem flecktarn skinpack das auch funktioniert.
Was hab ich evetl. falsch gemacht??

This post has been edited by Fist///: Mar 6 2008, 08:14 PM


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Ragnar_40k
post Mar 7 2008, 09:28 AM
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Kannst du mal einen Link zur pk3 mit den skins posten? Dann guck ich mal.


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Fist///
post Mar 7 2008, 10:19 AM
Post #7


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Ok

-->HIER<--


..am MOD kanns nicht liegen? -> Etpub0.8.1 auf et2.55 ??

This post has been edited by Fist///: Mar 7 2008, 10:24 AM


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Ragnar_40k
post Mar 7 2008, 01:07 PM
Post #8


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So hätte ichs gemacht: Attached File  winterskins.zip ( 201.7K ) Number of downloads: 113


Aber es scheint nicht zu funktionieren, keine Ahnung woran es liegt. Ich gucke später noch mal.


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Fist///
post Mar 7 2008, 03:11 PM
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Wow super, danke!!!

muss es vielleicht so heissen:
models/players/winter/axis/engineer/engineer_body.jpeg

oder muss der ordner acc dabei sein?


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Ragnar_40k
post Mar 7 2008, 03:17 PM
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Member No.: 1791



Afaik sucht sich der shader bei implicitMap automatisch die Dateiendung.

Man könnte z.B. auch folgendes machen:
Im Shaderfile:
CODE
winter/engineer_body
{
    cull none
    map models/players/winter/axis/engineer/engineer_body.jpg
}

Und dann im Mapscript:
CODE
remapshader "models/players/temperate/axis/engineer/engineer_body" "winter/engineer_body"
remapshaderflush


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Ragnar_40k
post Mar 7 2008, 04:37 PM
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Der shader ist in Ordnung, nur für player models scheint das remapshader Kommando nicht zu funktionieren.
Attached File(s)
Attached File  shot0001.jpg ( 182.44K ) Number of downloads: 41
 


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Fist///
post Mar 7 2008, 05:04 PM
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Och nööö gruebel.gif !!
Also doch keine chance für Skinwechsel???

...schnief!!


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