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Bigblack40   Posted 15th May 2006 6:07am
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Post 161 / 1150

Ok ive been Working on a Zombie like parker (as showing below..Still Needs Working on....But there is a problem (listed below)



Its WAS Goin fine Untill i went away from parker

then His arms and legs went black again...Does any 1 no why this happens and how to fix
   Modified May 15th, 06:08am by Bigblack40
ExoStatic   Posted 15th May 2006 5:39pm
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Post 811 / 875

Quoting Sophie
I think it is because when you move back from a model it chages details
Maybe you have to change there textures too


Correctamundo.

For the skin you're editing, you should see a couple of other files containing the same skin but with "LOD1" or some similar attachment. Just use your skin, resize it to the same as these and it'll be fine.

Sorry if that isn't clear, I haven't used RF for a while :S
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goober   Posted 15th May 2006 6:42pm
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Post 2742 / 265

But, leave out the teeth on most of the lower detail ones, because they arnt on the low detail models, so you might end up with a set of teeth on your head in the low detail model if you keep it there on the skin...
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goober   Posted 15th May 2006 7:05pm
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Post 2743 / 265

No, i just mean that the low detail meshes in RF dont have teeth, so dont put them there on your low detail skins.
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[Faction Files]  
 
Bigblack40   Posted 15th May 2006 8:54pm
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Post 162 / 1150

ok heres a list of the files i have edited

parker_under_01.tga--Arms and legs @ 256x256
parker_under_01-mip3.tga--Arms and legs @ 64x64
parker_under_02-mip3.tga--Body & hands @ 64x64
parker_under_02-mip2.tga--Body & hands @ 128x128
parker_under_03.tga--Face Etc @ 256x128
parker_under_02.tga--Body & hands @ 256x256
parker_under_01-mip.tga--Arms and legs @ 128x128

I dont think i missed any Files....
   
Bigblack40   Posted 16th May 2006 4:59am
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Post 163 / 1150

hrmm....Ok ill try Doing it with LOD1 at end
Ya ill post it on l4y, im also gonna redo First Player arm and hands also, But i also need to know if i should also do it as a CTF Skin Blue jeans & Red Jeans...Hard to Decide
   
Dorling   Posted 16th May 2006 10:25pm
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Post 92 / 97

Most character skins have three different versions. These change during gameplay to save the computer from rendering the detailed version (in this case the 256x256 one) and so if you want the skin to be applied whenever then do what was said and create the other versions, making sure that they match the dimensions and name of the original.
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Assman15    Posted 16th May 2006 11:01pm
Post 85 / 2085
Mipmaps, mipmaps. Open your original skin and save a 128x128 and a 64x64 version as well. The naming resolution for the 128x128 image is skinname-mip2.tga and the naming for the 64x64 is skinname-mip3.tga.

It's really a shame Red Faction can't genorate mipmaps on it's own...
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RED-FROG   Posted 17th May 2006 12:20am
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Post 1109 / 5258

A sidenote, you can also have all mipmaps and the texture in one vbm.
Create all 3 TGAs for this and put them in one vbm with the makevbm tool.

VBMs are much much smaller than TGAs. And having one VBM instead of 3 TGAs is even smaller because each tga needs some extra space.

Don't ask me why the game ain't using VBMs. Maybe the feature was added to late.

(sometimes a VBM is bigger than a TGA. (when the texture is hires) But when zipped the vpp with the VBM will have a better compression!)
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Bigblack40   Posted 17th May 2006 8:33pm
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Post 164 / 1150

Quoting REDFROG
A sidenote, you can also have all mipmaps and the texture in one vbm.
Create all 3 TGAs for this and put them in one vbm with the makevbm tool.

VBMs are much much smaller than TGAs. And having one VBM instead of 3 TGAs is even smaller because each tga needs some extra space.

Don't ask me why the game ain't using VBMs. Maybe the feature was added to late.

(sometimes a VBM is bigger than a TGA. (when the texture is hires) But when zipped the vpp with the VBM will have a better compression!)


Hmmm...Will this work cause wouldnt the makers of the game make the skins end with *.tga would it still be able to detect skin as a VBM also how do the Mipmaps all work as one file??
   
goober   Posted 17th May 2006 8:58pm
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Post 2758 / 265

Mipmaps dont work as one file, the farther away from a player/weapon/static you get, you get a lower detailed mesh... so the lower detail meshes use lower detailed mipmaps...
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[Faction Files]  
 
Assman15    Posted 18th May 2006 2:15am
Post 86 / 2085
Quoting goober
Mipmaps dont work as one file, the farther away from a player/weapon/static you get, you get a lower detailed mesh... so the lower detail meshes use lower detailed mipmaps...


Bingo! But I think bigblack40 meant what REDFROG mentioned about compiling them all into a single VBM. I haven't tried this, but it seems like it may work... provided the VBM coding contains all the original filename info about the TGA's compiled into it.
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NoClanFrank    Posted 18th May 2006 6:57am
Post 2763 / 5840
Quoting Sophie
It should work it sound right and you can do any thing with red faction nothing is impossible

Except for vehicles in multiplayer.
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sobe    Posted 18th May 2006 8:10am
Post 1650 / 3194
/\
Actually, that's not true. You CAN use vehicles in multiplayer via a mod. But it wouldn't be like your a character able to just jump on one and start driving one. You would simply make player models vehicles lol
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NoClanFrank    Posted 18th May 2006 5:27pm
Post 2765 / 5840
Let me rephrase that.
Except for drivable Red Faction vehicles in multiplayer.
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sobe    Posted 18th May 2006 6:57pm
Post 1651 / 3194
There is no such mod out

And I dunno my way around the vehicle table files, however, the Ultor Corps Mod had the same thing in that beta vid they released.
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
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