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Player skin without helmet in mars_city1.

Started by Arl, March 25, 2016, 05:33:39 PM

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Arl

Hi, I'm working on putting the helmet to the player both in game and in cinematics, so far I succeeded:

http://i.imgur.com/BHdNubr.jpg

http://i.imgur.com/lTvBvWC.jpg


With the in-game player model was just a matter of creating a new head, making a new .def for that head and edit the player.def to point to that head, like this:


Quote/***********************************************************************

player_doommarine

single player model

***********************************************************************/

entityDef player_doommarine {
   "inherit"                     "player_base"
   "model"                        "model_sp_marine"
   "snd_decompress"               "sound/air_and_vents/decompress.wav"
   "snd_recompress"               "sound/air_and_vents/recompress.wav"
   "snd_airless"                  "player_sounds_noAir"
   "def_head"                     "head_player_helmet"
   "head_joint"                  "Shoulders"
   "copy_joint neckcontrol"         "neckcontrol"
   "copy_joint headcontrol"         "headcontrol"
   "copy_joint_world eyecontrol"      "eyecontrol"
   "text_infoTitle"               "#str_02908"
   "text_noPDA"                  "#str_02034"
   "text_PDANeeded"               "#str_02909"
   "text_firstPDA"                  "#str_02035"
}

The problem with this is that it even changes the head at the beginning of the game, when the player is set with an unarmored body skin, so when you look at yourself in the mirror you see your helmet on, even thought you are without the armored skin.

I would like to know if there's a way in which I can conserve the default head in the first map, but have the helmet head in the rest of the game. I know that in the first map (mars_city1) the player uses a skin defined in skins_characters_player.skin, which are these lines:

Quoteskin skins/characters/player/tshirt_mp {
   //HEADS
   models/characters/sarge2/helmet textures/common/nodraw
   models/items/powerups/blite1 textures/common/nodraw
   models/items/powerups/blite2 textures/common/nodraw
   models/items/powerups/blite3 textures/common/nodraw
   models/items/powerups/berserker textures/common/nodraw
   models/items/powerups/berserkerflame1 textures/common/nodraw
   models/items/powerups/berserkerfx textures/common/nodraw
   models/items/powerups/atom textures/common/nodraw
   models/characters/male_npc/marine/stump textures/common/nodraw
   models/monsters/skeleton/skeleton01head textures/common/nodraw

   //BODIES
   //models/characters/male_npc/soldier/soldier textures/common/nodraw
   models/characters/male_npc/marine/marine textures/common/nodraw
   models/monsters/skeleton/skeleton01 textures/common/nodraw
   models/characters/player/body textures/common/nodraw
   models/characters/male_npc/marine/marine2 textures/common/nodraw
}


But I made some tests and even though I put my helmet material in there and replace it with textures/common/nodraw (in order to make it invisible) the game keeps showing the helmet. It seems that the head part in the skin only works for the multiplayer model, but in the regular game in which the player model uses a separate head model the skin does not have effect in the said head.

Any clue of what can I do to achieve what I'm triyng to do?

Thank you.

spamclark15

I second this as I'm working with him to try and accomplish this.