i replaced the model of the blue key and <br>pcx then use the skintool called npherno<br>and linked the model and new skin together<br>and place them in there right model key folder<br>kick up vavoom and vavoom would dump me back to<br>windows with this message:<br><br>error<br><br>couldn't find skinc:/doom2/basev/doom/models/keys/bluecard.pcx<br><br>stack trace: loadpcx<- mod_loadskin<-vopengldrawer:; setskin<-<br><br>vopengldriver:: drawaliasmodel <-renderaliasmodel<-r_rendermobjs <-r_renderplayerview<br><br><-scr_update <-host_frame<br><br><br>this same method works fine for zdoomgl<br>models. ???
Wed, 30 Apr 2003 16:31:30
Janis Legzdinsh
It loooks like model has full path to the skin. Vavoom requires a relative path, i.e. path must be models/keys/bluecard.pcx, in QuakeModeller this is done by specifying game directory to c:/doom2/basev/doom.
Thu, 01 May 2003 06:40:39
gunrock
okay i got it all worked out! you see the npherno <br>skin tool program didn't work when i<br>specifying the game directory. but it worked<br>fine when i used the quake modller! now to rip<br>some new models! <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->