mirror of
https://github.com/dhewm/iddevnet.git
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f86130db1e
thanks to @eukara for pointing me to his iddevnet backup in #1: http://icculus.org/~marco/notmine/id-dev/www.iddevnet.com/doom3/
104 lines
3.7 KiB
HTML
104 lines
3.7 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01//EN">
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<!-- saved from url=(0040)https://www.iddevnet.com/doom3/skins.php -->
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<html><head><meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<title>id.sdk [Skins]</title>
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<link rel="stylesheet" href="style.css">
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</head>
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<body marginwidth="0" marginheight="0" topmargin="0" leftmargin="0">
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<table border=0 cellpadding=0 cellspacing=0 style="width: 100%; height: 99px">
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<tr>
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<td style="width: 171px"><img src="images/doom.jpg" style="width: 171px; height: 99px" alt=""></td>
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<td style="background: url(images/tile.gif)">
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<table border=0 cellpadding=0 cellspacing=0 width=600>
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<tr>
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<td style="height: 19px; background: url(images/sdk.gif) no-repeat"></td>
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<td rowspan=4 align=right><img src="images/id.gif" style="width: 42px; height: 99px" alt=""></td>
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</tr>
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<tr><td style="height: 29px; background: url(images/top.jpg) no-repeat"></td></tr>
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<tr><td style="height: 27px; background: url(images/middle.gif)" class="title"> Making DOOM 3 Mods : Skins</td></tr>
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<tr><td style="height: 24px; background: url(images/bottom.jpg) no-repeat"></td></tr>
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</table>
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</td>
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</tr>
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</table>
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<table border=0 cellpadding=0 cellspacing=0 style="width: 770px">
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<tr>
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<td colspan=2 style="background: url(images/boxtop.gif);"><img src="images/span.jpg" style="width: 397px; height: 20px; float: left" alt=""></td>
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</tr>
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<tr>
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<td style="vertical-align: top; width: 152px; background: url(images/tileleft.gif)">
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<div class="leftMenu">
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<script src="menu.js"></script>
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</div>
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</td>
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<td class="mainContent">
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<p>
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Skins allow you to quickly and easily remap textures on a model. Since
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the textures on a model are defined in the actual model file, using a
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skin is the only way to dynamically change a model texture.
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</p><p>
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Skins are most often used for hiding parts of a model, but they can also
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be used to have a one model with two different textures. For example, the
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imps in hell use the same model as the imps in the rest of the game, but
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the have a slightly more hellish look. This was done by specifying
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a different skin in the entity definition.
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</p><p>
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Take this skin for example:
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</p><pre class="code">skin skins/models/weapons/3rox {
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models/weapons/rocketlauncher/rshell1 textures/common/nodraw
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models/weapons/rocketlauncher/rshell2 textures/common/nodraw
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}
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</pre>
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<p>
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This is used on the rocketlauncher when you have 3 rockets. It hides
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rocket shell number 1 and 2 by changing them to the 'nodraw' texture.
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This makes it look like you only have 3 rockets in your rocket launcher.
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</p><p>
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The syntax is really easy. It is a list of key/val pairs
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where the key is the old texture (specified in the model) and the
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val is the new texture to use.
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</p><p>
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You may have noticed that <b>the material name cannot have spaces in it.</b>
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</p><p>
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Here's a demonstration of the Imp vs the Hell Imp:<br>
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<!--
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<style class="text/css">
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#imp {
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background-image: url("images/skins_imp.png");
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display: block;
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width: 300px;
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height: 340px;
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}
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#imp:hover {
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background-position: -300px 0px;
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}
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</style>
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<a href="https://www.iddevnet.com/doom3/skins.php#" id="imp"></a> -->
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<img src="images/skins_imp.png">
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<br>
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</p></td>
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</tr>
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<tr>
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<td colspan="2" bgcolor="#CCCCCC"><img src="images/span2.gif" style="width: 397px; height: 8px; float: left;"></td>
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</tr>
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</tbody></table>
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<table border="0" cellpadding="0" cellspacing="0" width="770">
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<tbody><tr>
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<td align="left" class="legalese">Copyright <20> 2004 <a href="http://www.idsoftware.com/">id software</a></td>
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</tr>
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</tbody></table>
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</body></html>
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