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