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Use DarkPlaces name scheme for external skins
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2 changed files with 13 additions and 9 deletions
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@ -2485,16 +2485,20 @@ void *Mod_LoadAllSkins (int numskins, daliasskintype_t *pskintype)
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pheader->texels[i] = texels - (byte *)pheader;
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memcpy (texels, (byte *)(pskintype + 1), size);
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// naievil -- new model texture loading
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COM_StripExtension(loadmodel->name, possiblename, strlen(loadmodel->name));
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q_snprintf (withext, sizeof(possiblename), "%s_%i.tga", possiblename, i);
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q_snprintf (possiblename, sizeof(possiblename), "%s_%i", possiblename, i);
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//spike - external model textures with dp naming -- eg progs/foo.mdl_0.tga
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//always use the alpha channel for external images. gpus prefer aligned data anyway.
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char filename[MAX_QPATH];
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byte *data;
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int fwidth = 0, fheight = 0;
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qboolean malloced=false;
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enum srcformat fmt = SRC_RGBA;
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q_snprintf (filename, sizeof(filename), "%s_%i", loadmodel->name, i);
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data = Image_LoadImage (filename, &fwidth, &fheight);
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FILE *f;
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COM_FOpenFile (withext, &f, NULL);
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if (f) {
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// New model loading with <modelpath>_<framenum>.tga
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pheader->gltextures[i][0] = loadtextureimage(possiblename);
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if (data) {
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pheader->gltextures[i][0] = TexMgr_LoadImage (loadmodel, filename, fwidth, fheight,
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SRC_RGBA, data, filename, 0, TEXPREF_ALPHA|texflags|TEXPREF_MIPMAP );
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//pheader->gltextures[i][0] = loadtextureimage(loadmodel->name);
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pheader->fbtextures[i][0] = NULL;
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} else {
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