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Thread: Replacing AI skins

  1. #1
    Member
    Registered: Mar 2013
    Location: Finland

    Replacing AI skins

    First of all, I've used some top notch custom AI skins from Whistling of the Gears in my WIP. The method used in this FM seems to be straightforward process to get them to work in (T1) DromEd.

    For example: Model Name: r_mguard
    TxtRepl r0: mesh/txt16/"skin name"

    I've also tried this method in (T2) DromEd: Renderer --> Mesh Textures:

    texture in model: "original skin name"
    replace with: "custom skin name"

    Now what I'm trying to do, is to use Esse's or Purgator's custom skins (TDS 20th AC resource pack) in my TG mission. So far I haven't succeeded in this with those two aforesaid methods. I'm assuming that I have to know which AI character is corresponding to that exact custom AI skin I want to use. I tried to search information on this matter and found some but I couldn't figure out what the corresponding AI character is used for these aforesaid custom AI skins. Using the first method the AI was wearing custom skin but it was backwards (creepy).

    So, what am I missing here or doing altogether wrong? All the help would be much appreciated, thanks!

  2. #2
    Member
    Registered: May 2002
    Location: Texas
    I'm not very experienced with AI UV mapping, but as a guess... are you using T2 textures with T2 meshes? I tried to use a Ramirez mesh long ago and had the texture on backwards. I believe I had either a T2 mesh with a T1 texture or T1 mesh with a T2 texture. The T1 textures are half of the image. T2 has the complete image in the texture.

  3. #3
    Member
    Registered: Mar 2013
    Location: Finland
    I've tried Esse's and Purgator's TDS inspired skins and they seem to be bigger indeed. Esse's are 256x256 and Purgator's are 512x512. TG skins that I've used are 128x256. So, I think you're right. Maybe I just have to use non-TDS inspired skins. Anyhow, thanks john9818a for the help!

  4. #4
    Member
    Registered: Jan 2011
    Location: Wild and Wooly West of Ireland
    Just in case anybody's interested I'm looking at this through PMs.
    If not interested...carry on as before.
    Don't forget to sweep under the bed.
    Oh..the cat has a nasty rash, better sort that out.
    Aunt Matilda's bringing her new "Beau" over later, he's a bit of a git, smells like Bengay and cabbage, but he makes her happy.
    I suppose Matilda losing her sense of smell in the Great Parcheesi Riot of '75 worked out well for her, in the end.
    Best get some more Jammie Dodgers in, just to be sure.

  5. #5
    New Member
    Registered: Jan 2024
    I tried the Esse interface in the TG mission it with T2 has a complete image in the texture.

    happy wheels
    Last edited by apebreath; 20th Feb 2024 at 05:43.

  6. #6
    Member
    Registered: May 2002
    Location: Texas
    Quote Originally Posted by Lord Taffer View Post
    I've tried Esse's and Purgator's TDS inspired skins and they seem to be bigger indeed. Esse's are 256x256 and Purgator's are 512x512. TG skins that I've used are 128x256. So, I think you're right. Maybe I just have to use non-TDS inspired skins. Anyhow, thanks john9818a for the help!
    No problem! For what its worth, T1 textures are typically half of the image of the "person" and the same image or texture is UV mapped on both sides of the AI... left and right. T2 textures have a complete image which is UV mapped to an AI left to right, and it makes it possible to non-symetrical images on the AI with a single texture. I suppose it would be possible to do the same in T1 with more than one texture on an AI, but its not normally done that way. Also, nothing in T1 and T2 AI textures line up with each other, so that may be why the AI had the face on the rear.

  7. #7
    Member
    Registered: Jan 2001
    Location: 27430 Cells
    A useful thing to know about texture mapping (for the vertices of objects and meshes) is that the texture coordinates (referred to as U and V values) do not specifiy sepecific pixels in the texture. They specify a decimal number (usally between 0 and 1) which is relative to the width or height of the texture. A UV value of 0.2, 0.8 refers to the part of the texture which is 20% across (from the left) and 80% up (from the bottom). 0,0 = bottom left, 1,1 = top right, 0.5,0.5 = centre, etc. That's why a small texture can be replaced with a bigger one without having to remap, as long as all important parts (helmet, gloves etc) are in the same relative position.

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