Multiple skins on 1 model - possible?

Advanced OpenGL source port fork from ZDoom, picking up where ZDoomGL left off.
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Enjay
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Multiple skins on 1 model - possible?

Post by Enjay »

I have a model that I'm trying to use but I have to confess, it's got me stumped. In the game it originally came from (Jedi Outcast) it worked fine and, to my amateur eye, using Milkshape I can kind of see how it is set up, but I have no idea how to, or even if I can set it up in GZdoom.

The model is a spaceship (the protagonist's ship "The Raven's Claw"). The model has 4 areas that use different skin resources. One is used for the main body of the ship, another for the engine pods, another for the engine caps and finally one for the landing gear. All these bits are part of the same md3 but the skins are 4 separate graphics. Can such a setup work in GZdoom?


If not, my second approach is to try and separate all the meshes within the model and move them around so that they don't overlap, then make a single big skin with the different original skins pasted into a single graphic. However, that has me stumped too. So, if option 1 isn't possible, I'd welcome tips on how to achieve #2.

Thanks.

[edit]Yay me! I worked out how to do #2. So if #1 is impossible, then at least I can use the model. [/edit]
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Nash
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Post by Nash »

Although the MD3 format supports multiple mesh groups (and hence textures), GZDoom doesn't implement it.

As you have figured out, you have to manually edit the model by merging all the groups into one, and moving the UV maps around so that they all fit into a single texture.
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Post by Enjay »

OK, thanks for the confirmation.
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