Some skinning help (CPMA)

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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morons?
Posts: 24
Joined: Thu Oct 06, 2011 2:58 am

Some skinning help (CPMA)

Post by morons? »

So, im not a skinner at all or a modder at all. However, i'd like to make some CPM skins for the team arena models for the promod (janet/james).

Not sure where i should start with this, I see in CPM for the colorized bits it looks like they pull some portion of the base skin and have it white..?? Also, with janet and james these skins use a lot of shaders, i see in GIMP they have some sort of alpha/transparency. Seems like i can sort of remove these though..

Whats my first real step with getting started on this?
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Hipshot
Posts: 1538
Joined: Sun Jan 20, 2002 8:00 am

Re: Some skinning help (CPMA)

Post by Hipshot »

It might be better to ask this in the CPMA forums, this forum is not so active any more and especially not by people that still model characters for Q3.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Re: Some skinning help (CPMA)

Post by obsidian »

Take a look at the shader file and see what it's doing. I expect a lot of the colours are controlled by the shader either using another texture in conjunction with the alpha transparency, or some other shader tricks like using flat shade vertex colours (rgbGen).

See here:
http://q3map2.robotrenegade.com/docs/sh ... tml#rgbGen
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
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