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Originally Posted by Bakkels
But how do I import my .tga skin into the .dat file? Can s3ditor do that or do I need another program to do this?
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S3ditor can do this.
First step: Copy the DAT file and only open/edit this copy.
After you have opened the DAT copy, look down the left side menu at the listing of all the objects and nodes. Work down the list, expanding as you go and eventually you will locate the group for the Hull Model. If you select the the appropriate section a Preview will appear on the bottom right of the GUI. Within this group (on the left) will be an entry for the texture that is applied to the model (it will be named exactly the same as the standalone texture). Right click on it and choose Import.
I've done this from memory and I have no game files or S3ditor to hand at the moment, so I may be a little rusty recalling the details.
Needless to say, if you are working from a Copy File, don't be scared to experiment.
Quote:
Originally Posted by Bakkels
*EDIT* I just noticed; my skin does work in sh3, but in s3ditor the assigned .tga is the default skin? Or is this what I keep reading; that the .tga file in /data/textures 'overrules' (for lack of a better term) the tga in the .dat file? Well anyway, my first question still stands; how can I preview my skin?
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Yes, any TGA file in the Textures folder will be called by the game before it looks at a texture file embedded in a DAT file. This is why it's best to work with standalone texture. S3ditor, will ONLY look to a DAT entry, it doesn't care what is in the Textures folder.
Above the model preview window in S3ditor, there is a set of toggles which turn on Light Maps, Colour Maps and various other maps (textures), click them until the Skin appears. It only needs turning on.