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Thread: How to change image/iwi in existing maps?

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    Private pollo's Avatar
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    So I've been playing around with the models, so far it's working, though with a few decals (detail textures that overlap with normal textures, so to speak, like dirt on walls) you can see some of these through the signs. You'll also need to place them in sites that are flat, otherwise other brush that has different height will "eat" the sign (in the photo below you'll see it):

    signs.jpg

    I reworked a bit the scripts so that it lets you place the sign and remove it with melee button. Find inside the .zip the Maya scene (.ma + image texture), the model_export for if you want to import into Blender as well, and the .gdt to export both the texture + model to cod2 with Asset Manager. If you want to add more signs, you don't need to make another model, just need to:

    1. make a new material image with a different sign
    2. copy/paste the sign model from the xmodel folder eg. sign2
    3. open it with a text editor, change the material name to the new one (you'll find it easily among the rest of binary data: mtl_custom_sign1)

    and

    4. in script, make sure to precache it and change the name of the default model in _getpositions to test the new one, to test how it looks

    If you wish to only use one sign, you can just replace the texture .iwi with the IWI_X_DDS tool before.

    If you wish to change the size of the model, you can edit the model itself, or also re-do the texture adding alpha-channels (that manage the transparency) + setting to "Blend" in Asset Manager's blendFunc selectbox. For example, the alpha channel would be like this if you want to display on walls only the red text "Custom Sign" (the more white the more opaque; the more black the more transparent):

    alpha.png

    signs.zip

    Cheers
    Last edited by pollo; 13th March 2021 at 12:05.

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    agribilos (13th March 2021)

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