View Issue Details

IDProjectCategoryView StatusLast Update
0005317The Dark ModMappingpublic09.07.2022 20:03
ReporterDragofer Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
Status resolvedResolutionfixed 
Product VersionTDM 2.08 
Fixed in VersionTDM 2.09 
Summary0005317: Feature: skins for brush & patch-based entities
DescriptionAt the moment skins only work for model-based entities (.lwo, .ase, .md3, .md5mesh), but not for ones which were made in DR out of brushes and patches.

It could be useful to have skin support for both kinds of entities, for example when making brush/patch-based architecture with windows that should have lit and unlit states. To achieve that I'd need to either:
A) export the window as a model so I can give it lit & unlit skins, or
B) put an extra patch entity a little bit in front of the window which represents the other lit state and give it the "hide" spawnarg. Its visibility gets toggled.
TagsNo tags attached.

Activities

Judith

Judith

11.08.2020 21:12

reporter   ~0012728

It seems kind of feature creep, as you can simply make two materials, lit and unlit, and just use them. Skins are just shortcut files for that.
Dragofer

Dragofer

09.07.2022 20:03

developer   ~0014998

Can confirm that this works now - very useful.

Issue History

Date Modified Username Field Change
31.07.2020 16:35 Dragofer New Issue
31.07.2020 16:37 Dragofer Description Updated
11.08.2020 21:12 Judith Note Added: 0012728
09.07.2022 20:03 Dragofer Status new => resolved
09.07.2022 20:03 Dragofer Resolution open => fixed
09.07.2022 20:03 Dragofer Fixed in Version => TDM 2.09
09.07.2022 20:03 Dragofer Note Added: 0014998