Previously, the following worked:
[spoiler]MODELDEF
Code: Select all
Model DFFloorLamp
{
Path "Models"
Model 0 "df_floor.md2"
Path "Textures"
Skin 0 "df_floor.png"
Scale 0.4 0.4 0.4
Frame POSS A 0 "frame01"
}
Code: Select all
brightmap texture DF_FLOOR
{
map "bm/df_floor.png"
}
As far as I can tell, the model skin needed to be in the textures folder for it to have a brightmap applied (I certainly couldn't get it to work any other way). This also meant that the skin name needed to be 8 characters or less to work. However, I noticed with recent builds that this system had stopped working.
Then, after a bit of trial and error, I found that this fixed it:
[spoiler]GLDEFS
Code: Select all
brightmap texture "textures/DF_FLOOR.png"
{
map "bm/df_floor.png"
}
i.e. a full path was required to get the GLDEFS to "see" the skin.
Then, on a hunch, I tried putting the skin back into the models folder and modifying the paths accordingly. i.e.:
[spoiler]MODELDEF
Code: Select all
Model DFFloorLamp
{
Path "Models"
Model 0 "df_floor.md2"
Skin 0 "df_floor.png"
Scale 0.4 0.4 0.4
Frame POSS A 0 "frame01"
}
Code: Select all
brightmap texture "models/DF_FLOOR.png"
{
map "bm/df_floor.png"
}
and it worked!
This is now a much saner way of doing it (i.e. the engine no longer needs to be fooled that the skin is a texture (so the textures folder does not have to be used) and names longer than 8 characters work too).
I just want to check that this is OK before I go ahead and convert all the model brightmaps that I have to comply with how things now work. I've got quite a lot of models using brightmapped skins.
Example file attached (it works with the current build and even uses a long file name) and a screenshot for great justice.