Originally Posted by
Zenshin112v2
Uv -mapping. Lithtech Jupiter uses a child-parentmodelsystem: the parentmodel holds one animation, the baseanim. The parentmodel has a higher LoD than the childmodel, it's the model which you see. The childmodel holds all animation for the parentmodel.But the hierarchy has to be the same, the whole skeleton, bones, nodes and sockets has to be the same. The childmodel has no uv-mapping coords because the skins are only on the parentmodel. The childmodel often looks like shit, because we don't need the geometry, i'm even removing the geometry by compressing, because your client needs less memory then. Combatarms didn't do that, because they are noobs.
I could need maps, selfmade, or copied, not ripped, well if ripped changed around 75percent, else. I will get problems. Textures, charmodels, should have the same hierarchy and same arms like default ca male char and other models.
Edit: zombiemodels etc. No cartoonstuff... And with maps i mean senseful maps like two towers, rattlesnake, adding water, lights etc. Is no problem in dedit. Everthing high poly. No crap like crossfire, suddenattack or project blackout.