misc_model _skin/skin key: handle both DP and Q3 naming conventions

disable trying skin 0 by default
not that it does much atm, as assimp md3 loader handles .skin and shader name substitution alters non path names
handle \r\n endlines in .skin
This commit is contained in:
Garux
2021-11-10 22:25:45 +03:00
parent 76017a8ce3
commit b474073ebe
6 changed files with 22 additions and 21 deletions

View File

@@ -211,7 +211,7 @@ td.formatted_questions ol { margin-top: 0px; margin-bottom: 0px; }
<li><strong><code>_clipdepth</code>:</strong> thickness of autoclip brushes</li>
<li><strong><code>_frame</code>, <code>frame</code>:</strong> frame of model to load (doesn't work)</li>
<li><strong><code>_remapXXX</code>:</strong> <code>XXX</code> can be any string to allow multiple keys for this; contains a string of the form <code>from;to</code>, and any shader <code>from</code> in the model will be replaced by <code>to</code>; the special value <code>*</code> in <code>from</code> matches all shader names</li>
<li><strong><code>_skin</code>, <code>skin</code>:</strong> skin number to use</li>
<li><strong><code>_skin</code>, <code>skin</code>:</strong> skin number (DarkPlaces convention) or name (Quake3 convention) to use</li>
<!-- <li><strong><code>model2</code>:</strong> path name of second model to load</li> light code reads this for brush entities-->
<li><strong><code>model</code>:</strong> path name of model to load</li>
<li><strong><code>modelscale</code>:</strong> scaling factor for the model to include</li>