You know, you don't have to pack the textures with it. just the *.md3, animation.cfg, icon_*.tga and *.skin are enough.
Uh? How could default/red/blue skin correctly work if I do not include textures? :-/
Also you should use a female character equivalent to Mynx, like say Sorceress
I thought Sorceress was one of the mostly flawed chracters in OA 0.8.x... IIRC she doesn't even have a fully working "default" skin (IIRC, she's not selectable via GUI, and her bot uses her blue skin also in non-team-based modes)... isn't that?
I also tried to use Major, Gargoyle, Skelebot and Beret (or was it Sergei? I do not remember...)... but all of them did have various textures that were shown as the default "missing texture" (black/white squares) when used with CPM's "/pm" skins. I noticed Smarine did seem to do not have such "missing textures", so I just chose it.... I did not have time and will to copy, rename, re-package and test every single OA character.
I started with the idea of finding a couple of variables to update (if someone finds the way to fix the mod that way, that would be useful), I did not expect to do the other workaround. Anyone capable of finding better fixes/doing better patches is welcome!
Mine is just a "quick fix" in the meanwhile... however we can find ways to make it a bit better.
Also, I don't know well CPMA... I have no idea about the reason why they changed default model to "Mynx" (also considering that, with standard settings, it looks like Keel is the character you see most). By the way, considering 0.8.x SMARINE is just a someone in space suit, who can tell there is not a woman inside the suit?
UPDATE: I just did a few more tests... it looks like the "default" value for cg_enemymodel (keel/pm)
comes from the q3config.cfg file they included in the zip package (I can guess that cfg file is also the reason why one can find his display messed up when starting the mod for the first time).... but, after entering a match,
doing /reset cg_enemymodel brings it to "sarge/pm" instead. So "keel/pm" is not a real "default" value in game logic, but it is in practice due to the initial configuration they provide.Also, resetting "model" variable sets it to "sarge".
Now I am even more confused about which source/destination models should be used in the patch...