• Team Skin Trouble
    5 replies, posted
When I call my function, the game chokes up a bit, then nothing happens. No error in console/server, and players skin remains the same. :/ [lua]function SetTeamSkin( pl ) if pl:Team() == 1 then pl:SetMaterial("materials/models/Actinium/Antimony") pl:PrintMessage( HUD_PRINTTALK, "Orange") elseif pl:Team() == 2 then pl:SetMaterial("materials/models/Actinium/Argon") pl:PrintMessage( HUD_PRINTTALK, "Green") elseif pl:Team() == 3 then pl:SetMaterial("materials/models/Actinium/Aluminum") pl:PrintMessage( HUD_PRINTTALK, "Red") elseif pl:Team() == 4 then pl:SetMaterial("materials/models/Actinium/Americium") pl:PrintMessage( HUD_PRINTTALK, "Blue") end end [/lua] (oh and the PrintMessages are there just to check if the function is being called properly... which it is...) Any Ideas?
Edit : Wrong thread
Try using materials without "materials/" ant the beginning, so it becomes pl:SetMaterial("models/Actinium/Aluminum") . This might help. Make sure that material exist on disk.
EDIT: Nvm, do what kna_rus says: [quote=wiki]The path's root is in the materials/ folder. File extensions like .vmt or .vtf are not included. An example path is "models/shiny". [/quote]
ooops! completely forgot about that... [editline]07:58PM[/editline] Ok, now I get "Material models/actinium/antimony does not support vertex format used by the mesh (maybe missing fields or mismatched vertex compression?), mesh will not be rendered. Grab a programmer!" What does that mean? How do I fix that.... [editline]08:31PM[/editline] Fixed My vmt's were "LightmappedGeneric", changed them to "VertexlitGeneric" Works fine. Thanks guys.
Ok, its working... but when the player dies, it reverts to the models default skin, Is there a way around that?
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