It's probably a really dumb mistake I'm making, but I don't understand how I'm suppose to include texture groups correctly.
[CODE]"vertexlitgeneric"
{
"$baseTexture" "models/weapons/w_models/intervention/front"
"$texturegroup" "skinfamilies"
{
{ "front" }
{ "front1" }
}
}[/CODE]
and it spits out this error
[QUOTE]Error parsing VMT:
Error:
Error parsing material on line 6 (expected close brace or group name or attribute name).[/QUOTE]
As far as I know, you put the texture groups in the qc of your model, not the VMT. I may be mistaken though.
Ahg - I think you're right that it's not in the VMT. What would be the easiest way to add multiple skins for the same model that can be changed in game without recompiling the model?
Skin variants are indeed compiled into the model. A material only stores the information regarding what textures are used, what shaders are used, what values are used, and so on. Different skin variants are different materials entirely. You can't add traditional skin variants without recompiling the model. You can bypass this clientside by just changing the materials and/or textures out and reloading them, or you can bypass it with the material tool as long as the UV map is the same and the model uses a single material. Other similar methods with lua may be possible, but I don't know too much about coding. If you want to use traditional skin changing, you'll probably need to recompile the model.
Thanks - that's the best way to go.
add something that looks like this.
[QUOTE]$texturegroup skinfamilies
{
{"front.vmt"
"front1.vmt"
}[/QUOTE]
include the name of the VMT and .vmt at the end like above, to the qc, should work. Best of luck :)
[QUOTE=SilverBelle;45464459]add something that looks like this.
include the name of the VMT and .vmt at the end like above, to the qc, should work. Best of luck :)[/QUOTE]
You have a second bracket there that would most likely cause issues. Remove the { bracket in front of "front.vmt" if you use that.
[QUOTE=CaptainBigButt;45464552]You have a second bracket there that would most likely cause issues. Remove the { bracket in front of "front.vmt" if you use that.[/QUOTE]
The double brackets is how it just seems to be, from other models I've decompiled.
The quotes made it look weirder, but heres an example from Lightning - Final Fantasy's QC.
[IMG]http://i.imgur.com/AlatbOJ.png[/IMG]
I've seen it formatted differently, like you said, but I don't think it matters in this case.
I may need to take a step back. That second bracket is actually necessary, but it needs an ending bracket as well.
[code]
$texturegroup skinfamilies
{
{ "body" "hair" }
{ "body02" "hair02" }
}
[/code]
The first set of brackets defines what is part of $texturegroup while the second set defines the individual groups.
[QUOTE=CaptainBigButt;45464609]I may need to take a step back. That second bracket is actually necessary, but it needs an ending bracket as well.
[code]
$texturegroup skinfamilies
{
{ "body" "hair" }
{ "body02" "hair02" }
}
[/code]
The first set of brackets defines what is part of $texturegroup while the second set defines the individual groups.[/QUOTE]
That's interesting :o I'll have to try that out, it might work better than my current set-up.
The current one looks like this, decompiled by gui or crowbar
[code]
$texturegroup "skinfamilies"
{
{
"skin.vmt"
"clothes.vmt"
"armors.vmt"
"glow.vmt"
"Accessories.vmt"
"hair.vmt"
"fabric.vmt"
"eye_light_l.vmt"
"eye_light_r.vmt"
}
{
"skin_alt.vmt"
"clothes_alt.vmt"
"armors_alt.vmt"
"glow_alt.vmt"
"Accessories_alt.vmt"
"hair_alt.vmt"
"fabric_alt.vmt"
"eye_light_l_alt.vmt"
"eye_light_r_alt.vmt"
}
{
"skin_alt2.vmt"
"clothes_alt2.vmt"
"armors_alt2.vmt"
"glow_alt2.vmt"
"Accessories_alt2.vmt"
"hair_alt2.vmt"
"fabric_alt2.vmt"
"eye_light_l_alt2.vmt"
"eye_light_r_alt2.vmt"
}
}[/code]
No, that last setup you psoted works the same as the one I posted except it uses enter instead of spacebar. Whichever is easier for you to work with is fine enough. $texturegroup really one works one way.
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