I got a model that has 2 diffrent skins but it each skin comes in many textures.
Here is my qc command
[code] $texturegroup skinfamilies
{
{ "arm01_01"
"body01_01"
"hand01_01"
"helm01_01"
"Leg01_01"
"ball01_01"
"eye01_01"
"face01_01"
"zenny_01"
"mask01_01" }
{ "arm01_02"
"body01_02"
"hand01_02"
"helm01_02"
"Leg01_02"
"ball01_01"
"eye01_01"
"face01_01"
"zenny_01"
"mask01_01" }
}[/code]
I don't know if it's correct but i never had a model that has diffrent textures for each part.
When i compile the model it just crashes my hlmv/gmod.
Without it the skinfamilies it works fine.
Hmm...that is a tricky one.
I think because you did it wrong.
[code]$texturegroup skinfamilies
{
{ "original1" , "original2" , ... , "originalX" }
{ "replace1_1" , "replace1_2" , ... , "replace1_X" }
{ ... , ... , ... , ... }
{ "replaceX_1" , "replaceX_2" , ... , "replaceX_X" }
}
[/code]
Now take that example and transfer it to your skins.
[code]$texturegroup skinfamilies
{
{ "arm01_01" , "body01_01" , "hand01_01" , "helm01_01" , "Leg01_01" }
{ "arm01_02" , "body01_02" , "hand01_02" , "helm01_02" , "Leg01_02" }
}
[/code]
You only need to put in the stuff you're going to replace, so if you're not replacing face01_01 with anything, you don't need to put it in. Top line is original textures. Second line is what that's going to replace. Third line is going to replace the textures in the second line etc.
[url]http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model[/url]
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