Um, yes. Hi. I have two quick questions about skins-
1.) How can one make a model reflective? (like madjawa's laser reflectors) I think it might have something to do with the material file, but I can't find any laser reflector materials to emulate.
2.) What is the proper syntax (qc and material) for a model to have more than one skin?
Thanks in advance, all help is very much appreciated.
I believe the reflectors are Lua-based, not material.
Ah, yes. But what about multiple skins?
This corvette had five skins.
[code]
$texturegroup skinfamilies
{
{ "c_skin_yellow" }
{ "c_skin_white" }
{ "c_skin_red" }
{ "c_skin_black" }
{ "c_skin_blue" }
}
[/code]
Each line names a different .vtf texture in the same folder as the original. Note that you do need to make .vmt scripts for each of these skins.
I tried that, it dosen't work. Here is the qc:
[code]$modelname "props/noggspanel.mdl"
$body mybody "noggspanel.smd"
$staticprop
$surfaceprop "metal"
$cdmaterials "models/props"
$scale 1
$texturegroup skinfamilies
{
{ "noggspanel" }
{ "noggspanel01" }
}
$sequence idle "idle.smd" loop fps 1
$collisionmodel "noggspanel-phy.smd" {
$automass
$concave
}
$keyvalues
{
"prop_data"
{
"base" "Metal.Medium"
}
}[/code]
And the materials:
[code]"VertexLitGeneric"
{
"$basetexture" "models/props/noggspanel"
"$surfaceprop" "metal"
"$model" 1
}[/code]
[code]"VertexLitGeneric"
{
"$basetexture" "models/props/noggspanel01"
"$surfaceprop" "metal"
"$model" 1
}[/code]
I've tried this syntax with other models (that have only one skin) before, yet the model spawns as pink-and-black checkers. Where is the problem?
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