• How do i match a model with a skin?
    2 replies, posted
okay, this has been plaguing me for the past few hours, i've been trying to figure out how to make a model call on a skin, long version, i have a pack consisting of a player model, good npc, and evil npc, all of them use the same model/skins, what i want to do is have each one use the same model but different skins, but i don't know how to do it, my assumption is make folders with copies of the models, but i don't know how to make those models call on the different skins, i hope that makes sense, and any help, and i do mean ANY help, would be very much appreciated
[QUOTE=onilink0;30240144]okay, this has been plaguing me for the past few hours, i've been trying to figure out how to make a model call on a skin, long version, i have a pack consisting of a player model, good npc, and evil npc, all of them use the same model/skins, what i want to do is have each one use the same model but different skins, but i don't know how to do it, my assumption is make folders with copies of the models, but i don't know how to make those models call on the different skins, i hope that makes sense, and any help, and i do mean ANY help, would be very much appreciated[/QUOTE] Actually, what you do is use [url=http://developer.valvesoftware.com/wiki/$texturegroup]$texturegroups[/url]. If you've made the current models/skins via hexing, and don't actually have the uncompiled versions, you'll have to decompile the model, edit the .qc a bit to add the texture groups, then recompile. It's normally a straightforward and easy process.
[QUOTE=gman003-main;30241056]Actually, what you do is use [url=http://developer.valvesoftware.com/wiki/$texturegroup]$texturegroups[/url]. If you've made the current models/skins via hexing, and don't actually have the uncompiled versions, you'll have to decompile the model, edit the .qc a bit to add the texture groups, then recompile. It's normally a straightforward and easy process.[/QUOTE] okay, where do i get that? i'm ripping out hair here
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