$texturegroup
From Valve Developer Community
Creates a set of replacement materials used on a model. It is used to add alternative "skin" options for the model.
- If no
$texturegroupis specified, the model's VMT must be the name of the texture which was UV mapped onto the reference .SMD.
- The
$texturegroupcommand should follow after the $body in the .qc.
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Basic syntax
$texturegroup skinfamilies
{
{ "<skin_0>" }
{ "<skin_1>" }
}
Where
- <skin_0> is the name of the default Material (VMT) file.
- <skin_1> is the name of the alternative Material (VMT) file.
- add as many skins as you like (performance considerations allowing).
Tip: If all you want to do is have a different texture on each skin, simply clone the skin_0.vmt, rename it skin_1.vmt and change the $basetexture reference to the new_colormap.vtf. Make sure the skin_1.vmt and new_colormap.vtf files are placed in the appropriate subfolder of the game_dir/materials/models/ directory.[edit]
Example
$texturegroup "rockcliff_cluster01"
{
{ "rockcliff02a" }
{ "rockcliff02b" }
{ "rockcliff02c" }
}
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Advanced syntax
For models with multiple materials, $texturegroup can also be used to specify their replacements by specifying multiple materials per line.
$texturegroup "YourTextureGroupNameHere"
{
{ "<skin_0_material1" "<skin_0_material2>" }
{ "<skin_1_material1" "<skin_1_material2>" }
}
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Further information
- Skin options can also be used to provide
$bumpmap,$surfaceprop, etc. options for the model in each VMT. For optimization, see also $lod and LOD Models. - All alternative VTF textures should follow the same UV map layout.
