Multiple Skins for a Single Model: Difference between revisions
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If the above method does not work (usually if you need more than 2 skins), try this: | |||
<pre> | |||
$body studio "models/test/test.smd" | |||
$texturegroup skinfamilies | |||
{ | |||
{ "original.vtf" } | |||
{ "replacement1.vtf" } | |||
{ "replacement2.vtf" } | |||
} | |||
</pre> | |||
'''''Note:''' Translucent models will only cast the shadows of the first skin'' | '''''Note:''' Translucent models will only cast the shadows of the first skin'' | ||
Revision as of 18:03, 23 February 2006
Creating multiple skins under one model requires a $texturegroup definition in the.qc file following the $body.
It must follow the $body definition or else the .qc will simply not compile.
$body studio "models/test/test.smd" $texturegroup skinfamilies { { "original1.vtf", "original2.vtf", ... } { "replace1.vtf", "replace2.vtf", ... } }
If the above method does not work (usually if you need more than 2 skins), try this:
$body studio "models/test/test.smd" $texturegroup skinfamilies { { "original.vtf" } { "replacement1.vtf" } { "replacement2.vtf" } }
Note: Translucent models will only cast the shadows of the first skin
The textures can be named anything as long as you've referenced them correctly in the .qc.
Each material that you apply to a model can have a separate property. So for a character, you'd have a material for their body and then a material for their head, or you could be really fancy and make several clusters, one for each aspect of their make up. So a material for their leather gloves, one for their cloth pants, one for their metal armor, and one for their flesh head. These would all be separate materials with their own separate .vmts and such. However, using multiple materials on the same model creates a significant performance hit, so this should be done sparingly.