Talk:Multiple Skins for a Single Model: Difference between revisions
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eyelid upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 1 0.166800 raiser 4 0.265000 split -0.1 eyeball lefteye | eyelid upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 1 0.166800 raiser 4 0.265000 split -0.1 eyeball lefteye | ||
eyelid lower_left "soldier_expressions" lowerer 1 -0.301000 neutral 0 -0.211900 raiser 2 -0.040300 split -0.1 eyeball lefteye | eyelid lower_left "soldier_expressions" lowerer 1 -0.301000 neutral 0 -0.211900 raiser 2 -0.040300 split -0.1 eyeball lefteye | ||
If you're talking about npcs using them, you can do that by just setting the skin keyvalue...—'''[[User:Ts2do|ts2do]]''' 20:07, 27 Apr 2006 (PDT) |
Revision as of 20:07, 27 April 2006
Is it possible to modify the exsisting npc models to have multiple skins? There isn't a skin option in the entity properties, but I'm not sure if it's just not added in the fgd file. If it isn't possible, I figure I'll decompile the model and recompile it with a second body group consisting of the same model but with a different skin there - but that just feels really dodgy... - RodeoClown 18:32, 27 Apr 2006 (PDT)
- both of your approaches are way off...all you need to do is use the texturegroup skinfamilies syntax to add the skins...use mdldecompiler & fix the eyelashes:—ts2do 20:07, 27 Apr 2006 (PDT)
eyelid upper_left "soldier_expressions" lowerer 3 -0.218500 neutral 1 0.166800 raiser 4 0.265000 split -0.1 eyeball lefteye eyelid lower_left "soldier_expressions" lowerer 1 -0.301000 neutral 0 -0.211900 raiser 2 -0.040300 split -0.1 eyeball lefteye
If you're talking about npcs using them, you can do that by just setting the skin keyvalue...—ts2do 20:07, 27 Apr 2006 (PDT)