$texturegroup: Difference between revisions
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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 $basetexture reference to the new_colormap.vtf. Make sure the skin_1.vmt and new_colormap.vtf files are placed in the appropriate subfolder of the
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Creates a set of replacement materials used on a model. It is used to add alternative "skin" options for the model. | |||
* | * If no <code>$texturegroup</code> is specified, the model's VMT must be the name of the texture which was [[UV map]]ped onto the reference .SMD. | ||
== | * The <code>$texturegroup</code> command should follow after the [[$body]] in the .qc. | ||
== Basic syntax == | |||
[[$texturegroup]] skinfamilies | [[$texturegroup]] skinfamilies | ||
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* '''<skin_0>''' is the name of the default [[Material System|Material]] ([[VMT]]) file. | * '''<skin_0>''' is the name of the default [[Material System|Material]] ([[VMT]]) file. | ||
* '''<skin_1>''' is the name of the alternative [[Material System|Material]] ([[VMT]]) file. | * '''<skin_1>''' is the name of the alternative [[Material System|Material]] ([[VMT]]) file. | ||
* add as many skins as you like. | * 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 <code>game_dir/materials/models/</code> directory.}} | |||
{{ | == Example == | ||
$texturegroup "rockcliff_cluster01" | |||
{ | |||
{ "rockcliff02a" } | |||
{ "rockcliff02b" } | |||
{ "rockcliff02c" } | |||
} | |||
== Advanced syntax == | |||
For models with multiple materials, <code>$texturegroup</code> can also be used to specify their replacements by specifying multiple materials per line. | |||
{{ | $texturegroup "YourTextureGroupNameHere" | ||
{ | |||
{ "<skin_0_material1" "<skin_0_material2>" } | |||
{ "<skin_1_material1" "<skin_1_material2>" } | |||
} | |||
== Further information == | |||
* Skin options can also be used to provide <code>$bumpmap</code>, <code>$surfaceprop</code>, etc. options for the model in each [[VMT]]. For optimization, see also [[$lod]] and [[LOD Models]]. | |||
* All alternative VTF textures should follow the same [[UV map]] layout. | |||
[[Category:QC Commands]] | [[Category:QC Commands|texturegroup]]__NOTOC__ |
Revision as of 16:21, 28 April 2008
Creates a set of replacement materials used on a model. It is used to add alternative "skin" options for the model.
- If no
$texturegroup
is specified, the model's VMT must be the name of the texture which was UV mapped onto the reference .SMD.
- The
$texturegroup
command should follow after the $body in the .qc.
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).

game_dir/materials/models/
directory.Example
$texturegroup "rockcliff_cluster01" { { "rockcliff02a" } { "rockcliff02b" } { "rockcliff02c" } }
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>" } }
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.