$texturegroup: Difference between revisions
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Trigger hurt (talk | contribs) (Major formatting and syntactical improvements to the body text, improved overall clarity, provided more examples, and introduced some new information based on my testing.) |
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The <code>[[$texturegroup]]</code> [[QC command]] allows a model to have multiple [[Skin|skins]] consisting of one or more materials. | |||
Alternate skins are typically included in props to give the level designer more variety, but may serve a gameplay purpose depending on the specific use. | |||
== Syntax == | |||
[[$texturegroup]] <name> | |||
{ | |||
{ "<default material>" } //Skin 0 (default) | |||
{ "<new material>" } //Skin 1 | |||
[...] | |||
} | |||
; name | |||
: The name of the texturegroup. {{bug|A name is required by [[studiomdl]], but it goes entirely unused. <code>skinfamilies</code> is often used instead.}} | |||
; default material | |||
: The name of a [[Material System|Material]] ([[VMT]]) on a reference mesh. | |||
; new material | |||
: The name of a [[Material System|Material]] ([[VMT]]) that will replace the material above it. | |||
[[$texturegroup]] | For models with multiple materials, <code>$texturegroup</code> accepts multiple materials per line. When used like this, the first skin should be treated as a set of column headings in a table. Only materials present in the first skin can change in any subsequent skins. | ||
[[$texturegroup]] <name> | |||
{ | { | ||
{ "<default material 1>" "<default material 2>" [...] } //Skin 0 (default) | |||
{ "<new material 1>" "<new material 2>" [...] } //Skin 1 | |||
[...] | |||
} | } | ||
[[Studiomdl|StudioMDL]] allows up to 32 unique materials to exist on a model. This limit is hard-coded, but ''can'' be raised with a hacked studiomdl. | |||
{{warning|Increasing the limit beyond 32 will usually cause the engine to crash at random with "Memory could not be read" errors.}} | |||
{{tip|If all you want to do is have a different texture on each skin, simply clone your original VMT (e.g. <code>skin_0.vmt</code>), give it a unique name (e.g. <code>skin_1.vmt</code>), and change its <code>[[$basetexture]]</code> to the path of the new texture.}} | |||
{{bug|You must add whitespace between the braces <code>{}</code> and the material name. <code>{skin_0}</code> will not work, but <code>{ skin_0 }</code> will.}} | |||
== Examples == | |||
{{tip|If all you want to do is have a different texture on each skin, simply clone | $texturegroup rockcliff_cluster01 | ||
{{bug|You must add | { | ||
{ rockcliff02a } | |||
{ rockcliff02b } | |||
{ rockcliff02c } | |||
} | |||
[[$cdmaterials]] models\bots\sniper models\effects | |||
$texturegroup skinfamilies | |||
{ | |||
{ sniper_bot_red sniper_bot_head_red } | |||
{ sniper_bot_blue sniper_bot_head_blue } | |||
{ invulnfx_red invulnfx_red } | |||
{ invulnfx_blue invulnfx_blue } | |||
} | |||
[[$cdmaterials]] models\player\hvyweapon | |||
$texturegroup | $texturegroup skinfamilies | ||
{ | { | ||
{ | { heavy_head_red eyeball_r eyeball_l hvyweapon_red hvyweapon_red_sheen } | ||
{ | { heavy_head_blue eyeball_r eyeball_l hvyweapon_blue hvyweapon_blue_sheen } | ||
{ | |||
{ heavy_head_red_invun eyeball_invun eyeball_invun hvyweapon_red_invun hvyweapon_red_invun } | |||
{ heavy_head_blue_invun eyeball_invun eyeball_invun hvyweapon_blue_invun hvyweapon_blue_invun } | |||
{ heavy_head_zombie eyeball_zombie eyeball_zombie heavy_red_zombie_alphatest heavy_red_zombie_alphatest_sheen } | |||
{ heavy_head_zombie eyeball_zombie eyeball_zombie heavy_blue_zombie_alphatest heavy_blue_zombie_alphatest_sheen } | |||
{ heavy_head_red_invun eyeball_invun eyeball_invun hvyweapon_red_zombie_invun hvyweapon_red_zombie_invun } | |||
{ heavy_head_blue_invun eyeball_invun eyeball_invun hvyweapon_blue_zombie_invun hvyweapon_blue_zombie_invun } | |||
} | } | ||
== | == Multiple texture groups == | ||
Using more than one <code>$texturegroup</code> is allowed, but '''not''' recommended. The behavior of multiple texture groups is unintuitive at best. | |||
{{bug|The number of skins is determined ''only'' by the first texture group. As such, in order to access the other texture groups, the model's skin number must advance beyond 31 (32 in [[HLMV]]).}} | |||
{{bug|Instead of being represented as unique, texture groups are sectioned off into chunks of 32 skins. No more than 32 skins are used on any texture group beyond the first.}} | |||
{{bug|Each material that is to be changed by a texture group needs to be present in the first texture group's first skin. As a result, all texture groups must have the same number of materials in their first skin in order for materials to not get swapped around.}} | |||
As a result of the above problems, despite what the syntax would imply, using multiple <code>$texturegroup</code> commands will not actually allow multiple states of a model's skins to be switched between, unlike <code>[[$bodygroup]]</code>. | |||
$texturegroup | If you need a model to have multiple texture states, they will have to be done by setting up skins in a fashion similar to this: | ||
$cdmaterials models\player\items\cyoa_pda | |||
$texturegroup skinfamilies | |||
{ | { | ||
{ | { <state 1> <substate 1> } | ||
{ | { <state 1> <substate 2> } | ||
{ <state 2> <substate 1> } | |||
{ <state 2> <substate 2> } | |||
[...] | |||
} | } | ||
== Further information == | == Further information == | ||
* Skin options can also be used to provide <code>$bumpmap</code>, <code>$surfaceprop</code>, etc. options for the model in each [[VMT]]. For optimization, see also [[$lod]] and [[LOD Models]]. | * 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 <code>[[$lod]]</code> and [[LOD Models]]. | ||
* All alternative VTF textures should follow the same [[UV map]] layout. | * All alternative VTF textures should follow the same [[UV map]] layout. | ||
* | * Even though [[studiomdl]] has a hardcoded limit of 32 unique materials, it technically supports up to 1024 total skins, so long as each skin is an arrangement of those 32 materials. | ||
* {{tf2}} Almost every team-colored model in the game has at least two skins. Typically, the default skin is RED, and the second skin is BLU. | |||
== See also == | == See also == | ||
* [[Multiple Skins for a Single Model]] | * [[Multiple Skins for a Single Model]] | ||
* [[$cdmaterials]] | |||
* [[$renamematerial]] | |||
[[Category:QC Commands|texturegroup]]__NOTOC__ | [[Category:QC Commands|texturegroup]]__NOTOC__ |
Revision as of 23:43, 17 November 2019
Template:Otherlang2
The $texturegroup
QC command allows a model to have multiple skins consisting of one or more materials.
Alternate skins are typically included in props to give the level designer more variety, but may serve a gameplay purpose depending on the specific use.
Syntax
$texturegroup <name> { { "<default material>" } //Skin 0 (default) { "<new material>" } //Skin 1 [...] }
- name
- The name of the texturegroup.
- default material
- The name of a Material (VMT) on a reference mesh.
- new material
- The name of a Material (VMT) that will replace the material above it.
For models with multiple materials, $texturegroup
accepts multiple materials per line. When used like this, the first skin should be treated as a set of column headings in a table. Only materials present in the first skin can change in any subsequent skins.
$texturegroup <name> { { "<default material 1>" "<default material 2>" [...] } //Skin 0 (default) { "<new material 1>" "<new material 2>" [...] } //Skin 1 [...] }
StudioMDL allows up to 32 unique materials to exist on a model. This limit is hard-coded, but can be raised with a hacked studiomdl.


skin_0.vmt
), give it a unique name (e.g. skin_1.vmt
), and change its $basetexture
to the path of the new texture.
{}
and the material name. {skin_0}
will not work, but { skin_0 }
will. [todo tested in ?]Examples
$texturegroup rockcliff_cluster01 { { rockcliff02a } { rockcliff02b } { rockcliff02c } }
$cdmaterials models\bots\sniper models\effects $texturegroup skinfamilies { { sniper_bot_red sniper_bot_head_red } { sniper_bot_blue sniper_bot_head_blue } { invulnfx_red invulnfx_red } { invulnfx_blue invulnfx_blue } }
$cdmaterials models\player\hvyweapon $texturegroup skinfamilies { { heavy_head_red eyeball_r eyeball_l hvyweapon_red hvyweapon_red_sheen } { heavy_head_blue eyeball_r eyeball_l hvyweapon_blue hvyweapon_blue_sheen } { heavy_head_red_invun eyeball_invun eyeball_invun hvyweapon_red_invun hvyweapon_red_invun } { heavy_head_blue_invun eyeball_invun eyeball_invun hvyweapon_blue_invun hvyweapon_blue_invun } { heavy_head_zombie eyeball_zombie eyeball_zombie heavy_red_zombie_alphatest heavy_red_zombie_alphatest_sheen } { heavy_head_zombie eyeball_zombie eyeball_zombie heavy_blue_zombie_alphatest heavy_blue_zombie_alphatest_sheen } { heavy_head_red_invun eyeball_invun eyeball_invun hvyweapon_red_zombie_invun hvyweapon_red_zombie_invun } { heavy_head_blue_invun eyeball_invun eyeball_invun hvyweapon_blue_zombie_invun hvyweapon_blue_zombie_invun } }
Multiple texture groups
Using more than one $texturegroup
is allowed, but not recommended. The behavior of multiple texture groups is unintuitive at best.


As a result of the above problems, despite what the syntax would imply, using multiple $texturegroup
commands will not actually allow multiple states of a model's skins to be switched between, unlike $bodygroup
.
If you need a model to have multiple texture states, they will have to be done by setting up skins in a fashion similar to this:
$cdmaterials models\player\items\cyoa_pda $texturegroup skinfamilies { { <state 1> <substate 1> } { <state 1> <substate 2> } { <state 2> <substate 1> } { <state 2> <substate 2> } [...] }
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.
- Even though studiomdl has a hardcoded limit of 32 unique materials, it technically supports up to 1024 total skins, so long as each skin is an arrangement of those 32 materials.
Almost every team-colored model in the game has at least two skins. Typically, the default skin is RED, and the second skin is BLU.