Talk:Creating a Material: Difference between revisions
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:Would that let you have more than one material, though? All the current Source models have the same material whether it's a plastic helmet or bare flesh. --[[user:TomEdwards|TomEdwards]] 05:34, 5 Jul 2005 (PDT) | :Would that let you have more than one material, though? All the current Source models have the same material whether it's a plastic helmet or bare flesh. --[[user:TomEdwards|TomEdwards]] 05:34, 5 Jul 2005 (PDT) | ||
::Not sure about that. This could all go in its own article, or added on to an article in the Modeling category. There is no textures category.-[[user:mungo|mungo]] | ::Not sure about that. This could all go in its own article, or added on to an article in the Modeling category. There is no textures category.-[[user:mungo|mungo]] | ||
I added a little guide to making normal maps, could someone double-check that it works correctly? --[[User:Charron|Charron]] 12:42, 8 Jul 2005 (PDT) |
Revision as of 12:42, 8 July 2005
Multiple Skins on a Single Model
Creating multiple skins under one model requires the $texturegroup definition in your .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
{
{ "test1.vtf" }
{ "test2.vtf" }
}
Your textures can be named anything you wish as long as you've referenced them correctly in the .qc
This information was researched from the Valve Editing Resource Centre forums.
- Would that let you have more than one material, though? All the current Source models have the same material whether it's a plastic helmet or bare flesh. --TomEdwards 05:34, 5 Jul 2005 (PDT)
- Not sure about that. This could all go in its own article, or added on to an article in the Modeling category. There is no textures category.-mungo
I added a little guide to making normal maps, could someone double-check that it works correctly? --Charron 12:42, 8 Jul 2005 (PDT)