$texturegroup
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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
$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.
- One of the skins in the list *must* be the texture name which was in the SMD. Without this the skins will only use the texture name from the SMD, and not ones from your list.