Multiple Skins for a Single Model

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Revision as of 12:43, 20 November 2005 by Ts2do (talk | contribs)
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Creating multiple skins under one model requires a $texturegroup definition in the.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
{
    { "original1.vtf", "original2.vtf", ... }
    { "replace1.vtf",  "replace2.vtf", ...  }
}

Note: Translucent models will only cast the shadows of the first skin

The textures can be named anything as long as you've referenced them correctly in the .qc.

Each material that you apply to a model can have a separate property. So for a character, you'd have a material for their body and then a material for their head, or you could be really fancy and make several clusters, one for each aspect of their make up. So a material for their leather gloves, one for their cloth pants, one for their metal armor, and one for their flesh head. These would all be seperate materials with their own seperate .vmts and such. However, using multiple materials on the same model creates a significant performance hit, so this should be done sparingly.