Talk:Multiple Skins for a Single Model
Is it possible to modify the exsisting npc models to have multiple skins? There isn't a skin option in the entity properties, but I'm not sure if it's just not added in the fgd file. If it isn't possible, I figure I'll decompile the model and recompile it with a second body group consisting of the same model but with a different skin there - but that just feels really dodgy... - RodeoClown 18:32, 27 Apr 2006 (PDT)
- both of your approaches are way off...all you need to do is use the texturegroup skinfamilies syntax to add the skins...use mdldecompiler & fix the eyelashes: (of course you'll want to find what the EXPRESSIONFILE is and put it in there)—ts2do 20:07, 27 Apr 2006 (PDT)
eyelid upper_left "EXPRESSIONFILE" lowerer 3 -0.218500 neutral 1 0.166800 raiser 4 0.265000 split -0.1 eyeball lefteye eyelid lower_left "EXPRESSIONFILE" lowerer 1 -0.301000 neutral 0 -0.211900 raiser 2 -0.040300 split -0.1 eyeball lefteye
If you're talking about npcs using them, you can do that by just setting the skin keyvalue...—ts2do 20:07, 27 Apr 2006 (PDT)
OK... I have no idea what you are talking about with the eyelashes... I was looking at NPC_Cscanner and it doesn't have a skin keyvalue listed as being available, which is why I was asking, otherwise I would have just done that. It does, however, have a setBodyGroup command, which is what I was getting at.- RodeoClown 20:25, 27 Apr 2006 (PDT)
- SetBodyGroup should only be used for changing the shape of the model...you can use smart edit off to add the skin keyvalue—ts2do 22:06, 27 Apr 2006 (PDT)
- I wasn't sure if just adding the keyvalue in would still work. I'll give it a try once I'm off work. Thanks Ts2do :) (btw - is the Ts2do mean anything in particular?) - RodeoClown 22:09, 27 Apr 2006 (PDT)