$texturegroup

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The $texturegroup QC command is used to add alternative skin options to a model.

  • If no $texturegroup is specified, the model's VMT must be the name of the texture which was UV mapped into the reference.SMD.
  • Add the following command directly following the $body line:

QC syntax example

$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.


Tip.pngTip:If all you want to do is have a different colormap on each skin, simply clone the skin_0.vmt, rename it skin_1.vmt and change the $basetexture reference to the new_colormap.vtf. Make sure the skin_1.vmt and new_colormap.vtf files are placed in the appropriate subfolder of the game_dir/materials/models/ directory.
Tip.pngTip:Skin options can also be used to provide $bumpmap, $surfaceprop, etc. options for the model. For optimisation, see also $lod and LOD Models.
Tip.pngTip:Make sure that multiple / alternative VTF textures all follow the same UV map layout.