Difference between revisions of "Talk:Multiple Skins for a Single Model"

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::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?) [[User:Rodeoclown|- RodeoClown]] 22:09, 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?) [[User:Rodeoclown|- RodeoClown]] 22:09, 27 Apr 2006 (PDT)
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Is there any way to change a model's skin in code?  Just changing the m_nSkin variable doesn't do anything; I'm assuming there's something else I have to do to tell it to actually use the texture specified by m_nSkin, but I can't figure out what that would be. --[[User:JKyle|JKyle]] 20:02, 21 Jan 2007 (PST)

Revision as of 04:02, 22 January 2007

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)

Is there any way to change a model's skin in code? Just changing the m_nSkin variable doesn't do anything; I'm assuming there's something else I have to do to tell it to actually use the texture specified by m_nSkin, but I can't figure out what that would be. --JKyle 20:02, 21 Jan 2007 (PST)