Re: making multiple skins for one model
Posted by Fjorn on
Sat Jun 18th 2005 at 2:45am
Fjorn
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I think he is asking about HL1 models, not Source models...
Signature? What signature!?
Re: making multiple skins for one model
Posted by fishy on
Sat Jun 18th 2005 at 3:25am
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it's the same code that gets added the the .qc file to have multiple skins in hl1 as it is in hl2, with the small difference of the file extension of the texture, which also gets mentioned in the other thread.
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Re: making multiple skins for one model
Posted by mrod on
Fri Jun 24th 2005 at 1:22am
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why dont you just make a seperate model for each collar color, then
code the fgd to have flags in the entity properties for what model to
use?
(im no coder, so dont ask me how to do that)
Re: making multiple skins for one model
Posted by fishy on
Sun Jun 26th 2005 at 11:54pm
Posted
2005-06-26 11:54pm
fishy
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i don't know what could be causing this. it works ok in the model viewer, and plays all the animations with the chosen skin. maybe it's something to do with how spirit uses them, i really don't know.
if you get it to work right, or even if you like the freaky colour cycling collars as you have them now, your welcome to use them.
oh, when you select what skin to use in HL, it starts at 0. so the skin choices would be 0, 1, 2 and 3.
i eat paint
Re: making multiple skins for one model
Posted by fishy on
Sun Jul 10th 2005 at 1:11pm
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like i said half-dude, i don't know where the problem lies with this. it works fine in the model viewer.
i eat paint
Re: making multiple skins for one model
Posted by Myrk- on
Wed Jul 20th 2005 at 7:31pm
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You use submodels I believe for seperate skins. But I'm sure there is a skin field, or model number or something. Experiment :razz:
-[Better to be Honest than Kind]-