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For example if you have a red skin called model.jpg and you want to add a blue skin called model2.jpg, you would attach the red skin as the principle material in Blender, naming it model in the materials menu, then assign a jpg texture to the material and layout the UVs for the texture via the UV editor. Once that is done, you would convert your skin jpgs to vtfs and create the vmts for them. The material name given in the materials menu is the name you must use as a vmt name.
Now to get multiple skins for the same mesh, you would add texture groups to the qc...
So the principle red skin is model.vmt and the blue skin would be model2.vmt... the materials portion of the qc would look like this
----->8 snip 8<-----
$cdmaterials " "
$cdmaterials "path\to\your\vmt\off_the_materials_folder"
$texturegroup "skinfamilies"
{
{
"model.vmt" //this will assign the red texture as skin 0
}
{
"model2.vmt" //this will assign the blue texture as skin 1
}
}
---->8 snip 8<----
Placement of the open and closing curly brackets ( { } ) is important... Each skin group must be between its own bracket group.
If you have more than one material on a model, you would list all the material for the first skin group between the first set of curly brackets, then keeping the same order list all the materials for the second skin group between the second set of brackets, third skin, third set of brackets, etc. Make sure that you close off the $texturegroup with a closing bracket at the end .
Hope this helps...