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$TextureGroup SkinFamilies {
{ EyeBallL EyeBallR Body Hair Tail Teeth Tongue }
{ EyeBallLM EyeBallRM Body Hair Tail Teeth Tongue }
{ EyeBallLS EyeBallRS Body Hair Tail Teeth Tongue }
{ Invis Invis Body Hair Tail Teeth Tongue }
{ EyeBallL Invis Invis Invis Invis Invis Invis }
{ EyeBallLM Invis Invis Invis Invis Invis Invis }
{ EyeBallLS Invis Invis Invis Invis Invis Invis }
{ Invis EyeBallR Invis Invis Invis Invis Invis }
{ Invis EyeBallRM Invis Invis Invis Invis Invis }
{ Invis EyeBallRS Invis Invis Invis Invis Invis }
}
Let me get this straight, does that go in the qc?
Also, I have the eye material, don't I need o let it know that's the material it's switching out?
I'm also having a hard time understanding that example.
$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}
Each one of those is a material right?
In the qc I'm almost certain.
The first skin group is the "default" skin, the one StudioMDL uses to find out which materials should be replaced in what order.
Subsequent skins can have material names changed, as long as the order is the same as in the first skin.
Edit: Yes, that snippet you "came up with" should work, provided a material called "eyes red" is in the model.
$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}
I see 4 skins in SFM but they are all the same, even though the materials are for sure named correctly and use different textures.
There was 1 error due to a wrong name so I corrected it and recompiled, checked again and there are no errors. I put it back in SFM but the other skins still do nothing.
It just lists off all of the loaded VMTs which happen to be all of them.
//MATERIALS:
$cdmaterials "" //start of materials command that gives ref to base folder
$cdmaterials "models/1mymodels/1modeltest/" //points to the material path
$texturegroup "skinfamilies"
{
//skin 1 (id'd in blender, i.e. Blender must have these material channels)
{
"material1"
"material2"
}
//skin 2 (these are not needed in Blender)
{
"material3" //replaces material1
"material4" //replaces material2
}
//add more skins here if needed
/*
materials list:
material1
material2
material3
material4
*/
}
This is everything the console said, some of it is probably not related.
Failed to load models/!
Binding uncached material "potterywheelpanelwireframe", artificially incrementing refcount
Model file 'apocmodels/SonicGenerations/Spring.mdl' and associated vtx files are out of date
Failed to load models/!
CAnimationSetEditor::CreateAnimationSetForModel: model has no facial animation model models/spring trap/spring trap.mdl [spring trap\spring trap.mdl]
QtWarningMsg: QAccessibleWidget::rect: This implementation does not support subelements! (ID 3 unknown for CQTabbedWindowTabBar)
I think I'm writing my qc wrong then.
---
$texturegroup "eyes"
{
{ "eyes red" }
{ "skull eyes white" }
{ "skull eyes red" }
{ "blank eyes" }
}
---
could you rewrite that the right way?
Each of those materials needs to be a different skin, eyes is the default skin.
Edit: Also, why won't you tell me what Half-Life Model Viewer says when I ask, trying to help you?
Not sure if I understand. I'm trying to make 4 skins here with each a different material. aside from the default one...
I did.
"It just lists off all of the loaded VMTs which happen to be all of them."