might be a hard modeling question

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β˜… Black Lounger β˜…
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how do i get more skins in 1 .mdl file

like

green
blue
red
yellow
orange
ect ect

i searched!
 
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uh... cant help yah there bud
actually.. im nto sure on what ure asking o_O
 
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I think he means something like the aura skin, where it has more than 1 skin... well sry i can't help yeh here man, i tried to do something like this once and uh well... nothing happened =/ sry
 
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that aura coloring thing involved coding i think

well to add extra textures to a model is simply jsut to assign the textures to the model *in ms3d* and then compile it...
 
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i believe i tried something like that but it didn't work... only i didn't assign it to nething... wasn't really anything to assign to
 
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i dunno..
ill just wait till his next post to better understand on what he's doing or trying to do
 
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its in the qc file, decompile the default aura mdls and look at what they have there, (99.9% sure on that)
 
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he's not really asking for the aura models.... im just using it as an example of a model that has it =/ but it still might work i think :) (dont they have different kinds of qc files? or is it just me?)
 
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does he mean this so like he he opens the with adobe photo shop or psp he opens the skin but wont show every colour i think he wanhts 2 no how u get every colour i dunno i just guessed?
 
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yes it's like the esf aura, i looked in the qc file but it looks allmost the same as mine..

in my code i have
skin 1
skin 2
skin 3

ect ect it works with the aura i tested it...
now i want to compile my emrald with 7 skins in the .mdl

but i still dunno how....

this is what i mean..now i want to do that with my emrald
 
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i had a look in the qc file as well, now im stumped how they did that, i alkways assumed that what did it, cuz when exporting to an smd it only exports the materials actually on the model,


but looking at that imag eyou have there it looks like you tried to alpha map that, HL1 doesnt support that, so i hope that was just for testing purposes,
 
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neh this is darksuns aura.. but i showed that as example

i got gems, or crystals or emralds (sonic)
 

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nuttzy said:
but looking at that imag eyou have there it looks like you tried to alpha map that, HL1 doesnt support that, so i hope that was just for testing purposes,
.. hl1 DOES support alpha maps and transparancy maps since 1.1.1.0... lots of mods use it (like DOD, CS,...) but it has to be coded in the mod...

ontopic: it works with sub-skins/models, im not too sure about how it works but just decompile a model wich uses the same thing (also sub-skins/models) and look at the QC to figure it out
 
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i did..with that aura but its the same as my qc :S only the names and paths are diffrent...
 
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Bah, easy question....
Here we go:

In the aura .qc there is a part called

$texturegroup skinfamilies
{
{ "face0.bmp" }
{ "face1.bmp" }
{ "face2.bmp" }
{ "face3.bmp" }
{ "face4.bmp" }
}

With different namens instead of face0, face1 and so on. This part means that the bmps stated there are interchangeable. face0 is in this case skin1, face1 is skin2.... and so on in HLMV.

If you add mroe than 1 .bmp in the { } it means that thoase are always swapped simultaneouly.

$texturegroup skinfamilies
{
{ "FurW.bmp" "BodyW4.bmp"}
{ "FurB.bmp" "BodyB4.bmp"}
}

So skin1 is FurW AND BodyW4 while skin2 is FurB AND BodyB4

However, the usage of skin1, skin2 and so on must be coded in. The code might say "randomly use different skins", or it might asign each skinX to a special role, like skin1 for Goku aura, skin2 for Gohan aura....
 
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thats what i call usefull information im gonna try it (and i coded it in allready but i couln't insert all those skins in 1 mdl :p)
 
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$modelname "C:\Documents and Settings\Mick\Bureaublad\emrald\emrald.mdl"
$cd "\Documents and Settings\Mick\Bureaublad\emrald\"
$cdtexture "\Documents and Settings\Mick\Bureaublad\emrald\"
$texturegroup skinfamilies
{
{ "emrald.bmp" }
{ "emrald1.bmp" }
{ "emrald2.bmp" }
{ "emrald3.bmp" }
{ "emrald4.bmp" }
{ "emrald5.bmp" }
{ "emrald6.bmp" }
}
//$cliptotextures

$scale 1.0

// 0 attachments

// 0 bone controllers

$bodygroup body
{
studio "emrald"
}

// 2 sequences
$sequence idle "idle_blend1" "idle_blend2" loop fps 1
$sequence spinning "spinning_blend1" "spinning_blend2" loop fps 18





/* this is my qc now..it wont compile...whats wrong? i // out $cliptextures*/
 
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The
$texturegroup skinfamilies
part must be after the
$bodygroup
part. If you use Kratistto's decompiler it will give you this error ^^

And for advice: DO NOT // $cliptotextures. Better always have this activated.

This is one of my .qcs:

$modelname "SOLDIER.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures
$origin 0 0 2

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000


//reference mesh(es)

$bodygroup jp
{
blank
studio "jp"
}

$body studio "marine_ref"


$texrendermode "eyeglowred.bmp" "additive"


// 5 skin families
$texturegroup skinfamilies
{
{ "face0.bmp" }
{ "face1.bmp" }
{ "face2.bmp" }
{ "face3.bmp" }
{ "face4.bmp" }
}

// 3 attachment(s)
$attachment 0 "Bip01 R Hand" 11.400000 1.600000 6.400000
$attachment 1 "Bip01 R Hand" 23.000000 2.000000 7.350000
$attachment 2 "Bip01 R Hand" 30.000000 2.000000 9.500000

This should give you an idea of the right order :p
 
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OMG it worked THANKS!!!! :D u rule :D
 

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