Reusing model textures? Created 7 years ago2016-08-16 09:32:08 UTC by kruk kruk

Created 7 years ago2016-08-16 09:32:08 UTC by kruk kruk

Posted 7 years ago2016-08-16 11:06:56 UTC Post #331266
I'm almost positive it's not possible but i wanted to be sure.

Since $externaltextures saves separate mdl with texture file for optymilization isues it means mdl files can use textures outside of their own file. Maybe there is a trick to use one texture mdl with other mdl files?

ATM im using sub models for variations with one texture but it's a bit inconvenient since i don't see different sub models in Hammer (just body 0).

Or is it posible to see model body variation with cycler?
Posted 7 years ago2016-08-16 11:53:38 UTC Post #331272
Body variations need to be defined within the specific model QF file as well as in the mod FGD or you could use numbers in the monster entities and try your way that way. You can't combine mdls within default Halflife choosing texures of 1 model for another. That works only outside the game in reskinning or re modeling attempts.
Posted 7 years ago2016-08-16 12:24:16 UTC Post #331273
Hmm still i cant see the sub model change in the hammer 3d view just in game and that makes it tricky to work with in editor.

I use cycler with Smart Edit on, key body Value 1,2 ect
Posted 7 years ago2016-08-16 14:22:24 UTC Post #331276
Like I said you may have to make adjustments in the mod FGD file. I can show you an example later.
Posted 7 years ago2016-08-16 15:39:34 UTC Post #331277
The game looks up external textures using the format <model name>T.mdl. You can't make it use the same file unless you symlink it. AFAIK, the engine will not check if the name in the T file matches that of the main model, so it should work. I'm not sure if it will work on Windows though.
Posted 7 years ago2016-08-16 20:25:30 UTC Post #331283
eh cant get those body groups to change in hammer viewport in any way ;/
23-down what were you suggesting?
Posted 7 years ago2016-08-17 18:52:40 UTC Post #331286
So i guess there is no way to view mdl body groups in hammer :(
Posted 7 years ago2016-08-17 20:00:13 UTC Post #331287
Sorry I was busy...

You're right I was actually mistaken. You can't view sub model body groups (not that I know about) inside the editor only the major models are getting displayed. So only submodel1 of any model. How ever it really shouldn't matter. If you're unsure what body you chose just start a quick compile and check it out.

Or give the npcs specific names which you can remember for certain unit skins. Name_Green1,Name_Green2 for any monster that's well "green" textured etc. Another thing you could do is by creating a test map in which you place each model along with their sub models ready for copy and paste usage into your main maps. Basically having a selection just like with prefabs.

I tried tinkering with different settings inside the FDG but I couldn't get sub models displayed within the editor sorry.
Posted 7 years ago2016-08-17 22:11:18 UTC Post #331289
Well will have to work with the inconvenience XD
Anyway thx for your time ;]
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