Choosing different model bodies. Created 19 years ago2004-07-31 09:34:21 UTC by Marlborometal Marlborometal

Created 19 years ago2004-07-31 09:34:21 UTC by Marlborometal Marlborometal

Posted 19 years ago2004-07-31 09:34:21 UTC Post #47072
Hi!!.
I think this can be a rather interesting question... Imagine you have a monster_furniture there with a... let?s say a can :D. How would one select the texture on this can. In the very same way, imagine 2 grunts there. How does one select their bodies so they don?t look the same?.
That?s all :).
Posted 19 years ago2004-07-31 10:03:34 UTC Post #47077
The 'body' and 'skin' keys.
Does not work for all entities though.
Posted 19 years ago2004-07-31 10:03:43 UTC Post #47078
its something to do with the numbers. find the "body" field and use hlmv to see what the diff bodys look like. just use the corresponding numbers. you know where to change bodys in hlmv?
Posted 19 years ago2004-07-31 10:05:56 UTC Post #47079
The monster_generic has a Body value wich determines the combination of bodygroups that's being used, like the human grunts with the several different heads and weapons.

Monster_furniture also recognizes this key, although it's not available to you in the standard options. Tick the SmartEdit button and add a key named 'body', with a value that corresponds to the bodypart combination you want. Keep in mind, this starts with 0 (all bodyparts use their first option).
Posted 19 years ago2004-07-31 10:11:43 UTC Post #47080
Have you ever tried skin=-1 on a model?
It inverts the texture's colors.
Posted 19 years ago2004-07-31 10:14:25 UTC Post #47081
freaky.
Posted 19 years ago2004-07-31 10:48:35 UTC Post #47082
CP has the solution. You can also add the "body" into the monster_furniture by adding it into you fgd. It works for me.
The Mad Carrot The Mad CarrotMad Carrot
Posted 19 years ago2004-07-31 16:16:02 UTC Post #47146
Grunts' heads and attachments can be adjusted by setting their weapons. Afaik, giving the grunt a Shotgun gives him goggles and the ski mask, while the 9mmAR+GL gives him the beret/commander head, while the other two options (9mmAR and 9mmAR+HG) alternate between the basic grunt heads.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 19 years ago2004-07-31 17:16:47 UTC Post #47176
Once you know how the body value and its model configuration correspond, you can define it's weapon and it's head by only specifying the body value.

What actually happens, is that first all combinations of the first body part are walked trough. For the grunts, these are their heads. Once all heads are walked through, the second body group switches to it's next option and the first body group is walked through again.
For the grunts, the second body group is their body, wich has only one option. No switching possible there, so the third group is being switched to the next and the first group is walked through again. Untill all possibilities are done...

HLMV is a very handy tool to find out what numbers would correspond with what configurations. Also note that the first configuration (what you see when you view a model in HLMV before changing it's body parts to other options) starts at value 0. Not at 1!
Posted 19 years ago2004-07-31 18:35:48 UTC Post #47205
You can change heads/skins by turning smartedit off and typing skin/body, with values from 0 to anything above. Note that if you do this on grunts, the new settings (except skins) will screw up if you have the grunts in squads. They must be independent.
Posted 19 years ago2004-08-01 11:16:36 UTC Post #47334
What exactly screws up then?
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