Apologies if this has been answered before, I have been searching for tutorials for a few hours now and can't find what I'm looking for.
I've made a custom skin for Barney. However, I wanted to use this in my maps in addition to the original Barney skin, rather than just replacing the Barney model entirely with my new skin. Basically I want to emulate how you can have 4 different heads for the scientists even though it's one model.
To this end I edited the barney.qc of the decompiled model and added a new "body type" + additional lines referencing the new skins for this body type.
This seems to work fine, as Jed's HLMV is now showing me default Barney as body "subgroup 1", and "subgroup 2" is my custom skin. Two skins, one model...success!
I then created a custom .fgd for my mod, in which I added the option of choosing between "Default" Barney skin and my "Custom" one to the entity properties for Monster_Barney.
However, this last step doesn't work - the default skin is the only one shown, since the dialogue box has no way of knowing what it's actually referencing. I've tried looking up models with multiple skins like the Scientist but I've had no luck finding out how the .fgd actually knows what skin "Luther", "Slick" etc. refers to.
Basically...how do you connect your new Hammer dialogue boxes in the .fgd to your new model skins? I'm guessing I need to do a small amount of coding but I can't find which file to edit.
Any help appreciated with this - I will write a tutorial from step 1 if I can work it out with some help, I think it might help others.