The viewmodel inherits the skin setting (and everything else except model, frame, and sequence) of the client's viewent, which is typically the player. If you can locally - on the client - change the players skin (and body, etc.) then the weapon should work how you want.
-----Original Message----- From: Christopher Long [mailto:[EMAIL PROTECTED]] Sent: Saturday, April 13, 2002 6:44 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] v_weaponmodels skin changing bump.... does anyone know the answer to this???? i'd like to clear it up for myself. ----- Original Message ----- From: Christopher Long <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, April 13, 2002 5:59 PM Subject: [hlcoders] v_weaponmodels skin changing I've noticed that the python weapon model has submodel groups in it but what i really want to do is change the v_models skins on demand. you can set a players skin by playerPointer->pev->skin but it doesn't seem to work on v_weaponmodels... i tried adding it to the deploy function (pev->skin = 2) but it doesn't do anything the model stays its first skin. I have a compiled model with multiple skins already set up and i have done skin changes with player models before but it doesn't seem to work with the weapons for me. desert crisis did multiple submodels for each skin change. Am i not able to change the skin colour of a v_weaponmodel without making each skin colour change a submodel of the v_weaponmodel? Anyone got any ideas about this as to whether you can do it? maybe i am doing it wrong but i dunno. All that changes in the v_weaponmodel is the hands skins the weapon itself stays untouched but since the hands are compiled into the weapons its really part of the weapon so it should change :/ i dunno.. help anyone??? it'd be appreciated. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

