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I'm not sure if this will help or not, but here's how to change the skin for
an entity called 'toChange' via code:

CBaseAnimating* x = (CBaseAnimating*)toChange;
x->m_nSkin = 1;  //number of the skin you want to use

On 10/24/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
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> Check out cl_dll/detailobjectsystem.cpp. Detail models are stored in their
> own lump in the bsp and are loaded in the client dll by
> CDetailObjectSystem
> at CDetailObjectSystem::LevelInitPreEntity
>
> Notice the LoadGameLump call from the engine interface to load
> GAMELUMP_DETAIL_PROPS from the bsp. Then it deserializes the data in the
> lump and a bunch of initializes CDetailModel classes which are the
> IClientRenderables that render the details. So, the CDetailModels do their
> rendering in DrawModel.
>
> If you check out CDetailModel::DrawModel you will see that it actually
> renders itself like this:
>
>     int drawn = modelrender->DrawModel(
>         flags,
>         this,
>         MODEL_INSTANCE_INVALID,
>         -1,        // no entity index
>         m_pModel,
>         m_Origin,
>         m_Angles,
>         0,    // skin
>         0,    // body
>         0  // hitboxset
>         );
>
> Notice the hard-coded 0 for the skin parameter. If you want detail models
> to
> support multiple skins you will have to modify vbsp to pack the skin index
> into the detial lump, then modify CDetailObjectSystem::UnserializeModels
> to
> unpack the skin index and then CDetailModel would need to store off the
> skin
> index and pass this index to modelrender->DrawModel.
>
> Regards,
>
> Paul
>
> On 10/23/06, Andrew Forsberg <[EMAIL PROTECTED]> wrote:
> >
> > Hi guys,
> >
> > One of the mappers on a hl2 mod I'm helping code has asked if I can
> > enable multiple skins for prop_detail. He added this to the fgd file:
> >
> > @BaseClass = prop_detail_base
> > [
> > model(studio) : "World model"
> > skin(integer) : "Skin" : 0
> > ]
> >
> > And then is using different ints to identify, say, 10 different skins
> > for the same grass (or shrub, or...) model.
> >
> > So far so good, but once compiled it all falls back to the default skin
> > (0) in game. He knows about using detail_group, but doesn't want the
> > skins to be random, he wants them to be specifiable in hammer.
> >
> > I'm not completely new to the SDK, but I'm also not very familiar with
> > it. I've searched it for occurrences of prop_detail, but as far as I can
> > see the only place it appears is in vbsp/detailobjects.cpp. Messing with
> > that doesn't seem like a good idea.
> >
> > Can someone point me in the right direction? Or is this an issue that
> > needs to be enabled at the engine/closed source side of things?
> >
> > If it's relevant, our main development trunk is currently using the SDK
> > without the recent updates from Valve.
> >
> > Cheers & thanks,
> > Anders
> >
> >
> >
> >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> --
>
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