-- [ Picked text/plain from multipart/alternative ] 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: > > -- > [ Picked text/plain from multipart/alternative ] > 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 > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

