You might have to double the textures, but it will be a hell of a lot quicker then having to code in something that might not work.
However, if your going to apply this effect to every model, and not just player models, it might be better to do something in the code. Adam --- "Joel R." <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I thought about this agian, and I'd have to double > all my model textures > just to use one with my shader wouldn't I? Cause if > I remember correctly > models compile using the graphic file name, so I > can't just have it use a > different .vmt file, cause its pretty much bound to > the .vtf name isn't it? > So in essence this method sucks just for toggling my > own Shader with valve's > VertexLitGeneric. > > On 12/31/06, Teddy <[EMAIL PROTECTED]> wrote: > > > > You can't set more than one material to override > per render pass. What > > you can do instead is make multiple skins on the > model, then set the > > m_nSkin accordingly. Here's how to setup the > model: > > > http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model > > > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -------- Nigredo Studios http://www.nigredostudios.com __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

