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The models' skins reference the vmt files, not the vtf files; if you need to
use multiple vmt files with different vtf files, that would work fine.

On 1/1/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> 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
> > >
> > --
> >
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> >
>
>
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