There should be an easier way, Teddy, did you ask Valve for help?
Valve has some very smart people that I am sure could find a better
solution than having to make a copy of all of the textures?

If it can't be done now on the code side, maybe an sdk update could
make it possible to do it from the code in the future?

On 1/2/07, Joel R. <[EMAIL PROTECTED]> wrote:
--
[ Picked text/plain from multipart/alternative ]
As long as I don't have to double my memory on textures using .vmt files as
the links, it's perfectly fine.

On 1/1/07, Teddy <[EMAIL PROTECTED]> wrote:
>
> It's the only way I'm afraid. I spent alot of time trying to do it in
> code for dystopia, this was the only solution i could find
>
> On 1/2/07, Aaron Schiff <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > 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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> > ts2do
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