When trying to figure out how to do things, it's useful to search through the SDK source code for examples. You know that you want to change a skin, but don't know how to do it. Start by searching the Valve Developer Community wiki pages...
http://developer.valvesoftware.com/wiki/Main_Page I put "skin" in the search box on how to create skins for models. No programming example of how to change a skin jumps out at me, so I search the SDK source code (using "Find in Files" in Visual Studio, or using my favorite tool WinGrep). I start by searching all .cpp files for "skin" and this gives me lots of results (in fact, too many to look through), so I search for "Skin" using a case-sensitive search assuming that there will be some function that allows me to change a skin and it will have the name "Skin" (with that case) somewhere in it. Lo and behold, I find things like "GetSkin()" and "SetSkin()" in various places (for example, weapon_crossbow.cpp has a SetSkin() member function). By looking at this example code, I can determine how to set a skin on a model. "Give a man a fish, feed him for a day. Teach a man to fish, feed him for life." -- Jeffrey "botman" Broome On 3/18/2009 11:16 PM, Idrox Gedrono wrote: > Well, right, I don't want to change the actual materials, I just want > to set the skin number of the model. For example, if 0 is the HEV > suit and 1 is rebel hands and 2 is combine hands, I want to know how > to set that number in code. > > Ryan Sheffer wrote: >> You don't, you can override the materials of a model but I think >> that is about it. You will have to make either modifications to the >> current texture or recompile the model with multiple skins. >> >> On Wed, Mar 18, 2009 at 6:22 PM, Idrox Gedrono wrote: >> >>> Very well. The arms model must not change, then, but instead >>> the skin on the arms. Half-Life 2 Deathmatch has skins for both >>> rebels and combine. The question is, then, how (and where) do you >>> change the skin of the player's weapon in code? >>> >>> Ben Mears wrote: >>>> Good point. But you would still have to compile the new skin >>>> into the model, right? I think you would still need to >>>> decompile the model and apply the new texture/skin to the model >>>> in a 3D program and then export the new reference SMD for the >>>> model with the new texture/skin. You would also need to >>>> reference the new texture in the .QC file and designate it as a >>>> skin that can be used. >>>> >>>> botman wrote: >>>>> Models can have multiple skins. You can switch between the >>>>> skin for different materials on the model. >>>>> > > _________________________________________________________________ > HotmailĀ® is up to 70% faster. Now good news travels really fast. > http://windowslive.com/online/hotmail?ocid=TXT_TAGLM_WL_HM_70faster_032009 > > _______________________________________________ > 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

