Texture Families On Player Models

ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
<div class="IPBDescription">Ingame not working?</div> I make Jin Roh troopers and wanted to give them 2 or mroe faces. I mde it like in the original soldier.qc, by now I have even renamed the bmps to the original names.

<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
//reference mesh(es)
$bodygroup "marine"
{
studio "marine_ref"
studio "marine_jetpack"
}


// 2 skin families
$texturegroup skinfamilies
{
{ "Marine_final.bmp" }
{ "Marine_black_01.bmp" }
}
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

But ingame he only has one face. How may I fix this?

Comments

  • Duo_MaxwellDuo_Maxwell Join Date: 2002-11-02 Member: 4631Members
    /*
    ==============================================================================

    QC script generated by Half-Life MDL Decompiler v1.01
    2002, Kratisto. Based on code from Valve's HL SDK.

    soldier.qc
    Original model name: C:\3DMAX31\Scenes\natural_selection\marine\soldier.mdl

    ==============================================================================
    */

    $modelname "soldier.mdl"
    $cd ".\"
    $cdtexture ".\"
    $scale 1.0


    $bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
    $cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000

    $eyeposition 0.000000 0.000000 0.000000

    // reference meshes
    $bodygroup marine
    {
    studio "marine_ref"
    studio "marine_jetpack"
    }

    // 2 skin families
    $texturegroup skinfamilies
    {
    { "Marine_final.bmp" }
    { "Marine_black_01.bmp" }
    }

    // 3 attachments
    $attachment 0 "Bip01 R Hand" 11.400000 1.600000 6.400000
    $attachment 1 "Bip01 R Hand" 23.000000 2.000000 7.350000
    $attachment 2 "Bip01 R Hand" 30.000000 2.000000 9.500000

    // 4 bone controllers
    $controller 0 "Bip01 Spine" XR -22.500000 22.500000
    $controller 1 "Bip01 Spine1" XR -22.500000 22.500000
    $controller 2 "Bip01 Spine2" XR -22.500000 22.500000
    $controller 3 "Bip01 Spine3" XR -22.500000 22.500000

    // 30 hit boxes
    $hbox 0 "Bip01 Pelvis" -8.000000 -5.560000 -9.160000 3.790000 7.550000 9.210000
    $hbox 0 "Bip01 L Thigh" 0.000000 -4.240000 -4.380000 21.666876 5.420000 4.540000
    $hbox 0 "Bip01 L Calf" -0.450000 -4.860000 -3.850000 17.600178 4.250000 4.110000
    $hbox 0 "Bip01 L Foot" 0.000000 -3.170000 -2.150000 5.100000 5.160000 2.590000
    $hbox 0 "Bip01 L Toe0" 0.000000 -0.170000 -2.170000 4.510000 2.090000 2.800000
    $hbox 0 "Bip01 R Thigh" 0.000000 -4.160000 -4.080000 21.666874 5.500000 4.950000
    $hbox 0 "Bip01 R Calf" -0.460000 -4.770000 -3.650000 17.600176 4.340000 4.300000
    $hbox 0 "Bip01 R Foot" 0.000000 -3.110000 -2.120000 5.100000 5.210000 2.620000
    $hbox 0 "Bip01 R Toe0" 0.000000 -0.170000 -2.340000 4.570000 2.090000 2.630000
    $hbox 0 "Bip01 Spine1" 0.000000 -2.760000 -7.300000 3.831985 7.170000 6.840000
    $hbox 0 "Bip01 Spine2" 0.000000 -5.100000 -9.760000 3.832064 9.540000 9.290000
    $hbox 0 "Bip01 Spine3" -11.060000 -15.400000 -9.310000 8.870000 7.770000 8.950000
    $hbox 0 "Bip01 Neck" 0.000000 -1.260000 -2.640000 4.837411 0.670000 2.090000
    $hbox 0 "Bip01 Head" -1.670000 -4.760000 -3.960000 8.640000 5.020000 4.480000
    $hbox 0 "Bip01 L Clavicle" 0.000000 -6.390000 -0.610000 6.683292 2.480000 4.140000
    $hbox 0 "Bip01 L UpperArm" 0.000000 -5.210000 -2.590000 10.320000 3.100000 3.750000
    $hbox 0 "Bip01 L Forearm" 0.000000 -4.440000 -2.630000 10.959037 3.100000 2.850000
    $hbox 0 "Bip01 L Hand" -0.160000 -1.980000 -1.900000 3.387688 1.440000 1.540000
    $hbox 0 "Bip01 L Finger0" 0.000000 -0.960000 -0.840000 2.325842 0.300000 0.520000
    $hbox 0 "Bip01 L Finger01" -0.290000 -0.820000 -0.810000 1.810000 0.240000 0.360000
    $hbox 0 "Bip01 L Finger1" -0.210000 -0.790000 -2.060000 2.189390 0.930000 1.820000
    $hbox 0 "Bip01 L Finger11" 0.000000 -0.410000 -1.870000 2.290000 0.930000 2.000000
    $hbox 0 "Bip01 R Clavicle" 0.000000 -6.470000 -4.160000 6.683292 2.410000 0.580000
    $hbox 0 "Bip01 R UpperArm" 0.000000 -5.340000 -3.760000 10.320000 2.980000 2.570000
    $hbox 0 "Bip01 R Forearm" 0.000000 -4.600000 -2.900000 10.959036 3.050000 2.640000
    $hbox 0 "Bip01 R Hand" 0.000000 -1.880000 -1.320000 3.387687 1.160000 2.110000
    $hbox 0 "Bip01 R Finger0" 0.000000 -1.060000 -0.720000 2.325842 0.200000 0.710000
    $hbox 0 "Bip01 R Finger01" 0.000000 -1.020000 -0.600000 2.240000 0.050000 0.570000
    $hbox 0 "Bip01 R Finger1" -0.260000 -0.990000 -1.580000 2.490000 0.730000 2.290000
    $hbox 0 "Bip01 R Finger11" 0.000000 -0.650000 -1.760000 2.660000 0.690000 2.120000

    // 66 animation sequences
    $sequence "look_idle" "look_idle" fps 30 loop ACT_IDLE 1
    $sequence "idle1" "idle1" fps 30 loop ACT_IDLE 2
    $sequence "crouch_idle" "crouch_idle" fps 1 loop ACT_CROUCHIDLE 1
    $sequence "walk" "walk" LX fps 28 loop ACT_WALK 1
    $sequence "run" "run" LX fps 25 loop ACT_RUN 1
    $sequence "crawl" "crawl" LX fps 23 loop ACT_CROUCH 1
    $sequence "jump" "jump" fps 20 ACT_HOP 1
    $sequence "swim" "swim" fps 15 loop ACT_SWIM 1
    $sequence "treadwater" "treadwater" fps 15 loop ACT_HOVER 1
    $sequence "communicate" "communicate" fps 30 loop
    $sequence "voicecomm" "voicecomm" fps 30 loop
    $sequence "lmg_look" "lmg_look_blend1" "lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "pistol_look" "pistol_look_blend1" "pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "knife_look" "knife_look_blend1" "knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "shotgun_look" "shotgun_look_blend1" "shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenade_look" "grenade_look_blend1" "grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "hmg_look" "hmg_look_blend1" "hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "welder_look" "welder_look_blend1" "welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "grenadegun_look" "grenadegun_look_blend1" "grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "tripmine_look" "tripmine_look_blend1" "tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "alien_look" "alien_look" fps 20 loop
    $sequence "lmg_fire" "lmg_fire_blend1" "lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "pistol_fire" "pistol_fire_blend1" "pistol_fire_blend2" blend XR -90 90 fps 30 { event 5001 1 "30" }
    $sequence "knife_fire" "knife_fire_blend1" "knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "shotgun_fire" "shotgun_fire_blend1" "shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "grenade_fire" "grenade_fire_blend1" "grenade_fire_blend2" blend XR -90 90 fps 17
    $sequence "hmg_fire" "hmg_fire_blend1" "hmg_fire_blend2" blend XR -90 90 fps 30 { event 5021 1 "40" }
    $sequence "welder_fire" "welder_fire_blend1" "welder_fire_blend2" blend XR -90 90 fps 30
    $sequence "grenadegun_fire" "grenadegun_fire_blend1" "grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "tripmine_fire" "tripmine_fire_blend1" "tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_lmg_look" "crouch_lmg_look_blend1" "crouch_lmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_pistol_look" "crouch_pistol_look_blend1" "crouch_pistol_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_knife_look" "crouch_knife_look_blend1" "crouch_knife_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_shotgun_look" "crouch_shotgun_look_blend1" "crouch_shotgun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenade_look" "crouch_grenade_look_blend1" "crouch_grenade_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_hmg_look" "crouch_hmg_look_blend1" "crouch_hmg_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_welder_look" "crouch_welder_look_blend1" "crouch_welder_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_grenadegun_look" "crouch_grenadegun_look_blend1" "crouch_grenadegun_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_tripmine_look" "crouch_tripmine_look_blend1" "crouch_tripmine_look_blend2" blend XR -90 90 fps 30 loop
    $sequence "crouch_lmg_fire" "crouch_lmg_fire_blend1" "crouch_lmg_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_pistol_fire" "crouch_pistol_fire_blend1" "crouch_pistol_fire_blend2" blend XR -90 90 fps 30 { event 5001 1 "30" }
    $sequence "crouch_knife_fire" "crouch_knife_fire_blend1" "crouch_knife_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_shotgun_fire" "crouch_shotgun_fire_blend1" "crouch_shotgun_fire_blend2" blend XR -90 90 fps 30 { event 5011 1 "30" }
    $sequence "crouch_grenade_fire" "crouch_grenade_fire_blend1" "crouch_grenade_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_hmg_fire" "crouch_hmg_fire_blend1" "crouch_hmg_fire_blend2" blend XR -90 90 fps 30 { event 5021 1 "40" }
    $sequence "crouch_welder_fire" "crouch_welder_fire_blend1" "crouch_welder_fire_blend2" blend XR -90 90 fps 30
    $sequence "crouch_grenadegun_fire" "crouch_grenadegun_fire_blend1" "crouch_grenadegun_fire_blend2" blend XR -90 90 fps 17
    $sequence "crouch_tripmine_fire" "crouch_tripmine_fire_blend1" "crouch_tripmine_fire_blend2" blend XR -90 90 fps 30
    $sequence "ability1_alien" "ability1_alien" fps 20
    $sequence "ability2_alien" "ability2_alien" fps 20
    $sequence "ability3_alien" "ability3_alien" fps 20
    $sequence "ability4_alien" "ability4_alien" fps 20
    $sequence "ability5_alien" "ability5_alien" fps 20
    $sequence "ability6_alien" "ability6_alien" fps 20
    $sequence "head_flinch" "head_flinch_blend1" "head_flinch_blend2" blend XR -90 90 fps 30
    $sequence "body_flinch" "body_flinch_blend1" "body_flinch_blend2" blend XR -90 90 fps 30
    $sequence "death1_die" "death1_die" fps 18 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "death2_die" "death2_die" fps 15 ACT_DIEBACKWARD 1 { event 2001 44 }
    $sequence "death3_die" "death3_die" fps 15 ACT_DIE_HEADSHOT 1 { event 2001 40 }
    $sequence "head_die" "head_die" fps 18 ACT_DIE_HEADSHOT 4 { event 2001 35 }
    $sequence "gut_die" "gut_die" fps 27 ACT_DIE_GUTSHOT 1 { event 2001 44 }
    $sequence "left_die" "left_die" fps 29 ACT_DIESIMPLE 1 { event 2001 44 }
    $sequence "back_die" "back_die" fps 17 ACT_DIEBACKWARD 4 { event 2001 44 }
    $sequence "right_die" "right_die" fps 15 ACT_DIESIMPLE 1 { event 2001 40 }
    $sequence "forward_die" "forward_die" fps 18 ACT_DIESIMPLE 1 { event 2001 35 }
    $sequence "crouch_die" "crouch_die" fps 23 ACT_DIESIMPLE 1 { event 2001 30 }

    // End of QC file.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    Is the answer to my question in there or do you post it because my one was incomplete?
    *confused*
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited August 2003
    I had this working even with the black skin made of 2 bitmaps, one transparent.

    <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
    // 2 skin families
    $texturegroup skinfamilies
    {
    { "FurW.bmp" "BodyW4.bmp"}
    { "FurB.bmp" "BodyB4.bmp"}
    }

    $texrendermode "FurW.bmp" "masked"
    $texrendermode "FurB.bmp" "masked"
    <!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
    worked fine for the llama model with black and white fur (transparent) and body.

    -
    model viewer - body - skin- shows you the skins of your model.
  • Duo_MaxwellDuo_Maxwell Join Date: 2002-11-02 Member: 4631Members
    <!--QuoteBegin--Obst & Gemuese+Aug 28 2003, 11:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Aug 28 2003, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Is the answer to my question in there or do you post it because my one was incomplete?
    *confused* <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    No , that's an answer to your question.
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    OK I can view them via Skins in teh HLMV, but ingame I only see one face on all soldiers. Do I have to set anything like cahnces how often this or that skin appears?
  • Owen1Owen1 Join Date: 2003-04-13 Member: 15457Members
    its completly random... u dont have a choice about it
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