Please or Register to create posts and topics.

Change player model

Page 1 of 3Next

ok a little help please, i've been looking for a while now for a tutorial or any information about how to change the player model or skin, can anyone point me in the right direction

Image

there was a topic about this, search for it.

Short answer: the cl_playermodel variable.

Falsi sumus crusto!

Look in this thread: mapping-help/robots-not-chell-t3709.html?hilit=robots%20not%20chell

This one is on how to make the player model a robot... But you can use this method for many different other models too.

spongylover123 wrote:
there was a topic about this, search for it.
Tank420 wrote:
i've been looking for a while now ... can anyone point me in the right direction

Sorry, not clear enough for you. posts like this annoy me, i had been looking, i failed to find something, so i asked the community for help, you had the time to respond, so why not go that little bit further and try to help, your response was not constructive, and was a waste of your time.

thanks for both the short answer, i shall give it a go figuring cl_playermodel out myself, i learn better that way, and if i get stuck i'll refer to the tutorial

Thanks again

Tank

EDIT
So i've tried getting to grips with cl_playermodel and gotten no where, so i put a point_clientcommand in with 'setmodel player/chell/player' as the parameters, but i assume there is a better way than this.

what is cl_playermodel
an entity? a map property, confused.

ADDITIONAL EDIT
I see cl_playermodel is in a local config file.

What i mean to ask is, how do you set the player model in hammer, so the level starts with a different character

Image

As far as I know the point_clientcommand setmodel is the only way, so if you want a different model you should use that.

do we know how the game picks, is it by game type? i.e. if you're playing single you're chell, if you're co op then pbody or atlas, and if workshop bendy?

Image
Tank420 wrote:
do we know how the game picks, is it by game type? i.e. if you're playing single you're chell, if you're co op then pbody or atlas, and if workshop bendy?

yup

here is a conversation from the secret steam forums... which you probably don't have access to

spongylover123 wrote:
in hammer, you need to make the output.
OnMapSpawn - @command - Command - setmodel player/chell/player
BenVlodgi wrote:
This is fantastic news! thanks!
EDIT:
However, this does cause the portal-gun to be held at a bad angle
CaretCaret wrote:
Yeah, looks like it wasn't the best solution. For me the portal gun is held at a weird angle, there's no walking animation and it resets to bendy when a save is loaded.
Motanium wrote:
Try using onmapload instead of onmapspawn
spongylover123 wrote:
you have to prechache the model. That's how I got atlas to walk. the portalgun is an issue though.


Also, I made a map just for you! Sunset
Click Here to view my Workshop and play my puzzlemaker maps

I might make an instance for this once it works.

It seems like what you'll need is the logic_auto and point_clientcommand, plus a prop_dynamic (will a static one work? IDK) of Chell to precache te model. You could put it in a nodraw-box so that it's not in your test chamber itself.

Falsi sumus crusto!
FelixGriffin wrote:
It seems like what you'll need is the logic_auto and point_clientcommand, plus a prop_dynamic (will a static one work? IDK) of Chell to precache te model. You could put it in a nodraw-box so that it's not in your test chamber itself.

Exactly right. In order to change the playermodel you need to precache it (as well as the animations with it. This is automatically done when you place in a dynamic model).

Changing the playermodel is easy in singleplayer: by just using the cl_playermodel command. However if you want to change the player model in coop; that may take a bit more work such as grabbing a modelindex and setting the player's modelindex to it.

?????????????????????????????TWP Releases | My Workshop
Page 1 of 3Next