Change player model
Quote from Tank420 on June 9, 2012, 7:26 pmok 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
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
Quote from spongylover123 on June 9, 2012, 7:48 pmthere was a topic about this, search for it.
there was a topic about this, search for it.
Quote from FelixGriffin on June 9, 2012, 8:17 pmShort answer: the cl_playermodel variable.
Short answer: the cl_playermodel variable.
Quote from Another Bad Pun on June 9, 2012, 8:18 pmLook 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.
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.
Quote from Tank420 on June 10, 2012, 2:29 amspongylover123 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 directionSorry, 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
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
Quote from Lpfreaky90 on June 10, 2012, 5:36 amAs far as I know the point_clientcommand setmodel is the only way, so if you want a different model you should use that.
As far as I know the point_clientcommand setmodel is the only way, so if you want a different model you should use that.
Quote from Tank420 on June 10, 2012, 8:44 amdo 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?
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?

Quote from BenVlodgi on June 12, 2012, 1:20 amTank420 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/playerBenVlodgi wrote:This is fantastic news! thanks!
EDIT:
However, this does cause the portal-gun to be held at a bad angleCaretCaret 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 onmapspawnspongylover123 wrote:you have to prechache the model. That's how I got atlas to walk. the portalgun is an issue though.
yup
here is a conversation from the secret steam forums... which you probably don't have access to
OnMapSpawn - @command - Command - setmodel player/chell/player
EDIT:
However, this does cause the portal-gun to be held at a bad angle
Quote from FelixGriffin on June 12, 2012, 11:50 amI 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.
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.

Quote from ChickenMobile on June 12, 2012, 10:14 pmFelixGriffin 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.
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.