How to have a custom turret skin in your map

Quote from ChickenMobile on May 24, 2012, 10:38 pmThat may be displayed beacuse:
- The script you are referencing is wrong in the logic_script. E.g. the script isn't even listed in the Entity Scripts field.
- There is a syntax error
- You are trying to RunScriptCode ChangeTurrets not ChangeTurrets()
- Some other obscure reason which is not listed here.
That may be displayed beacuse:
- The script you are referencing is wrong in the logic_script. E.g. the script isn't even listed in the Entity Scripts field.
- There is a syntax error
- You are trying to RunScriptCode ChangeTurrets not ChangeTurrets()
- Some other obscure reason which is not listed here.
Quote from FelixGriffin on May 24, 2012, 11:13 pmDon't turrets support normal studiomodel keyvalues if model is set to "unused"?
Don't turrets support normal studiomodel keyvalues if model is set to "unused"?
Quote from Brainstone on May 25, 2012, 8:34 amHey. You are right FelixGriffin. I just tried it. I set the model to unused, ans afterwards created a new key named 'model' with my custom model path.
Thanks, that saved me from having to use a custom script.
Hey. You are right FelixGriffin. I just tried it. I set the model to unused, ans afterwards created a new key named 'model' with my custom model path.
Thanks, that saved me from having to use a custom script.
Quote from CamBen on May 25, 2012, 7:50 pmdoes the mdl text changing work with XVI32?
does the mdl text changing work with XVI32?
Aperture Science: We do our science asbestos we can!
Quote from FourthReaper on May 25, 2012, 10:13 pmCamBen wrote:does the mdl text changing work with XVI32?Should work, yes. But then again, so does editing it with Notepad++. The things you can read, at least, are changeable.
Should work, yes. But then again, so does editing it with Notepad++. The things you can read, at least, are changeable.
Quote from FelixGriffin on July 2, 2012, 8:56 pmGet the newest version of GCFscape, or Validate the file.
Get the newest version of GCFscape, or Validate the file.
Quote from Skotty on July 2, 2012, 9:43 pmThere is another method to change the turret skin in your own map.
If you want to replace ALL turrets with that new skin, it's enough to pack the original VMT into the map but change it's path.I just did this in a map for Garry's Mod.
It seems like the game will ever use the VTFs given by the GCF/VPK. But, at least in the "older" Source games, the VMT of the BSP has the higher priority.Just make a copy of the turret VMT into your map and change the path of $basetexture to your new VTF.
(I hope I don't mix something up, but it should be right).So you don't need to hex any model or to use any script.
There is another method to change the turret skin in your own map.
If you want to replace ALL turrets with that new skin, it's enough to pack the original VMT into the map but change it's path.
I just did this in a map for Garry's Mod.
It seems like the game will ever use the VTFs given by the GCF/VPK. But, at least in the "older" Source games, the VMT of the BSP has the higher priority.
Just make a copy of the turret VMT into your map and change the path of $basetexture to your new VTF.
(I hope I don't mix something up, but it should be right).
So you don't need to hex any model or to use any script.
Quote from FelixGriffin on July 2, 2012, 10:04 pmBut isn't it VPK > BSP > GCF? So it works in the older games but not in AS or P2?
But isn't it VPK > BSP > GCF? So it works in the older games but not in AS or P2?
Quote from Scathach on July 3, 2012, 5:52 amI'm so sorry, I probably look like an idiot but this is the first time I ever tried to modify something in a game. How can I validate a file?
I'm so sorry, I probably look like an idiot but this is the first time I ever tried to modify something in a game. How can I validate a file?