Making a custom eye?
Quote from CaretCaret on July 24, 2012, 12:07 pmSo I'm trying to make a custom eye for the personality sphere. But the game refuses to use the vtf I made and instead uses the default one.
Surely people must have made a custom eye before me so whats the secret?
So I'm trying to make a custom eye for the personality sphere. But the game refuses to use the vtf I made and instead uses the default one.
Surely people must have made a custom eye before me so whats the secret?
"I hear voices. But I ignore them and I just carry on killing."
Quote from Skotty on July 24, 2012, 1:33 pmTry using a custom VMT to change the path to the VTF. Maybe the game is priorizing custom VMTs.
Try using a custom VMT to change the path to the VTF. Maybe the game is priorizing custom VMTs.
Quote from CaretCaret on July 24, 2012, 1:53 pmWell I did try extracting the vmt and told it to use a different vtf. And it didn't work.
If you're saying I should make a whole new vmt I cant because I would have to change the model right?I've also tried using pakrat to see if it got prioritized then but no luck there.
Well I did try extracting the vmt and told it to use a different vtf. And it didn't work.
If you're saying I should make a whole new vmt I cant because I would have to change the model right?
I've also tried using pakrat to see if it got prioritized then but no luck there.
"I hear voices. But I ignore them and I just carry on killing."
Quote from FelixGriffin on July 24, 2012, 2:09 pmThe default VPK beats everything, so you can't change it that way. Hex the model.
The default VPK beats everything, so you can't change it that way. Hex the model.
Quote from CaretCaret on July 24, 2012, 2:33 pmHex the model?
Update:
Ok, I made a personality_sphere2 and it works. But can I change the model of the npc entity to it or do I have to use it as a prop?
Hex the model?
Update:
Ok, I made a personality_sphere2 and it works. But can I change the model of the npc entity to it or do I have to use it as a prop?
"I hear voices. But I ignore them and I just carry on killing."
Quote from FourthReaper on July 24, 2012, 3:11 pmI was under the impression that almost anything can use a "model" keyvalue if you turn off easy editing (or whatever it was called). This at least seems like something that could use it. Not sure though.
I was under the impression that almost anything can use a "model" keyvalue if you turn off easy editing (or whatever it was called). This at least seems like something that could use it. Not sure though.
Quote from CaretCaret on July 24, 2012, 3:15 pmFourthReaper wrote:I was under the impression that almost anything can use a "model" keyvalue if you turn off easy editing (or whatever it was called). This at least seems like something that could use it. Not sure though.unless I did something wrong, it doesn't work.
unless I did something wrong, it doesn't work.
"I hear voices. But I ignore them and I just carry on killing."
Quote from FelixGriffin on July 24, 2012, 6:26 pmNope. But what you can do (although it's hacky) is make a logic_script, EntityGroup[0] your sphere, EntityGroup[1] an info_target (somewhere in the map, doesn't matter).
Then OnMapSpawn from a logic_auto, [info_target name] addoutput targetname [modelpath], script runscriptcode EntFire(EntityGroup[0].SetModel(EntityGroup[1].GetName()); to switch it.
And make sure you precache the model somehow, with a prop_dynamic somewhere in your map. If you want you can use it as EntityGroup[1] instead of making another entity.
Nope. But what you can do (although it's hacky) is make a logic_script, EntityGroup[0] your sphere, EntityGroup[1] an info_target (somewhere in the map, doesn't matter).
Then OnMapSpawn from a logic_auto, [info_target name] addoutput targetname [modelpath], script runscriptcode EntFire(EntityGroup[0].SetModel(EntityGroup[1].GetName()); to switch it.
And make sure you precache the model somehow, with a prop_dynamic somewhere in your map. If you want you can use it as EntityGroup[1] instead of making another entity.