robots not chell
Quote from -ArttyIntel- on June 23, 2011, 12:47 pmwalropodes wrote:If you don't have a cube spawned in your map, you need to do this or Portal 2 will crash:
- Code: Select all
ent_create_portal_weighted_cubeThen go:
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setmodel props/metal_boxIt's important to not have the .mdl at the end of the model name, or the models/ at the beginning, or the game will crash.
That so made my day. xD
And well then could you do this same thing with a black mesa soldier?
- Code: Select all
ent_create_portal_weighted_cube
Then go:
- Code: Select all
setmodel props/metal_box
It's important to not have the .mdl at the end of the model name, or the models/ at the beginning, or the game will crash.
That so made my day. xD
And well then could you do this same thing with a black mesa soldier?
Quote from walropodes on June 23, 2011, 1:32 pmDo you have a Black Mesa soldier 3D model that works in Portal 2? If so you probably can.
Do you have a Black Mesa soldier 3D model that works in Portal 2? If so you probably can.
Quote from -ArttyIntel- on June 23, 2011, 1:33 pmwalropodes wrote:Do you have a Black Mesa soldier 3D model that works in Portal 1? If so you probably can.I use portal 1. And No. But I do have an Alyx.
I use portal 1. And No. But I do have an Alyx.
Quote from walropodes on June 23, 2011, 1:37 pmOh
I dunno if the "setmodel" command is in Portal 1 is it? If not, you'll need to use the "modelindex" way that chickenmobile posted earlier
Oh
I dunno if the "setmodel" command is in Portal 1 is it? If not, you'll need to use the "modelindex" way that chickenmobile posted earlier
Quote from -ArttyIntel- on June 23, 2011, 6:00 pmYea. Portal 1 uses set model. I tried with the code you gave me. Is it that I should change props to something else?
Edit: Cube and turret and stuff works tho.
Yea. Portal 1 uses set model. I tried with the code you gave me. Is it that I should change props to something else?
Edit: Cube and turret and stuff works tho.
Quote from gallardo on June 25, 2011, 7:07 amwalropodes wrote:Also if you wanna do the model changing in vscripts you can use GetPlayer().SetModel("models/props/metal_box.mdl");Good, since GetModelIndex isn't available.
Good, since GetModelIndex isn't available.
Quote from CookieNinja8 on September 21, 2011, 4:49 pmSomeone should use this information to make a map in which you are a personality sphere. If that's even possible (because come on, that would be awesome).
Someone should use this information to make a map in which you are a personality sphere. If that's even possible (because come on, that would be awesome).
Sphere. May the best sphere win. Swap that in. Much more clever. Books."
Check me out on deviantART! http://cookieninja8.deviantart.com/
Quote from FelixGriffin on September 21, 2011, 6:30 pmIs there a way to rename an existing animation in an existing decomplied model, for example giving Alyx the run_portalgun animation in place of run_rpg2 or something?
Is there a way to rename an existing animation in an existing decomplied model, for example giving Alyx the run_portalgun animation in place of run_rpg2 or something?
Quote from gallardo on September 22, 2011, 4:15 amtaralqua wrote:Thanks very much for this post...very helpful to the project I've been working on!forget about modelindex and put your model of choice in the level and change it at the start. very easy.
the only caveat is that the sounds of chell are not removed (ex: when walking you hear the footsteps for both).
you can easily resolve that by overwriting the related sound files ( I suggest to wait for mod support however).
forget about modelindex and put your model of choice in the level and change it at the start. very easy.
the only caveat is that the sounds of chell are not removed (ex: when walking you hear the footsteps for both).
you can easily resolve that by overwriting the related sound files ( I suggest to wait for mod support however).


