Quote from
josepezdj on April 30, 2014, 4:45 pm
Changing the amount of skins is one thing. It requires to decompile the model, to edit the .QC file adding the new skins, etc.
But to edit an already existing skin is other thing completely different. It is easier and faster. All you have to do is to keep the original name of the texture files (.VTF and .VMT).
In your case, there are 4 skins already, named something like "glados_ball_01", "glados_ball_02" and so on... Just edit one of those and you'll have you own custom skin for that model. I guess you already grabbed them and placed under your materials/models/props_bts folder, right?
Changing the amount of skins is one thing. It requires to decompile the model, to edit the .QC file adding the new skins, etc.
But to edit an already existing skin is other thing completely different. It is easier and faster. All you have to do is to keep the original name of the texture files (.VTF and .VMT).
In your case, there are 4 skins already, named something like "glados_ball_01", "glados_ball_02" and so on... Just edit one of those and you'll have you own custom skin for that model. I guess you already grabbed them and placed under your materials/models/props_bts folder, right?