To illustrate how it works, we will consider a model and then examine how it would be represented on the byte-level. ![]() The skin-family section of the MDL is a sequence of short (2-byte) values, which should be broken up into a table. (Additional skins may be created with the $texturegroup compile option.) For the purposes of this section, a "skin" an area where a single material (aka texture) may be applied, while a skin-family defines a list of materials to use on skin zones 0,1,2, etc. ![]() Struct studiohdr_t Skin replacement tablesĮach "skin" that a model has (as seen in the Model Viewer and choose-able for prop entities) is actually referred to as a skin "family" in the MDL code.
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