If, for example, you wanted to create a light that had two housing styles but three bulb colors, you could create these combinations under the $texturegroup. This allows for multiple combinations that otherwise would require a larger amount of individual models. In some circumstances, you may choose to divide your model texture into more than one material. It's easy to add more variety to your custom models with multiple skins without creating a totally new model. In some cases, it can be helpful for a mapper if he can choose between different skins for the model. To be honest people may do that but it would die down and everyone would start only using sitting and laying emotes often, and maybe some other random ones, just like gmod tower with its sitting laying and sexy dance Is it possible to render something on your own similar to the pictures below and use the same coloring? If so how does one do it? I want to model the Sonic seen in high quality CGI scenes, not the low rendered models used in Gmod. Do I have to pack the models I want to use into a VPK and make Hammer read it? I can see in the model viewer that the vanilla models from Gmod come from inside garrysmod.vpk. I made a custom > root > models folder, but even if I directly set it in Gameinfo.txt, Hammer++ doesn't seem to recognize it. I want to use it specifically in Hammer, not in Gmod - and it comes with multiple "MDL" files. However, I don't know what to do with it once it's downloaded. I'm making a pretty apartment and the HL2 furniture is a little dated/barren for roleplay purposes, so I'm trying to use things like this. Hi, I'm trying to import some models into Garry's Mod with Hammer++. No matter what I try the texture just doesn't work :( My textures for it are in Garrysmod/garrysmod/materials/custom/violencedistrict/ and the models get exported to the models folder Garrysmod/garrysmod/models/. I can see the model in hammer but it has no texture and I have no idea what I'm doing wrong. Trying to make a simple custom model for my map with blender and exporting using blender source tools.
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