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How do i make a model with over 32 materials?

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i was trying to make a mod where when spy disguises as a class he wears cosmetics that are similar to the class. the only way i can make this is by putting all the cosmetics on the model and make the texture invisible until he disguises himself. but that would take over 32 materials.

how do i make a model that "has" over 32 materials?
i cant use bodygroups because the game is coded to use a paper mask for all the classes.

this is a list of cosmetics i was trying to make spy wear.

undisguised - The Ex-Con http://mods.tf/mods/113/
pyro - Undercover Operative http://mods.tf/mods/4/
demoman - Half-Blind Bandit http://mods.tf/mods/733/

the images are a bad proof of concept.

is there an easy way of having spy wear cosmetics that are similar of the class he disguises of?
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  • kizuati avatar
    kizuati Joined 4mo ago
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    access_time 15d
    The 32 materials limit as far as I am concerned is hard coded.
    As for bypassing that limit - highly unlikely.

    Is there an easier way? Probably,but definitely not through adding 32+ textures.

    Determination
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    You could replace the existing bodygroups with new ones. Keep the same names but replace the masks with the cosmetics. This was already done once before if I recall. I think it was by Paysus.
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    Mantra
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    SuperMario20 Joined 2y ago
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    If you want to have more than the 32 materials limit, use this custom studiomdl file from Crak0kalos. https://www.moddb.com/downloads/crak0kalos-studiomdl-full
    It is a modified version of studiomdl that has a 64 material limit. All you have to do to use it is extract it anywhere and create a new directory for it. Then add it as a game in crowbar and compile your model with it.
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    access_time 15d edit 15d
    I guess you could remap the cosmetics' textures onto a single sheet per class, so you're left with just 9 + the spy's defaults?

    that does really inflate the filesize of your mod though
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    If you're having an issue with material counts you could always put multiple textures on one sheet that way the model doesn't have so many materials. However, That will require you to remap the UV chart for the cosmetic models.
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