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What about skin variations?

A Forum Thread for Half-Life 2

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Is it possible to make variations of skins for combines / metrocops? If so, how? Thank you in advance.

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  • ARZIAC avatar
    ARZIAC Joined 3y ago
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    Well, they made it so that you can have blue or regular eyed cops, so I'd imagine you can, yeah.
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    Thunderkeil username pic Joined 6y ago
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    access_time 30d edit 27d
    Yes, it is. Or at least I know it is in l4d2, so - probably.
    Here's an example of a randomized texture used in l4d2;
    VertexLitGeneric
    {
    // Prevents the Texture to be Replaced if the Base Mod is not Downloaded 1/2
    $basetexture "models\w_models\eq_painpills/w_eq_painpills"

    // TEXTURE REPLACEMENT
    $detail "models\w_models\eq_painpills/pills_add"
    $detailscale "1"
    $detailblendmode "2"
    $detailframe "1000"
    $yogpills "0"
    $fh "500"
    $rand "0" 
    "Proxies"
    {
    // Prevents the Texture to be Replaced if the Base Mod is not Downloaded 2/2
    "Equals"
    {
    srcVar1 "$yogpills"
    resultVar "$detailblendfactor"
    }
    // RNG (Per Map)
    "EntityRandom"
                {
                    "scale" "12.99"
                    "resultVar" "$rand"
                    }
    "LessOrEqual"
             {
                "LessEqualVar" "$detailframe"
                "greaterVar" "$rand"
                "srcVar1" "$detailframe"
                  "srcVar2" "$fh"            
                "resultVar" "$detailframe"    
              }
    }
    }
    Full credit to the original authors

    As you can see, it seems to be using a manually animated detail layer to provide the texture variation, with a separate function providing the random values.
    It is not clear to me why they didn't animate the base texture, though. That's probably what I'd do.
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