GameBanana shows no ads to members. Sign up now!
Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

What about skin variations?

A Forum Thread for Half-Life 2

Is it possible to make variations of skins for combines / metrocops? If so, how? Thank you in advance.
Sign up to access this!
  • ARZIAC avatar
    ARZIAC Joined 4y ago
    I'm gone boi
    1,759 points Ranked 21,770th
    11 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • Returned 100 times Medal icon
    • 1 year a member Medal icon
    • Submission featured Medal icon
    1y
    Well, they made it so that you can have blue or regular eyed cops, so I'd imagine you can, yeah.
    GB Lurker
    URL to post:
  • Thunderkeil avatar
    Thunderkeil username pic Joined 7y ago
    Offline
    14,646 points Ranked 438th
    31 medals 3 legendary 6 rare
    • 15+ Entries! GameBanana’s Christmas Giveaway 2016 Medal icon
    • Returned 5000 times Medal icon
    • 15+ Entries! GameBanana’s Christmas Giveaway 2017 Medal icon
    • GameBanana’s Christmas Giveaway 2015 Day Three Winner! Medal icon
    • 8-14 Entries! GameBanana’s Christmas Giveaway 2015 Medal icon
    • Returned 1000 times Medal icon
    1y 1y
    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.
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Author

Lambda logo avatar
Lambda logo Joined 2y ago
Offline
3,122 points Ranked 3,276th
14 medals 1 legendary 2 rare
  • 2019 Top Contributor Medal icon
  • 10 submissions featured Medal icon
  • Returned 1000 times Medal icon
  • Submission featured Medal icon
  • Returned 100 times Medal icon
  • Submitted 10 Skins Medal icon
Lambda logo
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • 1
  • 684
  • 4
  • 1y
  • 1y

More from Submitter

WiPs by Submitter

More Customization Threads