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How to use "RNG" in Skins

A Tutorial for Counter-Strike: Source

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It's pretty easy

Preface

So, we all now know that We can use "RNG" in "Orange Box Version Of Source Engine", as we've seen examples before by Shadow_Run and LambdaFox

So i knew that it would've also worked in CS:S since i did this back in 2017. So why didn't i submit this back then? Well i thought everyone knew this and this wasn't a big deal (Which still isn't but anyway). 

When i Released a pack of "Camo Textures" for ImBrokeRu's RU556, which obviously got trashed XD since i didn't ask for permission from the dead or ghosted Original Authors, So i thought i could just use it some time later in the future, which i did.

And that's when i found out about RNG, so what i basically did is use all the crappy Photoshop textures i made into a Single (Multi Frame) .vtf file and use a simple proxy.

And in result you get something which would be very useful towards CS:GO ports (skins) and will work as a "Different skin on every map change" (ON EVERY MAP CHANGE!, sorry i hate True RNG plus it may not work that way in CS:S)

for CS:S Or another Orange Box (and later) Based Engine i.e. "Day to Defeat" or "Team Fortress 2".

So here is a simple method on how to use it in your daily use.

The tut :

1. Take all the textures of the model which you want to randomize. (Convert or Export if needed)

3. Count how many you have. (I'm assuming you have 10)

4. Import them via VTFEdit. (Order will affect the frame no.)

5. Set "Texture Type" as "Animated Texture". (Texture Format (Compression) as what ever you like or suits your texture DXT1 or DXT5 or for no Compression use RGBA8888 or BGRA8888 and yeah if your original textures were in "jpeg" "bmp" or DXT 1 or DXT5 format then there's no point in using these.)

6. After Importing check the Texture for Frames by using the Frame Option. (You should see your Sequence End at "9" and keep this number in mind. But why did this end at 9? because the sequence starts from "0").

7. Save the VTF.

8. Open up the .vmt of the Model (It's basically a .txt which have shaders data and paths to textures) (NotePad ++ Recommended).

9. Put this and the End of the .vmt BUT! before the "}" Ending curly bracket :

"Proxies"
{
"EntityRandom"
{
"scale" "10" //Total number of Frames i.e. 9+1(0)=10
"resultvar" "$frame"
}
}

10. Check your "$basetexture" variable so that it points to the multi frame ".vtf". (Which you saved at Step 7) 

11. Make sure you didn't miss any "{   }" in the .vmt before calling me a Dumfuk because it didn't work.

12. Profit!

Now Test it out in-game, and Again it'll only work on every map change. So it's just better to leave it that way.

Edit 1 : So i forgot to say that IF a skin have different shaders than what the original Model is supposed to be, then they would not work since it's the texture only that is being replaced on a random variable on every map load not the .vmt

Yep that's that.


If you're one of the experts and think that i missed something then let me know.

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  • TheZombieDon (Trickii) avatar
    TheZombieDon (Trickii) username pic Joined 1y ago
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    access_time 14d
    Sadly, random .vmt loading that coincides with what's chosen in the $frame buffer doesn't exist and you're right. Hopefully some sort of client-side (not server-side) plugin is made in the future to implement that sort of thing.
    • Agree x 1
    The Best CS:GO Mod Creator avatar
    Mantra
    The Best CS:GO Mod Creator
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  • ViperL33T avatar
    ViperL33T username pic Joined 3y ago
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    ViperL33T avatar
    ViperL33T
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    and for meshes??? hmmmmmm
    this not complete tut u gey
    Kept you waiting, huh?
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