robots not chell

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-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 7 hours later

walropodes wrote:
If you don't have a cube spawned in your map, you need to do this or Portal 2 will crash:
```
ent_create_portal_weighted_cube

> Then go:
> ```
setmodel props/metal_box

It's important to not have the .mdl at the end of the model name, or the models/ at the beginning, or the game will crash.

Screenshots:
imgimg

That so made my day. xD

And well then could you do this same thing with a black mesa soldier?

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walropodes
39 Posts
Posted Jun 23, 2011
Replied 44 minutes later
Do you have a Black Mesa soldier 3D model that works in Portal 2? If so you probably can.
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-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 1 minutes later

walropodes wrote:
Do you have a Black Mesa soldier 3D model that works in Portal # 1? If so you probably can.

I use portal 1. And No. But I do have an Alyx.

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walropodes
39 Posts
Posted Jun 23, 2011
Replied 4 minutes later
Oh

I dunno if the "setmodel" command is in Portal 1 is it? If not, you'll need to use the "modelindex" way that chickenmobile posted earlier

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-ArttyIntel-
76 Posts
Posted Jun 23, 2011
Replied 4 hours later
Yea. Portal 1 uses set model. I tried with the code you gave me. Is it that I should change props to something else?

Edit: Cube and turret and stuff works tho.

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gallardo
85 Posts
Posted Jun 25, 2011
Replied 1 day later

walropodes wrote:
Also if you wanna do the model changing in vscripts you can use GetPlayer().SetModel("models/props/metal_box.mdl");

Good, since GetModelIndex isn't available.

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taralqua
10 Posts
Posted Sep 21, 2011
Replied 2 months later
Thanks very much for this post...very helpful to the project I've been working on!
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CookieNinja8
34 Posts
Posted Sep 21, 2011
Replied 1 hour later
Someone should use this information to make a map in which you are a personality sphere. If that's even possible (because come on, that would be awesome).
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FelixGriffin
2,680 Posts
Posted Sep 21, 2011
Replied 1 hour later
Is there a way to rename an existing animation in an existing decomplied model, for example giving Alyx the run_portalgun animation in place of run_rpg2 or something?
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gallardo
85 Posts
Posted Sep 22, 2011
Replied 9 hours later

taralqua wrote:
Thanks very much for this post...very helpful to the project I've been working on!

forget about modelindex and put your model of choice in the level and change it at the start. very easy.
the only caveat is that the sounds of chell are not removed (ex: when walking you hear the footsteps for both).
you can easily resolve that by overwriting the related sound files ( I suggest to wait for mod support however).

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Lostprophetpunk
409 Posts
Posted Sep 22, 2011
Replied 52 minutes later
You can also be GlaDOS if you wanted to be.