Making a custom eye?

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CaretCaret
290 Posts
Posted Jul 24, 2012
So I'm trying to make a custom eye for the personality sphere. But the game refuses to use the vtf I made and instead uses the default one.

Surely people must have made a custom eye before me so whats the secret?

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Skotty
671 Posts
Posted Jul 24, 2012
Replied 1 hour later
Try using a custom VMT to change the path to the VTF. Maybe the game is priorizing custom VMTs.
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CaretCaret
290 Posts
Posted Jul 24, 2012
Replied 20 minutes later
Well I did try extracting the vmt and told it to use a different vtf. And it didn't work.
If you're saying I should make a whole new vmt I cant because I would have to change the model right?

I've also tried using pakrat to see if it got prioritized then but no luck there.

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FelixGriffin
2,680 Posts
Posted Jul 24, 2012
Replied 15 minutes later
The default VPK beats everything, so you can't change it that way. Hex the model.
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CaretCaret
290 Posts
Posted Jul 24, 2012
Replied 24 minutes later
Hex the model?

Update:
Ok, I made a personality_sphere2 and it works. But can I change the model of the npc entity to it or do I have to use it as a prop?

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FourthReaper
356 Posts
Posted Jul 24, 2012
Replied 38 minutes later
I was under the impression that almost anything can use a "model" keyvalue if you turn off easy editing (or whatever it was called). This at least seems like something that could use it. Not sure though.
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CaretCaret
290 Posts
Posted Jul 24, 2012
Replied 3 minutes later

FourthReaper wrote:
I was under the impression that almost anything can use a "model" keyvalue if you turn off easy editing (or whatever it was called). This at least seems like something that could use it. Not sure though.

unless I did something wrong, it doesn't work.

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FelixGriffin
2,680 Posts
Posted Jul 24, 2012
Replied 3 hours later
Nope. But what you can do (although it's hacky) is make a logic_script, EntityGroup[0] your sphere, EntityGroup[1] an info_target (somewhere in the map, doesn't matter).

Then OnMapSpawn from a logic_auto, [info_target name] addoutput targetname [modelpath], script runscriptcode EntFire(EntityGroup[0].SetModel(EntityGroup[1].GetName()); to switch it.

And make sure you precache the model somehow, with a prop_dynamic somewhere in your map. If you want you can use it as EntityGroup[1] instead of making another entity.