Adding Cube Skins

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Brainstatic
219 Posts
Posted Oct 29, 2011
Obviously, there are countless tutorials online about how to replace skins in Portal 2. But I would like to make an additional skin for a working cube. After reading through this topic on adding custom eyes for personality cores, I'm guessing this is going to be rather complicated considering what Omnicoder said there:

Omnicoder wrote:
I tried simply using an ID higher than the existing skins and making a copy with the new number a while back but it appeared they hard limited the id count even though the files are accessed by straight indices.

That ID limit probably applies to cubes as well. Would anyone who has any idea how this could be done be willing to help me add a cube skin?

If necessary, I think I could make a prop_physics_paintable activate floor buttons by using a filtered trigger and the PressIn/PressOut inputs to the button, but I'm not sure if a PPP could be made to behave just like a normal cube in regards to physics.

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reepblue
894 Posts
Posted Oct 29, 2011
Replied 21 minutes later
The model only calls six skins. (Not including the paint overlays slots) Even if you wanted to add a new skin without replacing the old, only the normal clean cube will have the paint texture, while the other skins will just have the effect, no color.

Your best on hexing the model, and making it a prop_physics/prop_physics_paintable. I know if you make the bcube a prop_physics, the model will change its rendercolor, (Better then having nothing!) and have the effect aswell.

Then just have the triggers over the buttons to have the skin change when OnPressed.

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Brainstatic
219 Posts
Posted Oct 30, 2011
Replied 14 hours later
Okay, plan B it is then. Thank you for the help.