Problem solved
by alreadyused:
Anyways heres how you do it.
To have say 2 seperate skins on a model you would first use the tools i told you about to unwrap and create an outline to make your skins from. Each skin after created would then have to be applied to seperate meshes. Example. you have a model made out of a cone and a box. The box and cone are seperate meshes to your model unless you combined them into one mesh. "keep them seperate meshes"
Next drag and drop the skins you made on to the apropriate meshes. One for the box, one for the cone. Run your dex script and convert to mdl.
Next thing you do is open up your mdl. file and scroll down till you get to textures. You must add in another line for textures so you have two slots. Type in 2 instead of 1 for number of textures. Also enter the file paths for the skins you used.
This is the exact way mine looked
Textures 2 {
Bitmap {
Image "box.blp",
}
Bitmap {
Image "cylinder.blp",
}
}
After you do this you gotta add another material line also cause your using multiple materials on one model. This is how it should look. The textureID number needs to be altered. The first one can be left alone but the second one must be changed to 1. The texture id number relates to which skin the material is using. If you look up above texture id starts counting at 0 and goes up. The Texture id 0 would relate to my first skin the box.blp and id 1 would related to cylinder.blp
Materials 2 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
Material {
Layer {
FilterMode None,
static TextureID 1,
}
}
}
After you have this done you can hit cntrl F and youll get a word finder pop up. You should then type in material and it will bring up some text but what youll be looking for is the material ID number. In this case it needs to be either 0 or 1. Scroll up quite a bit and youll see the name of the model mesh this applies to. If it was your box mesh then you go back down to your material id # and change it 0. Since our material that relates to our box skin is material 0. Then go down and find your next mesh material id # and change that one to 1 since that material ID# relates to the cylinder skin.
Hopefully this will help you out if you want to add multiple skins.