Author Topic: Making several ore types with one model - assigning textures 2veins from script  (Read 372 times)

I'm trying to make several different ore types using one ore model in milkshape for a friend's rp.
Is it possible to use one model, and assign each texture pertaining to its ore's vein to a blank texture or something like that through the code?
Otherwise I'll have to copy the model for each ore and assign a separate texture for each model, which I think is really inefficient.

I vaguely remember a topic like this in the past but couldn't find it, maybe someone remembers...

If you use a static shape, it has a function called .setSkin. Take a look at base/data/shapes/environment. Notice the base.LCD.png, blue.LCD.png, and green.LCD.png?
When the lcd.dts (the numbers you see on the bedroom clock and kitchen stove) is created, it automatically applies base. If you call .setSkin(blue); on it, it'll use blue.LCD.png.

Just not sure how you get it to recognize the .LCD. part as the skin it's supposed to use.