<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Skins</id>
	<title>Skins - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.splashdamage.com/index.php?action=history&amp;feed=atom&amp;title=Skins"/>
	<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Skins&amp;action=history"/>
	<updated>2026-04-07T21:59:53Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.31.0</generator>
	<entry>
		<id>https://wiki.splashdamage.com/index.php?title=Skins&amp;diff=3239&amp;oldid=prev</id>
		<title>MoP at 15:49, 16 November 2007</title>
		<link rel="alternate" type="text/html" href="https://wiki.splashdamage.com/index.php?title=Skins&amp;diff=3239&amp;oldid=prev"/>
		<updated>2007-11-16T15:49:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Skins allow you to quickly and easily remap textures on a model. Since the textures on a model are defined in the actual model file, using a skin is the only way to dynamically change a model texture.&lt;br /&gt;
&lt;br /&gt;
Skins are most often used for hiding parts of a model, but they can also be used to have a one model with two different textures. For example, the imps in hell use the same model as the imps in the rest of the game, but the have a slightly more hellish look. This was done by specifying a different skin in the entity definition.&lt;br /&gt;
&lt;br /&gt;
Take this skin for example:&lt;br /&gt;
&lt;br /&gt;
 skin skins/models/weapons/3rox {&lt;br /&gt;
 	models/weapons/rocketlauncher/rshell1 textures/common/nodraw&lt;br /&gt;
 	models/weapons/rocketlauncher/rshell2 textures/common/nodraw&lt;br /&gt;
 }&lt;br /&gt;
This is used on the rocketlauncher when you have 3 rockets. It hides rocket shell number 1 and 2 by changing them to the 'nodraw' texture. This makes it look like you only have 3 rockets in your rocket launcher.&lt;br /&gt;
&lt;br /&gt;
The syntax is really easy. It is a list of key/val pairs where the key is the old texture (specified in the model) and the val is the new texture to use.&lt;br /&gt;
&lt;br /&gt;
You may have noticed that the material name cannot have spaces in it.&lt;br /&gt;
[[Category:Scripting]]&lt;/div&gt;</summary>
		<author><name>MoP</name></author>
		
	</entry>
</feed>