I’m not new to Blender, but I have been making a model for someone and it has 2 skins when compiled in-game. If you’re not familiar to source engine, this means I have exported the model from Blender and compiled it to run in a game (Team Fortress 2) but it has 2 variations on the texture that can be set when manipulating the model in a map editor.
Here’s the current set-up:
There are 3 textures in play, “conveyer_belt” “conveyer_support” and “conveyer_blet_red”
(conveyer_belt and conveyer_belt_red are the same, but one’s red obviously)
The model uses 2 UV’s and I have applied “conveyer_support” to one and “conveyer_belt” to the other, and they are correctly applied to vertex groups.
The problem I have is getting the compiler to recognise the “conveyer_belt_red” texture as the alternative skin.
Basically, can I make the vertex group assigned to “conveyer_belt” also be assigned to “conveyer_belt_red”.
P.S. can I have help ASAP, the guy I’m making this for needs it for a deadline. Thanks