Hello. I recently became aware of a new method of boss model creation that would circumvent numerous other errors I used to have, but there's still one last problem: no matter what I do, any cosmetics with team colors remain red. The method I am currently using is the one in which you insert certain information (lods, bodygroups, and materials) of cosmetics into a class' QC and compile it. While this has produce sound results for the most part, I still have the aforementioned error. I know it has something to do with my skinfamilies configuration, so I have provided that below.
$cdmaterials "models\player\scout\"
$cdmaterials "models\workshop\player\items\scout\sbox2014_ ticket_boy\"
$cdmaterials ""
$texturegroup "skinfamilies"
{
{ "scout_red" "scout_head_red" "eyeball_l" "eyeball_r" "sbox2014_ticket_boy" }
{ "scout_blue" "scout_head_blue" "eyeball_l" "eyeball_r" "sbox2014_ticket_boy_blue" }
{ "scout_red_invun" "scout_head_red_invun" "eyeball_invun" "eyeball_invun" }
{ "scout_blue_invun" "scout_head_blue_invun" "eyeball_invun" "eyeball_invun" }
}
If you don't think the error has anything to do with my skinfamilies, a pastebin of my entire QC can be found
here. If you know how to fix this, please tell me how and I will get back to you with the results.
Below is a list of methods that I have tried thus far:
Navigating to the cosmetic's materials folder in GCFScape and replacing sbox2014_ticket_boy_blue with sbox2014_ticket_boy_blue_color, which was the name of the only blue file I found there. Result: Nothing changed.
Viewing all skins in HLMV (duh) Result: Nothing.
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