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[CS:GO] How to cover a material to an entity


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bklol
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Join Date: May 2019
Location: on my chair
Old 08-05-2020 , 03:33   [CS:GO] How to cover a material to an entity
Reply With Quote #1

Hello there! Is there any way to make the material cover an entity? I want to spawn an entity and cover another materials on it。Can someone help me with this it?
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foxhound27
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Join Date: Sep 2019
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Old 08-05-2020 , 06:28   Re: [CS:GO] How to cover a material to an entity
Reply With Quote #2

what do you mean by material = vmt files ..sprites? o.o
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bklol
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Old 08-05-2020 , 08:28   Re: [CS:GO] How to cover a material to an entity
Reply With Quote #3

I mean a vmt files。。。。。
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backwards
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Old 08-06-2020 , 21:43   Re: [CS:GO] How to cover a material to an entity
Reply With Quote #4

no way to do this in source engine without recompiling the model with new materials (unless you're in gmod, which isn't supported by sourcemod)

*edit* you might be able to use temp entity ("Entity Decal")'s to place decals on entitys, however this might not be too useful if it can't achieve the effect you are looking for
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Last edited by backwards; 08-07-2020 at 01:55.
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bklol
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Old 08-07-2020 , 05:35   Re: [CS:GO] How to cover a material to an entity
Reply With Quote #5

thank you,i will try it
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bklol
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Old 08-07-2020 , 09:19   Re: [CS:GO] How to cover a material to an entity
Reply With Quote #6

Quote:
Originally Posted by backwards View Post
no way to do this in source engine without recompiling the model with new materials (unless you're in gmod, which isn't supported by sourcemod)

*edit* you might be able to use temp entity ("Entity Decal")'s to place decals on entitys, however this might not be too useful if it can't achieve the effect you are looking for
hello if i want to cover a materials to a player model
like
PHP Code:
        int m_iViewModel CreateEntityByName("prop_dynamic_override");
    
DispatchKeyValue(m_iViewModel"targetname","1");
    
DispatchKeyValue(m_iViewModel"spawnflags""64");
    
DispatchKeyValue(m_iViewModel"model""models/example.mdl");
    
DispatchKeyValue(m_iViewModel"rendermode""0");
    
DispatchKeyValue(m_iViewModel"renderfx""0");
    
DispatchKeyValue(m_iViewModel"rendercolor""255 255 255");
    
DispatchKeyValue(m_iViewModel"renderamt""255");
    
DispatchKeyValue(m_iViewModel"solid""0");
    
DispatchSpawn(m_iViewModel);
        
float m_fOrigin[3], m_fAngles[3], m_fRadians[2], m_fPosition[3];

    
GetClientAbsOrigin(clientm_fOrigin);
    
GetClientAbsAngles(clientm_fAngles);
    
TeleportEntity(m_iViewModelm_fPositionm_fAnglesNULL_VECTOR);

    
TE_Start("Entity Decal");
    
TE_WriteVector("m_vecOrigin",m_fPosition); // i really dont know
    
TE_WriteNum("m_nEntity",0);
    
TE_WriteNum("m_nIndex",PrecacheDecal("decal/example.vmt"true));
    
TE_SendToAll(); 
how can i cover the Entity Decal to m_iViewModel?
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