Replacing the default intelligence model: What do I need?

T

The Asylum

what the title says

In my grossly uneducated understanding, the model I'm replacing it with needs these things:

1. 4 different skins- one red, one blu, one red with blu accents, and one blu with red accents.
2. An idle animation
3. A spin animation

Am I right? (Vegas says no.)
 

A Boojum Snark

Toraipoddodezain Mazahabado
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Nov 2, 2007
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nevermind Err, no. It's actually been possible to replace the model "properly" for some time now. It was 3 years ago or so that they added a key to specify what model to use for the flag. The old method of parenting a prop is what, as of more recently, no longer works because they made props parented to players invisible.
Doomsday uses the model override key.


The question at hand... I believe that's all you should really need but if you're making a custom flag you might as well make all six skins (neutral/neutral carried) so it is done if you ever need it or you end up letting someone else use it.
 
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colacan

L5: Dapper Member
Apr 14, 2012
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I tried it with the bomb from MvM, once, didn't work.
But yes, those animations/textures are indeed the requirements. Only thing left is hoping Valve fixes the darn thing.
On a side note, replacing the default model does work, but that would replace it on all maps.

EDIT: The model override key never worked for me with the bomb.
 
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A Boojum Snark

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Nov 2, 2007
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Hmm, really? I admit I haven't used it recently but that's weird since Doomsday is using it...

edit: so the australium case is whitelisted or something... hmm... valve. :|
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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I've emailed Valve about this several times, never got a response; I'm assuming it's on purpose because fuck you valve.

The flag entity automatically changes the skin when it's picked up/dropped/whatever; however, not having a skin won't break the model (I made red, blu, and neutral versions of my flag without the glowing versions and everything was fine).