[pull hair out]Is it possible to get ent_cloneskin to do what it's supposed to?[/pull hair out]
I can't make 2 of the same model in different colors.
I did find out that if a material is already assigned, eg. from MED, ent_cloneskin just changes that - obnoxious (clone doesn't exactly mean edit) but I can delete it easily enough. Unless I have to delete the vertex assignments, and somehow redo them in code.
Still, both models always have the same colors, which, currently, are coming out plain white unless I comment out ent_cloneskin.
I can muck around and make it not work in different ways, but nothing actually makes the 2 models different colors, and the only thing that makes them the right colors (though the same) and the right texture is to skip cloning, and assign the texture in MED, as using ent_setskin makes it ignore the material colors (???)
So far:
Assign texture in MED but no material colors
No shader yet
wait() (Not for this specifically, but there is a wait here)
ent_cloneskin for both entities
ent_mtlset (me, mtl[0], 1) etc.
And they're either identical, ghostly white, or both.
At least they're having fun! Mediaeval grunts, with a more dueling style than most games. A bit sloppy on footwork and precision of sword clashes, which also need sound fx, but much more entertaining to watch than the usual stand-there-and-bash-em-til-they-drop melee style.
Dave Heinemann