lol!

SOB actually the method that we achieved until now, works with 2 skins.
The first one is my real model skin( all grouped and packed in one TGA file) and the other one is a copy of the model real skin but in colors, where it is the head, its painted red, where its an arm its painted blue... and so on...
Lets say that my model real skin is 0 and the color value skin is 1.

So i can search in my skins by knowing that the color value skin is 1.. so
bmap_for_entity (stupid_ent, 1); //color value skin

so... if i have 3 real skins(head, body and arms&legs), i would need more 3 color value skins.
so this methods works GREAT with one real skin, but fails with anything more than that, since for every real skin your model got, i would need an extra color value skin!


ps1. SCAN_TEXTURE in c_trace only gives the texture name if it is a level block. if it is an entity,sprite or terrain it gives the model/bmap file name.

ps2. From the manual:
Quote:

The variable tex_light gives the shadow map brightness (0..255) at the hit position in the level, tex_color gives the light color and tex_fog gives the fog / albedo value.


tex_color doesnt work of me either.

Im almost completely convinced that as long as i dont buy something more than A6 standard. Ill have to have my models with only one skin if i want to have a body hit detection.