Considered this?

Quote:

ent_morphskin(entity,string filename);
Loads a new skin for a model entity from a separate file at runtime. Only the given entity will change it's skin, other entities with the same model remain unchanged.

Parameters:
entity the model entity whose skin is about to change
filename the name of the new skin image (pcx, bmp, or tga)

Remarks:
Speed:
Medium
Note:
The instruction only affects level entities, not view entities. The skin image must exist in the local resource file or the local game folder. The new skin must have the same size as the entities' original model skin. Video memory for the new skin is only allocated when the entity is visible. The new skin can be accessed with the bmap_for_entity function. If the instruction is executed on the server, it is sent to all clients (however the skin image witself won't be sent). This can be prevented by setting the entities' nosend or nosend_attach flag.
This instruction was sponsored by Ross Systems for the Pro Edition.

Edition:
P
Example:
ent_morphskin(my,"newskin.pcx");





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