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DATA FILE INFORMATION - CLOSE WINDOW WHEN FINISHED

Skins.dat

Function

To provide model and texture linking and placement for in-game characters.

Format

This file is separated into two sections: skins and misc.

 

Skins Section

The skins section is responsible for linking the characters to their respective model files. This section contains tabulated data that follows this format:

Name 

 Character name

resfile lod0 

 Name of the high-poly model

resfile lod1 

 Name of the low-poly model

footstep base 

 Base model for footstep (usually set to "Sneaker")

gasresistant Whether or not this particular skin is resistant to CS gas. Set to 1 if so, 0 if not. Resistant characters are not stunned by CS.

eye dest 

 The top-left corner for the eyes on the face map. These are X,Y coordinates.

eye size 

 The bottom-right corner for the eyes on the face map. These are X, Y coordinates.

mouth dest 

 The top-left corner on the face map for the mouth. These are X,Y coordinates.

mouth size 

 The bottom-right corner for the mouth on the face map. These are X, Y coordinates.

face tex size 

 The total size in X, Y coordinates, of the facial texture map.

For details on creating facial maps, facial expression maps, and eye-mouth windows, check out the Characters section of ModHQ.

 

Misc Section

The misc section provides simple linking for items like weapons. There are only three fields:

Name

The reference name of the object. If you have a weapon called USP in guns.dat, it must be USP here.

Resfile

The name of the .gsm model that represents this object, without the extension. So if you have a gun .gsm named hgun_usp.gsm, enter hgun_usp.

ExtraData

Set this to 0.

The misc section applies to weapon magazines as well. Make sure you enter the appropriate data for your weapon magazine when creating a weapon!