S W A T 3 M O D H Q |
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!