by TBone » Aug 15, 2001 @ 10:07am
The modeling aspect of Quake is controlled entirely by the compiled code, not QuakeC. You can control placement of an object or their skin, but that skin must be already there and its implementation will be handled by the engine.<br><br>HOWEVER: I'm thinking you'd like to use this for your cheat-detection? QuakeC would be able to select from a variety of textures on models IF that skin already exists within the .mdl file. For example, Reaper Bots are capable of using multiple skins if they have the textures made available to them. You'd have to distribute a new model with the textures available and have the server send an ID number to the QuakeC code telling it which skin to select.<br><br>So... it's possible, but not entirely the way I think you were considering.
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