HALLELUIA !
Brothers, Sisters, rejoice.
I just found out the reason of why it was NOT working, only seconds after posting this...
The reason was the QC file.
Actually, the QC file you se in my previous post is OK, but my previous QC file and naming convenion wasn't right.
Here are RULES that you MUST respect, if you want to have multiple skins;
1- First of all, your SMD must reference the base texture that wil be applied to your model;
i.e.:
version 1
nodes
0 "Box01" -1
end
skeleton
time 0
0 0.000000 0.000000 -5.000000 0.000000 -0.000000 0.000000
end
triangles
gift.vmt
0 -9.500000 -14.500000 -5.000000 0.000000 0.000000 -1.000000 0.491667 0.175000 1 0 1.000000
0 -9.500000 14.500000 -5.000000 0.000000 0.000000 -1.000000 0.491667 0.658333 1 0 1.000000
0 9.500000 14.500000 -5.000000 0.000000 0.000000 -1.000000 0.175000 0.658333 1 0 1.000000
2- Then, the VMT file for this exact same texture should look something like that:
"VertexLitGeneric"
{
"$basetexture" "ctf_resort/gift"
"$model" 1
"$surfaceprop" "cardboard"
"$envmaptint" "[0.5 0.5 0.5]"
"$envmapcontrast" .5
"$bumpmap" "ctf_resort/gift_normal"
"$normalmapalphaenvmapmask" 1
}
Here you can see that the $basetexture name if simply gift, not gift0, nor gift_basetexture. No; it is simply gift. This is important to keep in mind, for the third rule is...
3- You must respect the naming convention.
The VMT that is referrenced by your SMD must be the base texture, and must have similar yet different name than the other textures you wish to apply to your model.
Here is a naming example that works for your VMTs (and VTFs):
gift
gift_1
gift_2
gift_3
Here is an example that wouldn't work
gift_0
gift_1
gift_2
gift_3
That should help you out. And don't frget to update your .QC fle, and recompile your model if you stumble upon this problem
Cheers.