
^3---> ^1Promode Skins and Weapon Skins ^3<---

^5Promode Skins

^2Promode skins are a set of skins developed by and for the Challenge Promode Arena and OSP mods.  They provide extra skins for all of the standard quake 3 models. However, their power lies in the fact that unlike normal skins, the color is not defined by the artwork on the skin itself, it is defined by *you* by way of several client-side variables. They were incorporated into ufreeze as of version 1.2 beta 0

^5What most people use:

cg_forceModel 1
^2Forces all enemy players to be displayed as the model set in cg_enemyModel, and all players on your team to use the same model as you.

cg_enemyModel "keel/pm"
^2Sets the enemy to use the promode skinned version of the keel model. Big and noisy :-)

cg_enemyColors 2222
^2Bright green all over. No more 'I can't see the red players against the red walls' problems.
^2Note that cg_enemyColors only applies if you are using cg_enemyModel something/pm. colors are set via the color table (ie: 2222 = green) with each number corresponding to a different body part in rail-head-body-legs order. You can also set your own colors, by using hex color codes: ie cg_enemyColors "#00FF00 #002200 #00FF00 #7FFF00"

^5Weapon Skins

^2Weapon skins are the wpskins.pk3 file which is part of 1.21.
^2Basically what they do is color-code the weapons and make them brighter, thus making it easier to see what weapon is on the ground (sometimes gray guns can blend nicely into gray walls), and what weapon your opponent or teammate is carrying. You cannot override the colors of these, simply turn them on or off.
^2Set ^7cg_weaponSkins 1 ^2to use them.

^5Other Options

cg_enemyHeadModel "bones/pm"
^2Overrides the headmodel used with the enemy model. Used with cg_enemyModel above gives you bones' head on keel's body. The sounds make by the enemies match the enemy model, not the enemy headmodel.

model
^2Your own model. If cg_forceModel is 1, applies to your teammates as well.

headmodel
^2Overrides the headmodel used with your own model. If cg_forceModel is 1, this headmodel will apply to your teammates also.

cg_colors
^2Your own colors in rail-head-body-legs order, also applies to other players on your team.

cg_forceEnemyPmSkins
^2If you don't want to force all your enemies to be the same big clanky model, but you still want the advantage of them being bright green and easy to spot, set cg_forceModel to 0 and this to 1.

cg_forceTeamPmSkins
^2The same as above but for players on your team.

cg_teamRails
^2If set to 0, rails will be whatever each color sets themselves. If set to 1, rails fired by the red team will be red, blue team's rails will be blue. If set to 2, rail color will use whatever is set in cg_enemyColors or cg_colors.


^5Scroll up in the console to view the entire help screen.

