I'm... well, I'm very confused on what the issues in this thread are. To start, when you say the models are "invisible," do you mean they're literally invisible but you can still see names and titles, or do you mean they're appearing as the ERROR.mdl as opposed to the actual model? For the former, that always seemed to be a clientside-meets-server error that can be fixed by using the commands, "record a; stop" to refresh the connection to the server when you stop the recording. If it's the latter, then it sounds more like an issue with where you placed the models, since the server is looking for the model's filepath and it isn't finding the necessary files.
As for this issue, "I play other servers here and htere, so it's a pain when some people happen to use rebel skins that are broken in a sense since the skins only work on TNB servers." I'm not entirely sure what's being asked here either. If you join a server, and they're trying to call, for example, the model "models/humans/group03/male_10.mdl," then it will simply use the model and files you have that are in that folder. I don't go to other RP servers, though I imagine most don't go through the same hassle that TnB does to fit everything to the standard /group01, /group03, /group03m, and /refugee (from Barne's models). If they do go through that trouble, they would pull the files you have in that folder, e.g. the "male_10.mdl" files from TnB's Megapacks. That's what it sounds like you're talking about, going from the next post: "As far as I know, there's no real way to do that client-side to use two different sets of models depending on what servers you go on. But the fact is, if you keep the TNB rebel skins, you won't see most of them on other servers unless they too somehow have those models on their server."
The term
skin is different from the term
model, because the
skin represents the textures that are applied to the
model, so I'm not entirely sure which you're referring to. When you play Half-Life 2, the
models you see are registered in Garry's Mod (I believe they're the same in HL2's folders, I forget) as "models/humans/group01/male_0#.mdl." Those are the blue jumpsuit wearing male models while those under "group02" are their outlands/refugee equivalents, those with the white jackets and muddied blue jumpsuits. To be specific, if you install a fresh Garry's Mod, the models for the Resistance would
appear as they did in Half-Life 2. When downloading the TnB Megapacks, the base textures (or
skins) for those models are overwritten with what Dave originally called his "tactical skin," which is the grey or black urban digital camouflage that he has been using for four or five years now. As far as I know, though I'm mostly guessing as well, the rest of the group03 and group03m models (and the /refugee models that use them) pull the materials straight from the same material files that make up the textures. If you delete those materials, you'll be editing the rest of the group03/03m models that use those textures.
Additionally, the only way to have two separate models that connect to the same filepath is by actively exchanging them before connecting to a server. Download TnB's Megapacks, you're going to see TnB's models if
Server A tries to use the filepath "models/humans/group03/male_10.mdl." If
Server B uses the same filepath and have a different model, but you don't change the files, then you'll get onto
Server B and see TnB's models on your clientside Garry's Mod. Everyone else will see what
Server B's intentional models are, but your own Gmod will see the TnB models. To see
Server B's models, you'll have to replace the files, you get me?
Again, I'm sort of confused on the different issues you guys are having, so this might be confusing.