[img]http://i.imgur.com/2Ejow.jpg[/img]
Here's the VMT, is there anything i broke? Something is fucking up the phong i think.
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\spy\headtie"
"$bumpmap" "models\effects\flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "1.2"
"$phongfresnelranges" "[.25 .5 2]"
"$basemapalphaphongmask" "0"
"$blendtintbybasealpha" "0"
"$blendtintcoloroverbase" "0"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
"$colortint_base" "{130 50 40}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
"$colortint_tmp" "[0 0 0]"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
//"$halflambert" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/code]
Goes to Help and Support in Gmod Discussion, if Im not mistaken.
Uhh well this is a forum for modeling and skinning so why can't it go here?
This isn't a skin for gmod either so...
Try increasing the boost for the rimlight and phong, if that's what you're referring to?
It's there, but very faint.
[QUOTE=Blitzkrieg Zero;32905548]Goes to Help and Support in Gmod Discussion, if Im not mistaken.[/QUOTE]
...How is that going to help him? This thread is ment for Models / Skins Forum.
The skin shouldn't be black either, it's supposed to be reddish! So my phong is ruining the colors as well somehow.
What do those phong variables affect?
[QUOTE=twoski;32909564]The skin shouldn't be black either, it's supposed to be reddish! So my phong is ruining the colors as well somehow.
What do those phong variables affect?[/QUOTE]
[url=http://developer.valvesoftware.com/wiki/Phong]Phong is exclusively how the texture reacts to light, specifically shine[/url]. I would recommend keeping the Valve Wiki bookmarked, by the way.
Reading the commented out lines, try changing
"$colortint_base" "{130 50 40}"
to
"$colortint_base" "{1 1 1}"
Also comment out the $yellow 0 line. Dunno what exactly that does, but it could be telling the texture to omit yellows.
A few undocumented VMT items here that I've never personally tested.
The $colortint_base variable controls the default paint colors for the tie (since its paintable). So it shouldn't be changed.
I did, however, change:
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1"
And here's the result:
[img]http://i.imgur.com/fenYv.jpg[/img]
Still too dark. At least it's progress.
shouldn't it be "$colortint_base" "{0.130 0.50 0.40}"?
[QUOTE=twoski;32934067]The $colortint_base variable controls the default paint colors for the tie (since its paintable). So it shouldn't be changed.
I did, however, change:
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1"
And here's the result:
[img]http://i.imgur.com/fenYv.jpg[/img]
Still too dark. At least it's progress.[/QUOTE]
Those should be:
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
The first says to use your alpha as the basis of your tint; pretty straightforward. The second, I recall tells Source to apply the tint over everything, alpha or not. Everything else looks correct.
And make sure whatever you wanted painted has a white alpha.
Okay so even when i make my hat unpaintable (i basically copied the VMT for the scotch bonnet) it's still pitch black.
Is there some sort of lighting origin i am supposed to set up? Because the hat is acting as if it's in a dark room when it clearly isn't.
[img]http://i.imgur.com/AELgX.jpg[/img]
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\spy\headtie"
"$bumpmap" "models\effects\flat_normal"
"$yellow" "0"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "1"
// "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" ".65"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}
[/code]
The masks and shit are all set up properly in my VTF file so the problem HAS to lie somewhere within my QC file or the model itself....
[code]$modelname "player\items\spy\headtie.mdl"
$model "Body" "headtie.smd"
$hboxset "default"
$hbox 0 "bip_head" -5.625 -13.198 -4.108 5.645 0.727 6.954
$hbox 0 "jiggle1" -4.109 -3.765 -2.855 4.621 4.292 8.524
$hbox 0 "jiggle2" -4.100 -3.765 -2.855 4.621 4.292 8.524
$sequence idle "idle" loop fps 1
$cdmaterials "\models\player\items\spy\"
$texturegroup skinfamilies
{
{"headtie.vmt"}
{"headtie_blue.vmt"}
}
$jigglebone "jiggle1" {
is_flexible {
yaw_stiffness 10
yaw_damping 6
pitch_stiffness 10
pitch_damping 5
tip_mass 10
length 250
pitch_constraint -50 50
yaw_constraint -10 10 // how much the necktie spins
}
}
$jigglebone "jiggle2" {
is_flexible {
yaw_stiffness 80
yaw_damping 6
pitch_stiffness 80
pitch_damping 6
tip_mass 10
length 250
pitch_constraint -40 40
yaw_constraint -80 80
}
}
$surfaceprop "cloth"
$illumposition 3.583 0.010 78.024[/code]
What does $illumposition do? Can i cut it out?
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