• Texture Issues
    10 replies, posted
[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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