(Pictures) TF2 Models in Portal - Only problem is texture, movement is awesome
50 replies, posted
EDIT: YOUTUBE VIDEO DEMONSTRATION AT THE END OF THE POST. The content of this post isn't the best way to do it anymore. The instructions are in the video description, and it contains all the files you need. If you want to do it with your own models, follow the instructions in this post, then copy and paste the VMT that a replier posted. Do the same fix to %class%_head.
EDIT 2: Fuck it. Follow the link. I'm not going to spend half an hour figuring out how to imbed a video.
I have successfully loaded Scout into portal (And he has very close attachment points for the Portal gun), just by following these steps (This isn't exactly what I did, but these steps should produce the same result)
Pictures at the bottom of this post, thanks for reading!
(When you are done, you can delete the materials and models folder to restore your portal game back to normal)
** NOTE ** GCFScape just updated so you will need to get the new version or you won't be able to extract files.
1. Using GCFScape, copy from Team Fortress 2 Content/tf/models/player/scout to a folder on your hard drive.
2. Rename any instance of Scout to Chell, I assumed it was case sensitive so I looked at the same folder in Portal's GCF, and copied the file name letter for letter.
3. With all of the Scout files now renamed to Chell, copy the files again. So you should have two of each file, one that says Scout, another that says Chell
4. Since Source seems to take any file in the game folder at a higher priority than the matching file in the GCF, all you must do is put these files in /steamapps/%steamid%/portal/portal/models/Player/
5. This will actually work fine, but you need a few files from materials, else you will get the purple and black checkerboard. So go into Team Fortress 2 Materials with GCFScape and extract these entire folders, and 1 file:
tf/models/player/scout, put it in %steamid%/portal/portal/materials/models/player/scout
tf/models/player/shared, put it in %steamid%/portal/portal/materials/models/player/shared
tf/models/player/pyro/pyro_lightwrap.vtf, put it in %steamid%/portal/portal/materials/models/player/pyro/pyro_lightwrap.vtf
The lightwrap is called by Scout's vmt files, and I assume the other classes do as well.
6. Start Portal, select a map (I suggest map 4, it's the easiest to check your results up close), and do this to see your result:
a. Wait for the orange portal to open
b. Shoot your blue portal on the wall by the corner (The two portals should be on perpendicular walls)
c. Look through one of them. You will notice Scout, kinda holding the weapon, but in some strange checkerboard thing that's not like it does when it can't find a texture.
Now here's the things I've been able to figure out about this strange new checkerboard:
1. It's not a problem in gmod. Fire up gmod, and load Chell. Scout will appear with no visual problems at all.
2. If you open model viewer (Source SDK, Portal, Model Viewer), and pull up Scout.mdl, then Chell.mdl, they are the same model but the background is different, and the checkerboard affects them differently.
3. Also, in the model viewer, you can still see the rest of his textures, and the checkerboard is barely visible.
4. With a VTFedit (available from the same people who brought you GCFScape), you can modify these settings in the VMT. When you play with them, just click the save button then press F5 in the model viewer. Things in (parentheses) after each setting, I put there for this post. They won't be in the file.
"$phong" "1" (turning this off will turn him into black. No checkerboard in the game, just black. Might not affect the model viewer.)
"$phongexponent" "1" (this will be three or something. I changed it. Turning this down increases the effect of the checkerboard in the model viewer, not sure about the game)
"$phongboost" "1" (turn it up to increase to effect of the checkerboard in the model viewer)
"$lightwarptexture" "models/player/pyro/pyro_lightwarp" (Don't change this)
"$phongfresnelranges" "[.3 1 8]" (Mess with these how you want, it changes the checkerboard effect in the model viewer, and might also cross over to the game)
"$halflambert" "0" (I didn't notice a change)
"$basemapalphaphongmask" "1" (I didn't mess around with this. Could be promising)
So this phong thing has something to do with how it's lit. For some reason it's not friendly with Portal.
So my question is, what can I do to make the texture look right in portal? As you can see he holds the portal gun pretty well, it's just backwards and behind his hands, but he has full movement! Personally, I don't care about the gun, I just want to occasionally see him through the portals.
And now, some images. (I took the image tags out because the images are large)
[url]http://dl.dropbox.com/u/11065197/testchmb_a_020005.jpg[/url]
This is what happens before you load the materials in
[url]http://dl.dropbox.com/u/11065197/testchmb_a_020017.jpg[/url]
And this is what happens after.
[url]http://dl.dropbox.com/u/11065197/testchmb_a_020019.jpg[/url]
This is what happens if you change $phong to zero. (Notice that his face is unaffected, and it also has no checkerboard in the model viewer)
Mods: Sorry if this is in the wrong place
EDIT: I found that no matter what the phong settings are, his eyes work perfectly. I'm going to look at the settings used on the eyes.
EDIT2: Oh, and off topic, I got a support reply, and the keychains will be available for purchase in December
[url]http://www.youtube.com/watch?v=BrZxvTE3OuM[/url]
scoot portal
i expected like some weird 2Fort portal material thing.
No, but look up Team Portress. Some servers have put Portal into TF2
[QUOTE=r000t;26084383]No, but look up Team Portress. Some servers have put Portal into TF2[/QUOTE]
That is the most awesome thing I have seen in my entire life.
So does anybody have any ideas on how to make the texture look right?
[QUOTE=r000t;26085139]So does anybody have any ideas on how to make the texture look right?[/QUOTE]
What errors are showing in the console?
Not sure how any of this works, but I hope you get it working!
Rong now loves Portal.
Have you tried making the vtf the default? tf2 uses a newer version of vtf.
SFM doesn't like it either, so I export the textures and report them back into vtfedit's default save settings.
Hope this helped.
Scourtal.
Entered thread and read the first line. My eyes shot to the user and was amazed it wasn't Rong.
Pretty cool. Good going.
Try this VMT.
[code]"VertexLitGeneric"
{
"$basetexture" "models\player\scout\scout_blue"
"$bumpmap" "models\player\scout\scout_normal"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" ".3"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.3 1 8]"
"$halflambert" "0"
// Rim lighting parameters
"$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 lightin
}
[/code]
If that won't work, remove all phong, lightwarp and rimlight parameters and start adding while testing to find the problem.
What no one posted a video yet?
[QUOTE=VenomousBeetle;26092961]Have you tried making the vtf the default? tf2 uses a newer version of vtf.
SFM doesn't like it either, so I export the textures and report them back into vtfedit's default save settings.
Hope this helped.[/QUOTE]
Portal and TF2 both use VTF 7.4, and so does SFM as far as I know.
[url]http://developer.valvesoftware.com/wiki/Valve_texture_format#Version_history[/url]
-snip- fixed it
Also I think the checkerboard/black issue is due to team colors.
Edit:
Gave the engineer a weapon to hold
[img_thumb]http://www.zilefile.com/files/12880_60h1r/engineersnewtoy.jpg[/img_thumb]
hey how you change portal player model ?
I'm telling his mother about this.
[QUOTE=jacek2144;26097799]hey how you change portal player model ?[/QUOTE]
The OP tells you instructions.
So its bonkoortal ?
I think TF2 has ALOT of Shaders that Portal dosen't have.
i dont wanna see heavy in portal with handheld sandvich device :D
[QUOTE=jacek2144;26098051]i dont wanna see heavy in portal with handheld sandvich device :D[/QUOTE]
Its pretty easy to replace the weapons once you replace the animations. Just rename the sandwich files the same way you would the player model and animations and have duplicate files so it loads it both as the portalgun and as the sandwich. Same way I added a shotgun.
can it work with citlzen model ?
[QUOTE=jacek2144;26098535]can it work with citlzen model ?[/QUOTE]
Ive tried many times before, countless times with countless different models and animation files and it doesnt seem possible. However this method in this thread has given me an interesting idea, if you use the animations of the Sniper or Spy and then rig a male citizen to it and set the folder to models/player then this method might work.
[QUOTE=jacek2144;26098535]can it work with citlzen model ?[/QUOTE]
Hey buddy,your English is improving
Damn doesnt work with CSS files, oh well was worth a try
[img_thumb]http://www.zilefile.com/files/12890_rsdjc/gaybenwut.jpg[/img_thumb]
[QUOTE=superdinoman;26099550]Damn doesnt work with CSS files, oh well was worth a try
[img_thumb]http://www.zilefile.com/files/12890_rsdjc/gaybenwut.jpg[/img_thumb][/QUOTE]
oh no gabe newell in portal ?
Gabe is too fat to go through the portals :(
Sup guys do I win?
[img_thumb]http://www.zilefile.com/files/12891_6z1io/engiiscreditoportal.jpg[/img_thumb]
[img_thumb]http://www.zilefile.com/files/12892_sdufq/engiiscreditoportal1.jpg[/img_thumb]
[img_thumb]http://www.zilefile.com/files/12893_x6i68/engiiscreditoportal2.jpg[/img_thumb]
[QUOTE=superdinoman;26100615]Sup guys do I win?
[img_thumb]http://www.zilefile.com/files/12891_6z1io/engiiscreditoportal.jpg[/img_thumb]
[img_thumb]http://www.zilefile.com/files/12892_sdufq/engiiscreditoportal1.jpg[/img_thumb]
[img_thumb]http://www.zilefile.com/files/12893_x6i68/engiiscreditoportal2.jpg[/img_thumb][/QUOTE]
Yes you do.
On a completely unrelated note, why do your walls look so different? Custom skins?
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