• Portal 2 Item Editing/Modding Progress
    13 replies, posted
Through a bit of simple items_game.txt editing and GCF extracting and relocating, I've managed to somewhat replace some items in-game with those from TF2. [img]http://i.imgur.com/0GlZA.png[/img] [img]http://i.imgur.com/Td25s.png[/img] Obviously there's some issues, but I'm not entirely model savvy to figure out completely what's wrong. So any help would be appreciated. Firstly, the textures are off, due to the fact it's not the plain ol' checkerboard and seems to be an overlay of some sort, I'm assuming this is an issue with the painting parameters in the VMT, but I haven't given it a thorough look (not entirely too savvy in textures either, mostly just a guess and check process for me) or simply an incompatability between source engine revisions. Second deals with the model's location and orientation. It floats a bit above P-Body and floats the same distance a few feet above Atlas. I'm unsure if this is an issue with attachment points on the Bot's models, as the hats rotate with them in-game and in the store page, or with the hats themselves. Having literally no experience in modelling, I was hoping the bones and attach points would be similar when it came to headwear, but that doesn't seem to be the case. However, since the hats do move with the Bot heads, I think it's rather just the hats being positioned more for the Soldier/Pyro head than the Bots, but both seem to default to the same position. Any information is welcome with open arms, as I'm pretty much just swinging away at a pinata in the dark. I have practically no idea what I'm doing, but would like to get these working.
Texture issues resolved. Forgot to bring over Lightwarp and bump map textures as well. Working on Bot specific colors now. Any modeling help/advice would be greatly appreciated. [img]http://i.imgur.com/r8zAq.png[/img]
[QUOTE=Wormy;29333939]The Chieftain's Challenge fits really good on P-Body.[/QUOTE] Most hats float just an inch or so away from P-Body. Sometimes it's barely noticeable. Atlas on the other hand...
You have to decompile and reposition them. It's easy but pointless.
Where's Portal 2's items_game.txt located? I'm eagerly interested in seeing whether or not they carried over the new tf_wearable edit: silly me, it's not in the vpks edit2: looks like they didn't
[QUOTE=MechaBowser;29334093]Where's Portal 2's items_game.txt located? I'm eagerly interested in seeing whether or not they carried over the new tf_wearable edit: silly me, it's not in the vpks edit2: looks like they didn't[/QUOTE] It's in portal2/scripts/items, in your actual files under steamapps/common.
"Upgradeable Sven's Default Sword", "kill_eater" attribute and the "Strange" rarity spike my curiousity.
Bot colors is a lil'bit trickier than I thought. The bots are handled as classes rather than teams. Luckily you can load a different model per "class", so I just load the same model, only hexed and tied to a different texture. [img]http://i.imgur.com/hngyn.png[/img] Heading off to decompile and reposition, god help me.
[QUOTE=Wormy;29333778]Cool beans. I bet Valve will add more hats soon.[/QUOTE] If the Brainslug gets added properly, awesome. I could see P-Body with a Brainslug. :3:
Having issues with compiler. Taking a break.
Can you make skins to :3: ?
anyone has any WIP portal 2 maps to share?
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