• What determines which parts of the playermodel are colorized by the player's color?
    2 replies, posted
There's a playermodel I want to edit to make certain parts colorizable, but for the life of me I can't find any information on how playermodel creators choose this. I looked in the material, but I didn't find anything on it so I'm assuming it's something built into the .mdl file.
If I recall correctly, it's the alpha channel of the basetexture, where black is not colored and white is colored, and a special vmt keyvalue.
Thanks! Edit: Here are the vmt key values: "$blendtintbybasealpha" "1" This one controls whether or not the texture is tinted based on the base texture's alpha channel. "$blendtintcoloroverbase" "0" This one controls how much tinting is done vs how much color replacement is done. 0 means all tinting so use 0 for a colorize effect. Here is the link where I got this info: [URL="https://developer.valvesoftware.com/wiki/$blendtintbybasealpha"]https://developer.valvesoftware.com/wiki/$blendtintbybasealpha[/URL] EDIT2: I believe the vmt needs to contain: [code] Proxies { PlayerColor { resultVar $color2 default 1 1 1 } } [/code]
Sorry, you need to Log In to post a reply to this thread.