• TF2 General Chat & Speculation Station V17 - Ms. Pauling Won't Stop Calling Me
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does anyone know how to make cosmetics or weapons transparent like items like the bubble pipe helmet? https://files.facepunch.com/forum/upload/231968/00f85961-e4bb-4a10-a7af-4a9bd5019645/image.png im working in blender and am wanting to make a transparent part of the model, but not sure if its do able to be able to see in models inside the transparency
Pretty sure they are canonically two different characters, on account of the whole "the tfc mercs (including the engineer) in the comic are trying to kill the tf2 mercs" thing
I just woke up from a dream where I won a free cheesecake from Apex Legends and the Engineer received a new sentry gun that could heal enemy buildings. It was called the Cosmopolitan and it looked like a regular sentry the only difference being that it had a large crane attached to the center of it. It was huge and clunky and nobody could destroy it because everyone couldn't stop laughing at it.
The Bubble Pipe utilizes two materials but only 1 texture. The texture looks like this: https://i.imgur.com/7Dgj5br.png The glass portion is that large gray circle near the top-left. I won't include proxies like the cloaking and stuff, but the main meat of it includes this for the glass:     "$baseTexture" "models/player/items/pyro/drg_pyro_bubbleHelmet"     "$additive" 1     "$envmap" "env_cubemap"     "$envmaptint" "[.3 .3 .2]"     "$phong" "1"     "$phongexponent" "65"     "$phongboost" "6"     "$phongfresnelranges" "[1 2 4]"     "$lightwarptexture" "models/lightwarps/jarate_lightwarp"     "$rimlight" "1"                             "$rimlightexponent" "20"                     "$rimlightboost" "2" Here's this for the rest of the model:     "$baseTexture" "models/player/items/pyro/drg_pyro_bubbleHelmet"     "$basemapalphaphongmask" "1"         "$phong" "1"     "$phongexponent" "10"     "$phongboost" "10"         "$lightwarptexture" "models/lightwarps/weapon_lightwarp"     "$phongfresnelranges"    "[.25 .5 1]"     "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"         "$detailscale" "5"     "$detailblendfactor" .01     "$detailblendmode" 6     "$rimlight" "0.5"     "$rimlightexponent" "2"         "$rimlightboost" "0.25" For the glass, $additive is the main thing to make note of here. If you're familiar with Photoshop a blend type of "add" will give a similar effect. $envmap and $envmaptint create the reflection of the area's surroundings, $phong to give more localized shininess, and $rimlight to make it have a glow around the edges to make it stand out from the environment. I'm not sure what the effect of the $lightwarptexture is as the texture for it itself seems to be a full-alpha black texture. Possibly unused? The rest of the model has pretty standard lightwarp/detail/rimlight parameters that don't need explanation. For creating glass it seems to be best to utilize $envmap, $phong, and $rimlight along with the material having $additive.
I was playing Mann vs Machine and i got voted out because i pointed out that the engineer had put a teleporter next to the grinder on Mannhattan. I'm getting really tired of the low quality of players in TF2 boot camp.
Someone best make the next TF2 General Chat thread before I get to it otherwise the new thread name I've come up with for v18 is gonna turn some heads.
Sure.
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