If Valve doesn't accept that Garrison Cap, I'm going to be so pissed.
[editline]12:45AM[/editline]
Hats from the Emporium I think could make it officially:
- Garrison Cap
- Disguise Glasses
- Bowman's Boonie
- Trucker Cap
- Sentry Pistol (not a hat)
- <possibly> Roman Helm
Serious question. Is this some sort of crazy hat fetish thread? I don't understand why yall are bumming over hats.
MODS, not just hats these days.
[QUOTE=databee;20466965]Serious question. Is this some sort of crazy hat fetish thread? I don't understand why yall are bumming over hats.[/QUOTE]
Yes it is, we all jerk off to the hats section in the Sears catalog every night.
Can I get a little help from FP's best skinners?
[IMG]http://filebox.me/files/wnq5sqia0_somethingsnotright.png[/IMG]
This has always bugged me. Something is just not right with the lighting. Is there any way to fix it?
If it matters, I changed something in the VMT to give the skin the crit glow effect almost all skins are missing.
The original VMT.
[code]"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
}[/code]
My edited VMT.
[code]"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
"$rimlight" "1"
"$rimlightexponent" "5"
"$rimlightboost" "3"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
It happens with a few other skins too, but if there's a universal fix, I'll just do it to their respective VMT's and I'll be all set. Thanks for any help.
[QUOTE=Eight Bit;20467667]Can I get a little help from FP's best skinners?
[code]"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
"$glowcolor" "1"
}[/code]
It happens with a few other skins too, but if there's a universal fix, I'll just do it to their respective VMT's and I'll be all set. Thanks for any help.[/QUOTE]
Don't hold me to this, but I believe what you did was change the lighting, as seen with the $rimlight commands. You only need the "$glowcolor".
[b]Again, don't hold me to this, I'm only taking the best guess.[/b]
[QUOTE=Corporal Yippie;20465763]wow shut the fuck up
he asked for idle's permission, and idle's still doing his version
and they aren't bad besides the spy one[/QUOTE]
And the Scout one.
[QUOTE=Eight Bit;20467667]
[code]"VertexLitGeneric"
"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\player\pyro\pyro_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
"$glowcolor" "1"
}
[/code]
[/QUOTE]
Try this one, I find changing it from the weapon warp to the pyro's makes for a better lightwarp in general.
[QUOTE=Eight Bit;20467667]Can I get a little help from FP's best skinners?
The original VMT.
[code]"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
}[/code]
My edited VMT.
[code]"VertexLitGeneric"
{
"$baseTexture" "models\weapons\v_shotgun\v_shotgun"
"$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal"
"$normalmapalphaenvmapmask" 1
"$envmap" "env_cubemap"
"$envmaptint" "[.35 .35 .35]"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "12"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$halflambert" "1"
"$rimlight" "1"
"$rimlightexponent" "5"
"$rimlightboost" "3"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
[/QUOTE]
Quick guess: set $rimlightboost to 1.
Anyone knows the console command to reload the materials?
[QUOTE=Force-A-Nature;20470825]Anyone knows the console command to reload the materials?[/QUOTE]
mat_reloadallmaterials
[QUOTE=AlfieSR;20470877]mat_reloadallmaterials[/QUOTE]
Thank you very much.
Edit: Does it reload phongs and lights? If no, is there another special command?
So... Um...
Is my Roman Pack going to be included in the emporium mods? :/
[QUOTE=Populus89;20471172]So... Um...
Is my Roman Pack going to be included in the emporium mods? :/[/QUOTE]
Royzo is currently busy.
It will get added when its added.
[QUOTE=Mexican;20465699]As I recall IdleTard was all "hey guys help me with these so they get done faster.[/QUOTE]
I don't really remember say anything like that.
And it's not like they need my permission to do that, it wasn't really even my idea in the first place.
[QUOTE=IdleTard;20471581]I don't really remember say anything like that.[/QUOTE]
It's good when some people tell you what you've said even when you didn't say that, isn't it?
[QUOTE=Force-A-Nature;20471609]It's good when some people tell you what you've said even when you didn't say that, isn't it?[/QUOTE]
Yeah, it gives you that feeling when you wonder what else you did that night that you don't remember...
Just kidding, but I don't know why everyone says I was all "hai guise hlep me plox"
Well, what are you going to do about your Tower of hats for the Spy? I mean, what will you do with the camera beard?
you know Corporal Yippie you could be a little bit nicer next time :(
Also i did not know he asked permission jeez. My fault
[QUOTE=Eight Bit;20467667]:words:[/QUOTE]
Do you have a normal map or spec map? If so please post it.
[QUOTE=Gorm;20471774]you know Corporal Yippie you could be a little bit nicer next time :([/QUOTE]
stop badmouthing people when they don't deserve it, and I'll stop being a jerk
[QUOTE=IdleTard;20471581]I don't really remember say anything like that.
And it's not like they need my permission to do that, it wasn't really even my idea in the first place.[/QUOTE]
oh wait. Maybe it was neo saying that. and you were the guy who helped. but then you helped way more than neo.
I haven't done anything except SAY I would make them
[editline]03:36PM[/editline]
Hey, when you're done could you upload a zip/rar of all the hat SMDs? It'd save me a heap of time :)
(PM me if you're worried that you'll get banned for warez. Obviously I own TF2)
[editline]03:36PM[/editline]
(the original hats I mean, not your stacks)
Everyone, Important question about the Tower-Skins: What if you use custom models for the default hats?
It won't be custom on the tower, although if you use a custom skin that probably will be (I haven't actually downloaded them but it seems like the most likely method)
[QUOTE=NeoDement;20472962]It won't be custom on the tower, although if you use a custom skin that probably will be (I haven't actually downloaded them but it seems like the most likely method)[/QUOTE]
heavies towerof hattes toque should have been jiggled.
What about models to make all of one team have doppleganger facial hair?
sept pyro
[editline]11:48AM[/editline]
and the spy would have a camera mustache
[QUOTE=Pie_Tony;20469698]Try this one, I find changing it from the weapon warp to the pyro's makes for a better lightwarp in general.[/QUOTE]
Thank you so much, it looks a ton better now. :buddy:
[IMG]http://filebox.me/files/rbata3haj_Untitled.png[/IMG]
guys, i totally need the .smds of the ammo and health kits, can anybody help? i can't decompile without getting errors, i can't find just the .smds, heeeeeeelp, if somebody gives them to me it'll be worth it ;)
[QUOTE=Zebus;20474523]if somebody gives them to me it'll be worth it ;)[/QUOTE]
You know, I don't normally post here, but I'm really interested in knowing exactly what you'd offer.
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