[QUOTE=Zafir168;37631494]So I've made these small items for the Medic. Hope you guys like them.
[img]https://dl.dropbox.com/u/9488549/sadsadsadsadsad.png[/img]
Dr. Acula's Hairdo [url]http://steamcommunity.com/sharedfiles/filedetails/?id=95505082[/url]
Count's Collar [url]http://steamcommunity.com/sharedfiles/filedetails/?id=95506073[/url][/QUOTE]
Texture on the hair may need some work, I couldn't tell that it was supposed to be hair at a passing glance. Yes, there's the sideburn and whatnot that cues it being identified as hair, but the texture itself doesn't look very hairy; although, it's easier to see the hairiness on the paint preview on the workshop, most notably on the bright colors.
so im trying to make the highspeed hard top paintable but i have no clue
this is the vmt
[QUOTE]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/pyro/speedcap"
"$bumpmap" "models\player\items\pyro/speedcapnormal"
"$basemapalphaphongmask" "1"
"$phong" "1"
"$phongexponent" "15"
"$phongboost" "2"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[1.5 .5 3]"
"$halflambert" "1"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" {0 0 0} //**This is the default colour if there's no paint applied.**
"$colortint_tmp" "[0 0 0]"
"$rimlight" "1"
"$rimlightexponent" "20"
"$rimlightboost" "0.5"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"variable
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/QUOTE]
help would be appreciated.
wow first page king of mine and its shitty :v:
[QUOTE=jackteam54;37631423]Oh and I am gonna have a lot of free time so I am gonna learn to make weapons and all for tf2, anyone have an idea what program I should use to get started?[/QUOTE]
i recommend 3dsmax
[QUOTE=alexdom;37630637]Gray mann is a very lonely mann........
[IMG]http://i49.tinypic.com/2118203.png[/IMG][/QUOTE]
Relevant.
[t]http://fc09.deviantart.net/fs70/f/2010/307/1/d/1db05643a6119da9443bf29f6e6900de-dvngcd.png[/t]
[QUOTE=Doughnut Bear;37631699]so im trying to make the highspeed hard top paintable but i have no clue
this is the vmt
help would be appreciated.
wow first page king of mine and its shitty :v:[/QUOTE]
"$colortint_base" {0 0 0}
This is where you put the RGB values of what colour you'd like your hat to be when no paint is on it.
On your vtf for the item you have the paintable parts white. and the alpha layer set up right. correct?
i still want valve to add the bag of poop from the medieval update
[QUOTE=psyke;37631838]"$colortint_base" {0 0 0}
This is where you put the RGB values of what colour you'd like your hat to be when no paint is on it.
On your vtf for the item you have the paintable parts white. and the alpha layer set up right. correct?[/QUOTE]
im trying to use a flat normal map for the paint, i have the alpha channel set up with the painted part white and the the rest black
[QUOTE=Doughnut Bear;37631699]so im trying to make the highspeed hard top paintable but i have no clue
this is the vmt
help would be appreciated.
wow first page king of mine and its shitty :v:[/QUOTE]
You need to ditch '"basemapalphaphongmask" "1"'
It will automatically use the alpha channel of the bumpmap for the phong mask.
The paint mask should be in the alpha channel of the texture.
other than that, what Psyke said.
[QUOTE=Doughnut Bear;37631879]im trying to use a flat normal map for the paint, i have the alpha channel set up with the painted part white and the the rest black[/QUOTE]
You want to put your phongmask on the alpha layer of the normal
And the paintable alpha layer on the texture's alpha channel
i'll assume you're trying to have a phongmask and paintability from your vmt
Replace
"$basemapalphaphongmask" "1"
With
"$bumpmapalphaphongmask" "1"
once you've swapped around the alpha layers.
[IMG]http://i47.tinypic.com/fji4w0.jpg[/IMG]
Ok, iiit's DONE!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493818632/00649177DFFFC422F07B3C5F21A88C24ECD74CCB/[/IMG][/URL]
I would really appreciate any support on the voting and commenting side, guys! If you actually like it that is :D
Also:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493873099/C0F663344244172CEEEE0A5716D4A664DC365CE0/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493870869/9959622CA7BBDDBAF146B08436521CB0BF200E30/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493876675/7904BF98F81D0CD90E27DCC15449EA05ED689F0B/[/IMG][/URL]
[QUOTE=thecuntsman;37632136]Ok, iiit's DONE!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493818632/00649177DFFFC422F07B3C5F21A88C24ECD74CCB/[/IMG][/URL]
I would really appreciate any support on the voting and commenting side, guys! If you actually like it that is :D
Also:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493873099/C0F663344244172CEEEE0A5716D4A664DC365CE0/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493870869/9959622CA7BBDDBAF146B08436521CB0BF200E30/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493876675/7904BF98F81D0CD90E27DCC15449EA05ED689F0B/[/IMG][/URL][/QUOTE]
Can we get a mod version that replaces the Brown Bomber?
[QUOTE=Bryceanater;37631746]Relevant.
[t]http://fc09.deviantart.net/fs70/f/2010/307/1/d/1db05643a6119da9443bf29f6e6900de-dvngcd.png[/t][/QUOTE]
Also relevant:
[media]http://www.youtube.com/watch?v=fAwOSh1Xm0M[/media]
[QUOTE=thecuntsman;37632136]Ok, iiit's DONE!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=95515393"][IMG]http://cloud.steampowered.com/ugc/558700626493818632/00649177DFFFC422F07B3C5F21A88C24ECD74CCB/[/IMG][/URL]
I would really appreciate any support on the voting and commenting side, guys! If you actually like it that is :D
[/QUOTE]
I'm not sure the last picture helps your case, honestly. I don't think Valve would care for it.
However, I did chuckle at the tri-count of LOD1.
Ritz, who made the better conquistador helmet, didn't even complain this much, and the difference in quality between those two AND the difference in their contribution dates is much more significant.
The complaining on the workshop page runs the very real chance of getting Valve mad at you, it certainly wouldn't make them want to add the item, which is what the workshop is ultimately for, selling your item to Valve and the community.
What is required in a VMT file to allow the texture to be animated?
the beige bomber
[QUOTE=psyke;37631944]You want to put your phongmask on the alpha layer of the normal
And the paintable alpha layer on the texture's alpha channel
i'll assume you're trying to have a phongmask and paintability from your vmt
Replace
"$basemapalphaphongmask" "1"
With
"$bumpmapalphaphongmask" "1"
once you've swapped around the alpha layers.[/QUOTE]
ok so i sorta got it working, now when i paint it it ends up looking like this
[IMG]http://img341.imageshack.us/img341/6563/wellpoop.jpg[/IMG]
the area in the alpha were it is supposed to be painted is completly white
additionally have you ever considered the fact that Valve might have refused your bomber hat because it's 500 triangles over the recommended 1000, whereas ronin/psykes isn't?
[QUOTE=psyke;37631944]You want to put your phongmask on the alpha layer of the normal
And the paintable alpha layer on the texture's alpha channel
i'll assume you're trying to have a phongmask and paintability from your vmt
Replace
"$basemapalphaphongmask" "1"
With
"$bumpmapalphaphongmask" "1"
once you've swapped around the alpha layers.[/QUOTE]
"$bumpmapalphaphongmask" "1" isn't actually a vmt command, it searches the bump map by default. There's no harm in having it there, but it's not necessary and does nothing.
i want to add a single wheel like the medic instead of legs on my androids , should i do it ?
[QUOTE=Blitz n' Barrag;37632495]What is required in a VMT file to allow the texture to be animated?[/QUOTE]
It's impossible NO ONE knows the answer to this.
[QUOTE=Doughnut Bear;37632532]ok so i sorta got it working, now when i paint it it ends up looking like this
[IMG]http://img341.imageshack.us/img341/6563/wellpoop.jpg[/IMG]
the area in the alpha were it is supposed to be painted is completly white[/QUOTE]
HLMV can't do proxies, to test it put "$color2" "{colortint_base value here}"
or alternatively just test in itemtest
EDIT: oops I lied blitz, hang on
[QUOTE=NeoDement;37632536]additionally have you ever considered the fact that Valve might have refused your bomber hat because it's 500 triangles over the recommended 1000, whereas ronin/psykes isn't?[/QUOTE]
There are just over 20 hats that have more tris in their first LOD model. And if my counting is not off, there are just about as many hats that exceed the suggested 1k limit as there are that come short, at least of all of the listed ones on the Model Optimization page on the wiki, which does not represent all hats, but a decent amount of them.
While pointing fingers at "they did it before so it's okay" may be a poor way to argue, it's pretty clear that the suggested 1k tri limit is not upheld strictly. Him being 500 over that suggested limit might be pushing his luck, though.
[QUOTE=NeoDement;37632536]additionally have you ever considered the fact that Valve might have refused your bomber hat because it's 500 triangles over the recommended 1000, whereas ronin/psykes isn't?[/QUOTE]
As long as your lods are effective, lod0 can be a little bigger. It's really not a big problem.
[QUOTE=Gabriel_Gore;37632178]Can we get a mod version that replaces the Brown Bomber?[/QUOTE]
ASAP.
Also: Over the last year I've made many many other items. A few of them have been used in games. I don't understand why people say I am obsessed, I just decided to give this a nice re-make. The tiki masks are next.
[QUOTE=Blitz n' Barrag;37632495]What is required in a VMT file to allow the texture to be animated?[/QUOTE]
[url]https://developer.valvesoftware.com/wiki/List_Of_Material_Proxies#Texture_manipulation[/url]
The AnimatedTexture proxy
Currently learning how to texture ontop of learning to model, can anyone hook me up with some good brushes to use with TF2? I'm so goddamn nooby with photoshop it's ridiculous. I used Swizzle's texturing tutorial ([URL="http://www.polycount.com/forum/showthread.php?t=73559"]http://www.polycount.com/forum/showthread.php?t=73559[/URL]) but he only posted picutures of the brush he used? I really need that brush. HELP WAT DO I DO GASH
Okay, who wants to texture my shit?
We have like 4 days, and I don't like how my texture come out.
[sp]Whoever textures will get 50% on all but the beard, which will be a 33/33/33 split between me, the texturer, and whoever flexes it. If you texture and flex it, you will get 66%.[/sp]
[QUOTE=thecuntsman;37632655]As long as your lods are effective, lod0 can be a little bigger. It's really not a big problem.[/QUOTE]
I agree, plenty of my hats poke over it. Slightly. However 150% of the recommended budget seems pretty excessive when it isn't really netting you that much extra quality. Your lod1 at 666 tris looks almost exactly the same as lod0, so half your tris aren't really doing anything.
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