[QUOTE=Vonwilbur;29385501][img_thumb]http://gyazo.com/6ff55f6a57fd0a25f65f2e1239578b83.png[/img_thumb]
Good base colors?[/QUOTE]
rather cool
[QUOTE=mat500;29385602]rather cool[/QUOTE]
No, it isn't just rather, it's a full "Indubitably cool"
[QUOTE=MugenOverlord;29384402]So I'm attempting to recompile the Double Tap with team colors, but I'm having trouble. I'm using this tutorial: [url]http://www.gamebanana.com/tuts/10204[/url]
It decompiles fine, .qc looks like this:
[code]$cd "C:\Users\Ryan\Desktop\doubletap\models\weapons\c_models\c_shotgun\decompile"
$modelname "weapons\c_models\c_shotgun\c_shotgun.mdl"
$model "Body" "c_shotgun_reference.dmx.smd"
$cdmaterials "models\weapons\c_items\"
[b]$texturegroup skinfamilies { { "models/weapons/citems/supershotty_red.vmt" } { "supershotty_blue.vmt" } }[/b]
$hboxset "default"
$hbox 0 "weapon_bone" -1.249 -3.844 -45.559 1.254 4.971 34.888
// Model uses material "supershotty.vmt"
$attachment "muzzle" "weapon_bone" 0.00 3.73 42.00 rotate -90.00 -0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.80 3.00 9.50 rotate -12.00 162.00 -168.00
$surfaceprop "metal"
$illumposition -0.000 -6.167 0.564
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 4.8
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
it recompiles just fine too, but when I load the weapon, team colors don't work. I've quadruple checked the .vmt's, they're exactly the right names and they point to the right vtf's.
Model Viewer's "VMTs loaded" box has this to say:
[code]models\weapons\c_items/supershotty
***ERROR*** Model attempted to load one or more VMTs it can't find.
models\weapons\c_items/supershotty_blue[/code]
It has two skins to load in Model Viewer, but both of them are red team's.
Any help? I'm uploading a video of me doing the process now.[/QUOTE]
Please? Help?
[QUOTE=pogothemunty;29385745]$texturegroup skinfamilies { { "supershotty_red.vmt" } { "supershotty_blue.vmt" } }[/QUOTE]
It's loading the regular "supershotty.vmt", "supershotty_red.vmt", and "supershotty_blue.vmt" in that order. What I can't figure out is that there is no mention of supershotty.vmt in the .qc anymore, I removed it. Why the hell is it still there?
[QUOTE=MugenOverlord;29386347]It's loading the regular "supershotty.vmt", "supershotty_red.vmt", and "supershotty_blue.vmt" in that order. What I can't figure out is that there is no mention of supershotty.vmt in the .qc anymore, I removed it. Why the hell is it still there?[/QUOTE]
Probably because that texture is applied to the model.
[QUOTE=MugenOverlord;29386347]It's loading the regular "supershotty.vmt", "supershotty_red.vmt", and "supershotty_blue.vmt" in that order. What I can't figure out is that there is no mention of supershotty.vmt in the .qc anymore, I removed it. Why the hell is it still there?[/QUOTE]
$texturegroup skinfamilies { { "default.vmt" } { "replacement.vmt" } }
so if your default texture is supershotty, you do supershotty instead of supershotty_red
supershotty.vmt will be referenced in the smd, so it should read:
$texturegroup skinfamilies { { "supershotty.vmt" } { "supershotty_blue.vmt" } }
[QUOTE=blaholtzen;29386998]doesn't look too difficult[/QUOTE]
I was wrong
[QUOTE=blaholtzen;29388419]I was wrong[/QUOTE]
how is it hard?
snip holy crap am I late. Gotta learn to refresh the page before quick-replying.
Is there a way to make the Aperture rocket launcher have sparkles?
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/Sparkling_gun.jpg[/IMG][/URL]
if it replaces [I]my[/I] rocket launcher it will have sparkles automatically
[QUOTE=NeoDement;29389065]if it replaces [I]my[/I] rocket launcher it will have sparkles automatically[/QUOTE]
Nice
[img]http://gyazo.com/481b5edd0d206abf3f72a2845642c267.png[/img]
its supposed to be a belt buckle :v:
Mmm... I was thinking and I want to ask... is there a problem if I try to do a Aperture Science HUD?.
[QUOTE=E.C.S;29389765]Mmm... I was thinking and I want to ask... is there a problem if I try to do a Aperture Science HUD?.[/QUOTE]
go for it
[editline]24th April 2011[/editline]
[img]http://img689.imageshack.us/img689/3137/spyder.png[/img]
crap
[QUOTE=dweet2;29385041]Lolzman1325, I'm sorry if you don't like me putting this up, but I've found a quick and easy fix to the ugly fire effect.
[url=http://www.mediafire.com/?ysdklh867m6jnr5][img_thumb]http://i948.photobucket.com/albums/ad326/dweet2/fire_promo.png[/img_thumb][/url][/QUOTE]
I actually tried this once.
Only problem is, the fire effect in first-person is invisible now, so you won't be able to tell when you're on fire. Unless someone can make the hud use a different VTF for first-person, you're gonna have to go off hearing "FIRE FIRE FIRE!!!!" as a notification that you're on fire, rather than immediately knowing with the first-person effect.
[QUOTE=Vonwilbur;29385501][img_thumb]http://gyazo.com/6ff55f6a57fd0a25f65f2e1239578b83.png[/img_thumb]
Good base colors?[/QUOTE]
Reminds me of: [url]http://tf2mods.net/mod.php?id=54&do=display[/url]
[QUOTE=NinjaNerd777;29389928]Reminds me of: [url]http://tf2mods.net/mod.php?id=54&do=display[/url][/QUOTE]
I should pick another color then I guess :v:
[QUOTE=blaholtzen;29389797]go for it
[editline]24th April 2011[/editline]
[img_thumb]http://img689.imageshack.us/img689/3137/spyder.png[/img_thumb]
crap[/QUOTE]
I'll give a try on it. Maybe adding more stripes...
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