I found a .VMT command that when used properly, makes only certain parts affected by the color tool.
Here is an animated Gif to show what i mean:
[IMG]http://img22.mediafire.com/59911c33c61426ec17f31d5cad95d071405f7454c442ddc0a83a9466c9d2b1da5g.jpg[/IMG]
So here is my request: I would like it so when you spawn the vehicle entity it is a random color.
This is my bad attempt:
[code]
local Category = "Left 4 Dead"
local function HandleRollercoasterAnimation( vehicle, player )
return player:SelectWeightedSequence( ACT_GMOD_SIT_ROLLERCOASTER )
end
local V = {
// Required information
Name = "Pickup truck",
Class = "prop_vehicle_jeep",
Category = Category,
// Optional information
Author = "HighVoltage",
Information = "Pickup truck from L4D2 made drivable.",
Model = "models/props_vehicles/pickup_truck.mdl",
// My attempts at changing color (one at a time)
Color(0,128,0,255),
Color (0,128,0,255),
Color = (0,128,0,255),
Color = "0,128,0,255",
KeyValues = {
vehiclescript = "scripts/vehicles/L4D2_pickup_truck.txt"
}
}
list.Set( "Vehicles", "Pickup truck", V )
[/code]
I am new to lua but I have some experience in Visual Basic.
Hi!
Could you give an example of the vmt command you used?
The .vmt command is $blendtintbybasealpha 1.
Here is a simple explanation on how to set it up:
[QUOTE=Henry Townshend;26908892]It's super easy. Create an alpha channel in the main texture. Black = not affected by color tool. White = affected by color tool. Grey is in between, but in my opinion it looks ugly if you make it grey.
Add $blendtintbybasealpha 1 into all the vmts the model uses (except eyes/pupils/things that use transparency, as they're not affected by the color tool anyway)[/QUOTE]
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