Texture Issues

Here’s the VMT, is there anything i broke? Something is fucking up the phong i think.


"VertexlitGeneric"
{
	"$baseTexture" "models\player\items\spy\headtie"
	
	"$bumpmap" "models\effects\flat_normal" 
	
	"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"	
	"$detailscale" "5"
	"$detailblendfactor" .01
	"$detailblendmode" 6
	
	"$yellow" "0"
	
	"$phong" "1"
	"$phongexponent" "20"
	"$phongboost" "1.2"	
	"$phongfresnelranges"	"[.25 .5 2]"
	"$basemapalphaphongmask" "0"
	
 	"$blendtintbybasealpha" "0" 
 	"$blendtintcoloroverbase" "0"  
	
	"$rimlight" "1"												// To enable rim lighting (requires phong)
	"$rimlightexponent" "4"										// Exponent for phong component of rim lighting	
	"$rimlightboost" "2"										// Boost for ambient cube component of rim lighting

	"$colortint_base" "{130 50 40}"  // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
	"$colortint_tmp" "[0 0 0]"

	"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
	
	//"$halflambert" "1"

	// Cloaking
	"$cloakPassEnabled" "1"

	"Proxies"
	{
		"weapon_invis"
		{
		}
		"AnimatedTexture"
		{
			"animatedtexturevar" "$detail"
			"animatedtextureframenumvar" "$detailframe"
			"animatedtextureframerate" 30
		}
		"BurnLevel"
		{
			"resultVar" "$detailblendfactor"
		}
		"YellowLevel"
		{
			"resultVar" "$yellow"
		}
		"Equals"
		{
			"srcVar1"  "$yellow"
			"resultVar" "$color2"
		}
		"ItemTintColor"
		{
			"resultVar" "$colortint_tmp"
		}
		"SelectFirstIfNonZero"
		{
			"srcVar1"	"$colortint_tmp"
			"srcVar2"	"$colortint_base"
			"resultVar" "$color2"
		}

	}
}


Goes to Help and Support in Gmod Discussion, if Im not mistaken.

Uhh well this is a forum for modeling and skinning so why can’t it go here?

This isn’t a skin for gmod either so…

Try increasing the boost for the rimlight and phong, if that’s what you’re referring to?
It’s there, but very faint.

…How is that going to help him? This thread is ment for Models / Skins Forum.

The skin shouldn’t be black either, it’s supposed to be reddish! So my phong is ruining the colors as well somehow.

What do those phong variables affect?

Phong is exclusively how the texture reacts to light, specifically shine. I would recommend keeping the Valve Wiki bookmarked, by the way.

Reading the commented out lines, try changing
“$colortint_base” “{130 50 40}”
to
“$colortint_base” “{1 1 1}”

Also comment out the $yellow 0 line. Dunno what exactly that does, but it could be telling the texture to omit yellows.

A few undocumented VMT items here that I’ve never personally tested.

The $colortint_base variable controls the default paint colors for the tie (since its paintable). So it shouldn’t be changed.

I did, however, change:
“$blendtintbybasealpha” “1”
“$blendtintcoloroverbase” “1”

And here’s the result:

Still too dark. At least it’s progress.

shouldn’t it be “$colortint_base” “{0.130 0.50 0.40}”?

Those should be:

“$blendtintbybasealpha” “1”
“$blendtintcoloroverbase” “0”

The first says to use your alpha as the basis of your tint; pretty straightforward. The second, I recall tells Source to apply the tint over everything, alpha or not. Everything else looks correct.

And make sure whatever you wanted painted has a white alpha.

Okay so even when i make my hat unpaintable (i basically copied the VMT for the scotch bonnet) it’s still pitch black.

Is there some sort of lighting origin i am supposed to set up? Because the hat is acting as if it’s in a dark room when it clearly isn’t.


"VertexlitGeneric"
{
	"$baseTexture" "models\player\items\spy\headtie"
	"$bumpmap" "models\effects\flat_normal" 
	"$yellow" "0"

	"$phong" "1"
	"$phongexponent" "25"
	"$phongboost" "1"
//	"$lightwarptexture" "models\lightwarps\weapon_lightwarp"	
	"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
	"$phongfresnelranges"	"[.25 1 4]"
	"$basemapalphaphongmask" "1"

	"$rimlight" "1"
	"$rimlightexponent" "4"
	"$rimlightboost" ".65"
	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"weapon_invis"
		{
		}
		"AnimatedTexture"
		{
			"animatedtexturevar" "$detail"
			"animatedtextureframenumvar" "$detailframe"
			"animatedtextureframerate" 30
		}
		"BurnLevel"
		{
			"resultVar" "$detailblendfactor"
		}
		"YellowLevel"
		{
			"resultVar" "$yellow"
		}
		"Equals"
		{
			"srcVar1"  "$yellow"
			"resultVar" "$color2"
		}
	}

}


The masks and shit are all set up properly in my VTF file so the problem HAS to lie somewhere within my QC file or the model itself…


$modelname "player\items\spy\headtie.mdl"
$model "Body" "headtie.smd"

$hboxset "default"
$hbox 0 "bip_head" -5.625  -13.198  -4.108  5.645  0.727  6.954
$hbox 0 "jiggle1" -4.109  -3.765  -2.855  4.621  4.292  8.524
$hbox 0 "jiggle2" -4.100  -3.765  -2.855  4.621  4.292  8.524

$sequence idle "idle" loop fps 1

$cdmaterials "\models\player\items\spy\"
$texturegroup skinfamilies
{
	{"headtie.vmt"}
 	{"headtie_blue.vmt"}
}

$jigglebone "jiggle1" {
	is_flexible {
		yaw_stiffness 10
		yaw_damping 6
		pitch_stiffness 10
		pitch_damping 5
		tip_mass 10
		length 250
		pitch_constraint -50 50
		yaw_constraint -10 10 // how much the necktie spins
	}
}

$jigglebone "jiggle2" {
	is_flexible {
		yaw_stiffness 80
		yaw_damping 6
		pitch_stiffness 80
		pitch_damping 6
		tip_mass 10
		length 250
		pitch_constraint -40 40  
		yaw_constraint -80 80
	}
}

$surfaceprop "cloth"

$illumposition 3.583 0.010 78.024

What does $illumposition do? Can i cut it out?