Difference between revisions of "Team Fortress Wiki:Archived discussions/Template talk:Painted items"
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:::Turns out the model viewer's rendering engine is modular, and the dll it uses as the engine isn't specially made for it. By simply dropping the binaries from the TF2 binaries folder right into the folder where hlmv is contained, you can get the new rendering engine working. This allows us to bypass issues with the model viewer not recognising certain values in the VMT files, thereby fixing issues with certain hats (Like the Trib). Hope this helps! (Oh and, since I'm here, next time people take images and get the flame problem, you can fix it by changing $detailblendfactor to .00 in the vmts) [[User:Riomerc|Riomerc]] 08:23, 5 October 2010 (UTC) | :::Turns out the model viewer's rendering engine is modular, and the dll it uses as the engine isn't specially made for it. By simply dropping the binaries from the TF2 binaries folder right into the folder where hlmv is contained, you can get the new rendering engine working. This allows us to bypass issues with the model viewer not recognising certain values in the VMT files, thereby fixing issues with certain hats (Like the Trib). Hope this helps! (Oh and, since I'm here, next time people take images and get the flame problem, you can fix it by changing $detailblendfactor to .00 in the vmts) [[User:Riomerc|Riomerc]] 08:23, 5 October 2010 (UTC) | ||
::::So how do you do it? Hard code the colour overlay in the VMT and refresh? Are you God? -- [[User:Pilk|Pilk]] <sub>([[User talk:Pilk|talk]])</sub> 08:24, 5 October 2010 (UTC) | ::::So how do you do it? Hard code the colour overlay in the VMT and refresh? Are you God? -- [[User:Pilk|Pilk]] <sub>([[User talk:Pilk|talk]])</sub> 08:24, 5 October 2010 (UTC) | ||
− | :::::Haha no, just very bored. In the VMTs, if you manually set a new value named $color2, that becomes the tint color. It's how the engine defines what color to use. Since all the paint colors are helpfully provided to us as hexidecimal representations, finding the equivalent RGB value is easy. So yes, more or less what you said. | + | :::::Haha no, just very bored. In the VMTs, if you manually set a new value named $color2, that becomes the tint color. It's how the engine defines what color to use. Since all the paint colors are helpfully provided to us as hexidecimal representations, finding the equivalent RGB value is easy. So yes, more or less what you said. I KEEP FORGETTING TO SIGN D:. [[User:Riomerc|Riomerc]] 08:27, 5 October 2010 (UTC) |
== Tyrant's Helm == | == Tyrant's Helm == |
Revision as of 08:27, 5 October 2010
Didn't know where else to put this but I think the images for Triboniophorus Tyrannus are not correct. According to people here the colours show up differently in-game. I've removed the painted variants from the article for now. seb26 [talk] 00:49, 4 October 2010 (UTC)
- I created some crude images that represent the painted, in-game Triboniophorus Tyrannus a little better, hope you don't mind me having a go. PaperStrike 10:21, 4 October 2010 (UTC)
- I don't mind at all. They are perfect. -- Pilk (talk) 10:23, 4 October 2010 (UTC)
- Turns out the model viewer's rendering engine is modular, and the dll it uses as the engine isn't specially made for it. By simply dropping the binaries from the TF2 binaries folder right into the folder where hlmv is contained, you can get the new rendering engine working. This allows us to bypass issues with the model viewer not recognising certain values in the VMT files, thereby fixing issues with certain hats (Like the Trib). Hope this helps! (Oh and, since I'm here, next time people take images and get the flame problem, you can fix it by changing $detailblendfactor to .00 in the vmts) Riomerc 08:23, 5 October 2010 (UTC)
- So how do you do it? Hard code the colour overlay in the VMT and refresh? Are you God? -- Pilk (talk) 08:24, 5 October 2010 (UTC)
- Haha no, just very bored. In the VMTs, if you manually set a new value named $color2, that becomes the tint color. It's how the engine defines what color to use. Since all the paint colors are helpfully provided to us as hexidecimal representations, finding the equivalent RGB value is easy. So yes, more or less what you said. I KEEP FORGETTING TO SIGN D:. Riomerc 08:27, 5 October 2010 (UTC)
- So how do you do it? Hard code the colour overlay in the VMT and refresh? Are you God? -- Pilk (talk) 08:24, 5 October 2010 (UTC)
- Turns out the model viewer's rendering engine is modular, and the dll it uses as the engine isn't specially made for it. By simply dropping the binaries from the TF2 binaries folder right into the folder where hlmv is contained, you can get the new rendering engine working. This allows us to bypass issues with the model viewer not recognising certain values in the VMT files, thereby fixing issues with certain hats (Like the Trib). Hope this helps! (Oh and, since I'm here, next time people take images and get the flame problem, you can fix it by changing $detailblendfactor to .00 in the vmts) Riomerc 08:23, 5 October 2010 (UTC)
- I don't mind at all. They are perfect. -- Pilk (talk) 10:23, 4 October 2010 (UTC)
Tyrant's Helm
The painted variants on display for the Tyrant's Helm are inaccurate, as shown in this image, the white variants do not match. It appears that the blend values shown in the .vmt files have no effect on the final paint, instead, the alpha map in the vtf completely controls the blending. Stewsta 05:11, 5 October 2010 (UTC)
- And possibly the same for the Respectless Rubber Glove, but I haven't put into HLMV to compare. Stewsta 05:41, 5 October 2010 (UTC)