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− | ==Fixing HLMV==
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− | It's quite simple, really!
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− | Copy the contents of '''Root:\Program Files\Steam\steamapps\username\team fortress 2\bin''' to '''Root:\Program Files\Steam\steamapps\username\sourcesdk\bin\orangebox\bin'''
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− | ==pyro_brainsucker.vmt==
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− | ====Changes highlighted by _-_CHANGE_-_====
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− |
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− | <pre>"VertexlitGeneric"
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− | {
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− | "$baseTexture" "models/player/items/pyro/pyro_brainsucker"
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− | "$bumpmap" "models/effects/flat_normal"
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− |
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− | "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
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− | "$detailscale" "5"
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− | "$detailblendfactor" .0_-_0_-_
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− | "$detailblendmode" 6
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− |
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− | "$yellow" "0"
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− |
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− | "$blendtintbybasealpha" "1"
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− | "$blendtintcoloroverbase" ".5" // between 0-1 determines how much blended by tinting vs. replacing the color
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− |
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− | "$colortint_base" "{151 197 84}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
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− | "$colortint_tmp" "[0 0 0]"
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− | _-_"$color2" "{RGB VALUE HERE}"_-_
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− |
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− | // "$envmap" "env_cubemap"
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− | // "$envmaptint" "[.6 .6 .6]"
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− |
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− | "$phong" "1"
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− | "$phongexponent" "32"
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− | "$phongboost" "2"
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− | "$lightwarptexture" "models/lightwarps/weapon_lightwarp"
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− | "$phongfresnelranges" "[.25 1 4]"
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− |
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− |
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− | // Rim lighting parameters
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− | "$rimlight" "1" // To enable rim lighting (requires phong)
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− | "$rimlightexponent" "4" // Exponent for phong component of rim lighting
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− | "$rimlightboost" "2"
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− | // Cloaking
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− | "$cloakPassEnabled" "1"
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− | "Proxies"
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− | {
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− | "weapon_invis"
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− | {
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− | }
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− | "BurnLevel"
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− | {
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− | "resultVar" "$detailblendfactor"
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− | }
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− | "YellowLevel"
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− | {
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− | "resultVar" "$yellow"
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− | }
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− | "Equals"
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− | {
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− | "srcVar1" "$yellow"
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− | "resultVar" "$color2"
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− | }
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− |
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− | "ItemTintColor"
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− | {
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− | "resultVar" "$colortint_tmp"
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− | }
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− | "SelectFirstIfNonZero"
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− | {
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− | "srcVar1" "$colortint_tmp"
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− | "srcVar2" "$colortint_base"
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− | "resultVar" "$color2"
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− | }
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− | }
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− | }</pre>
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− |
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− | ::''It's that simple!''
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