Difference between revisions of "User:Riomerc"

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==Fixing HLMV==
 
It's quite simple, really!
 
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'''
 
  
==pyro_brainsucker.vmt==
 
====Changes highlighted by _-_CHANGE_-_====
 
 
<pre>"VertexlitGeneric"
 
{
 
"$baseTexture" "models/player/items/pyro/pyro_brainsucker"
 
"$bumpmap" "models/effects/flat_normal"
 
 
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
 
"$detailscale" "5"
 
  "$detailblendfactor" .0_-_0_-_ 
 
"$detailblendmode" 6
 
 
"$yellow" "0"
 
 
"$blendtintbybasealpha" "1"
 
"$blendtintcoloroverbase" ".5"  // between 0-1 determines how much blended by tinting vs. replacing the color
 
 
"$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.
 
"$colortint_tmp" "[0 0 0]"
 
  _-_"$color2" "{RGB VALUE HERE}"_-_
 
 
// "$envmap" "env_cubemap"
 
// "$envmaptint" "[.6 .6 .6]"
 
 
"$phong" "1"
 
"$phongexponent" "32"
 
"$phongboost" "2"
 
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
 
"$phongfresnelranges" "[.25 1 4]"
 
 
 
// Rim lighting parameters
 
"$rimlight" "1" // To enable rim lighting (requires phong)
 
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
 
"$rimlightboost" "2"
 
// Cloaking
 
"$cloakPassEnabled" "1"
 
"Proxies"
 
{
 
"weapon_invis"
 
{
 
}
 
"BurnLevel"
 
{
 
"resultVar" "$detailblendfactor"
 
}
 
"YellowLevel"
 
{
 
"resultVar" "$yellow"
 
}
 
"Equals"
 
{
 
"srcVar1"  "$yellow"
 
"resultVar" "$color2"
 
}
 
 
"ItemTintColor"
 
{
 
"resultVar" "$colortint_tmp"
 
}
 
"SelectFirstIfNonZero"
 
{
 
"srcVar1" "$colortint_tmp"
 
"srcVar2" "$colortint_base"
 
"resultVar" "$color2"
 
}
 
}
 
}</pre>
 
 
::''It's that simple!''
 

Latest revision as of 13:43, 7 October 2010