pyro_brainsucker.vmt
Changes highlighted by _-_CHANGE_-_
"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"
}
}
}
- It's that simple!