Source Filmmaker

Source Filmmaker

Tony Costa Feb 1, 2014 @ 12:50pm
How to paint a Double Cross-Comm?
I'm trying to paint it with black colour, I found the hat, and already tried a Hat Proxy to paint it, but doesn't work...

Can anyone help plz?
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Showing 1-11 of 11 comments
Puzzler Feb 1, 2014 @ 10:50pm 
Of course I could (I guess). Well, there is a useful feature in SFM workshop called 'paint script'. Check it, because it allows you to paint any item in the game.
R234 Feb 2, 2014 @ 1:14am 
Does it not paint at all, or does the mask paint fine but the eyepiece stays white? If it's the latter, that's normal, the material for the eyepiece uses self illumination, which SFM's engine cannot paint correctly.

You can fix this by going to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\pyro\, (yes, Pyro, the eyepiece texture is shared with the Triclops) and opening smnc_pyro_illum.vmt and smnc_pyro_illum_blue.vmt. In both of them, comment out those lines:

"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
">=DX90"
{
"$selfillum" 1
}

And at the top, change "VertexlitGeneric" for "UnlitGeneric". Should work fine now.
Last edited by R234; Feb 2, 2014 @ 1:15am
YsoSsspooky Apr 28, 2016 @ 10:24pm 
Originally posted by R234:
Does it not paint at all, or does the mask paint fine but the eyepiece stays white? If it's the latter, that's normal, the material for the eyepiece uses self illumination, which SFM's engine cannot paint correctly.

You can fix this by going to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\pyro\, (yes, Pyro, the eyepiece texture is shared with the Triclops) and opening smnc_pyro_illum.vmt and smnc_pyro_illum_blue.vmt. In both of them, comment out those lines:

"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
">=DX90"
{
"$selfillum" 1
}

And at the top, change "VertexlitGeneric" for "UnlitGeneric". Should work fine now.

by comment out, do you mean delete?
R234 Apr 29, 2016 @ 5:35pm 
Originally posted by YsoSsspooky:
by comment out, do you mean delete?
Commenting out means putting two slashes (//) at the start of the lines, like so:

// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"

Deleting them would work the same, but commenting out is usually preferred, so as to make it easier to restore them in the future if you ever need to.
YsoSsspooky Apr 29, 2016 @ 7:10pm 
Originally posted by R234:
Originally posted by YsoSsspooky:
by comment out, do you mean delete?
Commenting out means putting two slashes (//) at the start of the lines, like so:

// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"

Deleting them would work the same, but commenting out is usually preferred, so as to make it easier to restore them in the future if you ever need to.

Well♥♥♥♥♥♥ i deleted them and i still can't paint em. Oh well. At least it ain't broken.
LeoWalau21 May 11, 2016 @ 8:49am 
Originally posted by R234:
Originally posted by YsoSsspooky:
by comment out, do you mean delete?
Commenting out means putting two slashes (//) at the start of the lines, like so:

// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"

Deleting them would work the same, but commenting out is usually preferred, so as to make it easier to restore them in the future if you ever need to.
so at the
{
"$selfillum" 1
}
do i do this?
//{
"$selfillum" 1
}

and also u said change "VertexlitGeneric" to "UnlitGeneric"? If not what do u mean by change "VertexlitGeneric" for "UnlitGeneric"
Last edited by LeoWalau21; May 11, 2016 @ 8:51am
m3.ain Jan 30 @ 8:50pm 
Originally posted by LeoWalau21:
Originally posted by R234:
Commenting out means putting two slashes (//) at the start of the lines, like so:

// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"

Deleting them would work the same, but commenting out is usually preferred, so as to make it easier to restore them in the future if you ever need to.
so at the
{
"$selfillum" 1
}
do i do this?
//{
"$selfillum" 1
}

and also u said change "VertexlitGeneric" to "UnlitGeneric"? If not what do u mean by change "VertexlitGeneric" for "UnlitGeneric"
This is what it should look like after commenting out the said lines:

//"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
//"$detailscale" "5"
//"$detailblendfactor" .01
//"$detailblendmode" 6
//">=DX90"
//{
//"$selfillum" 1
//}

And he means that you edit "VertexlitGeneric" to "UnlitGeneric". (Replacing the "Vertex" with "Unlit")

Hope this helped.
Purple Feb 22 @ 9:28am 
Originally posted by R234:
Does it not paint at all, or does the mask paint fine but the eyepiece stays white? If it's the latter, that's normal, the material for the eyepiece uses self illumination, which SFM's engine cannot paint correctly.

You can fix this by going to C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\pyro\, (yes, Pyro, the eyepiece texture is shared with the Triclops) and opening smnc_pyro_illum.vmt and smnc_pyro_illum_blue.vmt. In both of them, comment out those lines:

"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
">=DX90"
{
"$selfillum" 1
}

And at the top, change "VertexlitGeneric" for "UnlitGeneric". Should work fine now.

Ah, thank you. My main Spy uses a Black Doublecross-comm aswell, and this could fix it.
Originally posted by Free SFM Posters (inactive atm):
Originally posted by LeoWalau21:
so at the
{
"$selfillum" 1
}
do i do this?
//{
"$selfillum" 1
}

and also u said change "VertexlitGeneric" to "UnlitGeneric"? If not what do u mean by change "VertexlitGeneric" for "UnlitGeneric"
This is what it should look like after commenting out the said lines:

//"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
//"$detailscale" "5"
//"$detailblendfactor" .01
//"$detailblendmode" 6
//">=DX90"
//{
//"$selfillum" 1
//}

And he means that you edit "VertexlitGeneric" to "UnlitGeneric". (Replacing the "Vertex" with "Unlit")

Hope this helped.
do i have to close sfm and reopen?
m3.ain Jul 28 @ 11:23pm 
You could.
But the best way to do it is to go into your SFM console and type "mat_reloadallmaterials" without the quotation marks.
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Date Posted: Feb 1, 2014 @ 12:50pm
Posts: 11