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Frozenduckytuna™ 24 Fev às 21:33
Defiant Spartan painting troubles
Hello all, I am having an insanely difficult time being able to paint the Defiant Spartan.

Upon my investigations and internet searches, I was informed that the hat was broken and needed to be edited in gimp, as demonstrated in this tutorial. The video is not actually of the Spartan, but I was told that the steps to fix it were the same as in that vid.

I followed the tutoral step by step but to no avail. I did everything the tutorial said to, edited all the proper files, replaced the RGB codes, refreshed all my models, ect. ect. and still there was no way to change the color of this hat.

Haaaaaaalp.
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R234 24 Fev às 21:59 
Replaced the RGB codes? The .vmt files don't need editing, if that's what you mean. Only the textures have to be modified.

The Defiant Spartan is one of those hats that rely heavily on the colour replace paint method SFM does not support. It can therefore never be 100% fixed to look and behave exacly as in-game (with red or blue strokes mixed in with the paint colour).

It's however possible to make it look close enough, by making the paintable part in the texture greyscale, and that same area of the layer mask solid white, like this:
http://i.imgur.com/rGQB6DO.jpg

Having done it myself I guess there's no point in not sharing the textures:
https://drive.google.com/file/d/0B2Bm9Oh7C9a5M3ppZ3BkaWwyU0k/edit?usp=sharing
Frozenduckytuna™ 24 Fev às 22:30 
R234, I replaced the files and are still having troubles painting it.

I've tried using a hat proxy to replace the color, and when i use it, the color is able to change, 0 0 0 giving me the actual color of the black painted hat, but when i try to put in the color for Australium Gold, 0.9059 0.7098 0.2314, it does not work, and SFM is automatically changing the code to '0.9059000015 0.709800005 0.2313999981' which has a color which looks nothing close to Australium Gold.

Then i did go into the .vmt to change the code for the color to "$colortint_base" "{231 181 59}" which should also make it Australium, but nothing happens.

Am I just really bad at this?
R234 24 Fev às 23:13 
Hm... maybe try the manual way: http://i.imgur.com/jPkvKZi.jpg
Frozenduckytuna™ 24 Fev às 23:34 
That changes the color, but not exactly to the color that is selected. You can hardly notice the changes most of the time, especially when i directly put in the rgb values for the color i want, aussie gold

http://i.imgur.com/Qhhpdcy.png
R234 25 Fev às 13:01 
Looks to me like you didn't install the fixed textures, are you sure you put them in C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\soldier\ ?

Or maybe you messed something up in the VMT?
Última alteração por R234; 25 Fev às 13:02
Frozenduckytuna™ 25 Fev às 15:22 
I put those 2 VTFs directly into

C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\soldier\

left the default VMT in which i posted at the bottom of this, and attempted multiple methods to replace the color.

http://imgur.com/a/wNkoJ

First I tried using a hat proxy.
In the first picture, you can see that the '$colortint_base' was set to '0 0 60' , which resulted in a very blue hat.
Seeing that color is changeable, i go to

https://docs.google.com/spreadsheet/ccc?key=0ApNVp9AQW4OsdGluNG9rZDliOVppQ1FqYWxjSWk1NFE#gid=0

to get the paint color for Australium, I copy and paste the inputs into the '$colortint_base', and upon hitting enter, SFM automatically changes the value that i put into '$colortint_base', and causes the color to become way off what it is supposed to be.

I then remove the proxy and move on to my next attempt, editing the VMT

Originally, it had
"$colortint_base" "{157 49 47}" and i changed it to
"$colortint_base" "{231 181 59}" the RGB color for Aussie

i did mat_reloadallmaterials in SFM and waited for everything to refresh, and the hat color still did not change.

Then i tried the color replace method to change the color once again. Changed the RGB values for the hat, and still, it did not work.


I'm completely clueless as to what to do next.


Original VMT, anything wrong with it?

"VertexlitGeneric"
{
"$baseTexture" "models/player/items/soldier/soldier_spartan"

"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6

"$yellow" "0"

"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1" // between 0-1 determines how much blended by tinting vs. replacing the color

"$colortint_base" "{157 49 47}" // 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]"


"$phong" "1"
"$phongexponent" "20"
"$phongboost" "5"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"


// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "2" // Exponent for phong component of rim lighting
"$rimlightboost" "0.35"


// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}

"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
R234 25 Fev às 15:40 
Looking at your first screenshot it's quite obvious SFM is still using the original texture instead of the fixed one. Here's what it's supposed to look like with a $colortint_base of 0 0 70: http://i.imgur.com/5bBjDvT.jpg

I have a sneaking suspicion as to what might have caused that. Did you by any chance port the TF2 content from the game's .vpk files at some point? If you did, which mod folder did you copy them into? Because the only way the old texture would be used, if you're positive you copied the fixed ones where you said you did, is if there's a second instance of the old texture in another mod folder higher in the searchpath hierarchy.
Frozenduckytuna™ 25 Fev às 16:45 
I ported them right to the SourceFilmmaker\game\tf folder

I just did a search in file browser and it found copies both in

C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\backpack\player\items\soldier

and

C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\tf\materials\models\player\items\soldier

i'm noticing that everything in the first directory is the same as the second, exept for the fact that the first has lots of _large models in it. Are these files even necessary?

I deleted the instance in the first directory and now the hat is painted!!! Aww yea!! You're the best man!




While I still have you, if you wouldn't mind, i noticed problems trying to paint another hat too, the executioner hood, specifically the model for scout.


I'm trying to paint it team spirit, but this hat is acting even stranger than the last. Painted, the hat should look something like these, http://wiki.teamfortress.com/wiki/Executioner , but instead, it's choosing to paint the inverse of that, being the stitches on top of the head

http://i.imgur.com/Px1mtLi.png

do you know of a fix for this?
UBI || $ky R@bbit 28 Fev às 0:09 
Hi guyz m facing the same problem for Executioner and Reggalator...for reggalator skin 0(original) and skin 4(designer) will work perfectly but skin 1(burst) and skin 2(bones) wont work no matter wat process i follow...i tried scripts, changing colorbase values in element viewer & vmt vtf files as well...BUT no luck...plz some1 help me...m goin mad bcoz of this.....
Doc Brown 11 Dez às 1:57 
I need some help, i've done this multiple times with different hats and its worked perfectly. But with the executioner, I can't seem to find the materials anywhere. I've checked the all_class folder in materials/models/workshop/items, but they aren't there. They do exist, because the material in sfm is black. Any ideas on where the materials for it might be?
Doc Brown 11 Dez às 12:27 
Upon further investigation, I found the material file for the execitioner. Its not in the usual tf/materials/models/workshop/player/ items, but rather in tf/materials/models/player/items/all_class. I hope this helps.
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