cyber Oct 13, 2013 @ 12:08pm
byte'd beak?
Hey:)
I have encountered a problem with the eyes on the robo_medic_blighted_beak.
They only stay white even when being painted.
I havent used SFM in a while and I would've though that this would have been fixed
Thanks,
cyber-
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R234 Oct 13, 2013 @ 2:01pm 
That's the same problem I run into in the past with the Doublecross-Comm. You can't count on anybody but yourself to fix it on your end, so here's how.

Go to Steam/SteamApps/common/SourceFilmmaker/game/tf/materials/models/workshop/player/items/medic/robo_medic)blighted_beak/. Open robo_medic_blighted_beak.vmt and robo_medic_blighted_beak_blue.vmt in notepad. Replace their contents with these:

robo_medic_blighted_beak.vmt
"UnLitGeneric"
{
"$basetexture" "models/workshop/player/items/medic/robo_medic_blighted_beak/robo_medic_blighted_beak_color"
"$lightwarptexture" "models/lightwarps/robot_lightwarp"
"$phong" "1"
"$phongexponent" "10.000000"
"$phongboost" "3.000000"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "3.000000"
"$rimlightboost" "2.000000"
"$blendtintbybasealpha" "0"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{ 249 31 40 }"
"$color2" "{ 249 31 40 }"
"$colortint_tmp" "[0 0 0]"
"$bumpmapalphaphongmask" "1"
"$cloakPassEnabled" "1"
// "$detail" "effects/tiledfire/fireLayeredSlowTiled512"
// "$detailscale" "5"
// "$detailblendfactor" "0"
// "$detailblendmode" "6"
// "$yellow" "0"
// ">=DX90"
// {
// "$selfillum" "1"
// }
// "$selfillumtint" "[1 1 1]"
"proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$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" "$color2"
}
}}
robo_medic_blighted_beak_blue.vmt
"UnLitGeneric"
{
"$basetexture" "models/workshop/player/items/medic/robo_medic_blighted_beak/robo_medic_blighted_beak_blue_color"
"$lightwarptexture" "models/lightwarps/robot_lightwarp"
"$phong" "1"
"$phongexponent" "10.000000"
"$phongboost" "3.000000"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "3.000000"
"$rimlightboost" "2.000000"
"$blendtintbybasealpha" "0"
"$blendtintcoloroverbase" "0.000000"
"$colortint_base" "{ 31 214 249 }"
"$color2" "{ 31 214 249 }"
"$colortint_tmp" "[0 0 0]"
"$bumpmapalphaphongmask" "1"
"$cloakPassEnabled" "1"
// "$detail" "effects/tiledfire/fireLayeredSlowTiled512"
// "$detailscale" "5"
// "$detailblendfactor" "0"
// "$detailblendmode" "6"
// "$yellow" "0"
// ">=DX90"
// {
// "$selfillum" "1"
// }
// "$selfillumtint" "[1 1 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"
}
}}
The lenses should then be red/blue as they should, and you can paint them by manipulating the $colortint_tmp attribute.
cyber Oct 13, 2013 @ 2:21pm 
Cheers man you're awesome.
Also I thought it was a SFM problem, not a material problem :)
Thanks again:>
R234 Oct 13, 2013 @ 2:26pm 
Originally posted by •иєвυℓα. cyber-:
Cheers man you're awesome.
Also I thought it was a SFM problem, not a material problem :)
Thanks again:>
Well, it's kinda a SFM problem, in the sense that SFM runs on an older version of the Source Engine than TF2 does, so some TF2 effects aren't supported properly. Lest they either re-build SFM from the ground up, or look over every single TF2 item one by one to make sure everything complies to SFM, both of which I don't expect them to do any time soon (rightly so), it's up to us to fix the litlle problems we run into from time to time. No big deal ;)
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Date Posted: Oct 13, 2013 @ 12:08pm
Posts: 3