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frankenhomie 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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Showing 1-5 of 5 comments
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.
frankenhomie 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 ;)
Igor Skripamov Sep 23, 2015 @ 12:24pm 
Thanks man! But when i paint the eyes the way you suggest, the eyes glow. When i use a paint script, it works though. Thanks!
Casylum Dec 20, 2015 @ 9:38am 
Thank you!!
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Date Posted: Oct 13, 2013 @ 12:08pm
Posts: 5