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|Draconis| Lulz 23 mei 2013 om 5:40nm
Meeeeeeeh. I don't get dem zambies.
Sorry to ask a question im sure has been asked before but... How do the zombie misc models work in SFM? You can spawn in just the torn cloth and bone bits, but thats it. What in the heck do ya do after that? ;-;
Laatst bewerkt door |Draconis| Lulz; 23 mei 2013 om 6:58nm
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PlayerZERO 23 mei 2013 om 6:34nm 
Uh, "cursed soul"?
|Draconis| Lulz 23 mei 2013 om 6:58nm 
Origineel geplaatst door PlayerZERO:
Uh, "cursed soul"?
The zombie skins, in tf2.
Pte Jack 23 mei 2013 om 7:49nm 
Here you go...

The problem I have right now is that the skins are transparent in SFM. I haven't figured out the proper sequence of edits to the VMT files to make them solid. But if someone could let us know here or on my channel I could remake this tut...

http://youtu.be/64lKrw7hRgw
|Draconis| Lulz 24 mei 2013 om 3:19vm 
thanks Pte. A big help like all ways!
R234 24 mei 2013 om 3:51nm 
The zombie skins use see-through ("translucent" in Source terminology) textures to remove the parts that will be replaced by the misc item, so ambient occlusion cannot and never will work on them. The best results you'll ever get is by adding "$AmbientOcclusion" "0" in the skins' .vmt files. AO will no longer render on the character.

A better fix would be to create an actual, separate model which is an all-in-one blend of the character and its zombie "misc", with non-translucent textures, instead removing the actual vertices. That way AO could work on the zombies.
Pte Jack 24 mei 2013 om 6:27nm 
Thanks R234...
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