|Draconis| Lulz 23. Mai 2013 um 17:40 Uhr
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? ;-;
Zuletzt bearbeitet von |Draconis| Lulz; 23. Mai 2013 um 18:58 Uhr
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PlayerZERO 23. Mai 2013 um 18:34 Uhr 
Uh, "cursed soul"?
|Draconis| Lulz 23. Mai 2013 um 18:58 Uhr 
Ursprünglich geschrieben von PlayerZERO:
Uh, "cursed soul"?
The zombie skins, in tf2.
Pte Jack 23. Mai 2013 um 19:49 Uhr 
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. Mai 2013 um 3:19 Uhr 
thanks Pte. A big help like all ways!
R234 24. Mai 2013 um 15:51 Uhr 
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. Mai 2013 um 18:27 Uhr 
Thanks R234...
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Geschrieben am: 23. Mai 2013 um 17:40 Uhr
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