Source Filmmaker > 一般的な話題 > トピックの詳細
|Draco| Lulz 2013年5月23日 17時40分
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? ;-;
最近の変更は|Draco| Lulzが行いました; 2013年5月23日 18時58分
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PlayerZERO 2013年5月23日 18時34分 
Uh, "cursed soul"?
|Draco| Lulz 2013年5月23日 18時58分 
PlayerZERO の投稿を引用:
Uh, "cursed soul"?
The zombie skins, in tf2.
Pte Jack 2013年5月23日 19時49分 
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
|Draco| Lulz 2013年5月24日 3時19分 
thanks Pte. A big help like all ways!
R234 2013年5月24日 15時51分 
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 2013年5月24日 18時27分 
Thanks R234...
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投稿日: 2013年5月23日 17時40分
投稿数: 6