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Vault Dweller 27 лип 2013 о 18:55
Loose cannon being blue
When I load the loose cannon model and I move it around, it goes a very light blue. All of it. This is terribly annoying please help if possible.
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Rodger; Feel the Bern 27 лип 2013 о 19:50 
I'm having the same problem with the medi-mask, exept it turns white (Which annoys the heck out of me, since it looks awesome when it's normal). I hope someone figures out this problem.
R234 27 лип 2013 о 20:48 
The Loose Cannon uses shader code that isn't supported by SFM. I can't remember how I fixed it, but just replace the contents of game/tf/materials/models/weapons/c_items/c_demo_cannon.vmt with this:
"$baseTexture" "models\weapons\c_items/c_demo_cannon"
"$bumpmap" "models\effects\flat_normal"
"$basemapalphaphongmask" 1

"$phong" "1"
"$phongexponent" "10"
"$phongboost" "0.5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.55 .5 1]"

"$rimlight" "1"
"$rimlightexponent" "8"
"$rimlightboost" "1.5"

// "$detail" "effects/tiledfire/fireLayeredSlowTiled512"
// "$detailscale" "5"
// "$detailblendfactor" .01
// "$detailblendmode" 6

"$yellow" "0"

"$cloakPassEnabled" "1"


"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30

"resultVar" "$detailblendfactor"

"resultVar" "$yellow"

"srcVar1" "$yellow"
"resultVar" "$color2"
In fact, if you were to check for the difference and tell us, that could be helpful :)
I suspect it has to do with them four commented out lines about detail texture...
Rodger; Feel the Bern 27 лип 2013 о 21:36 
Ah, thanks. I'm sure the thread author will appreciate this too. (And we all appreiciate the help you've provided to all people who use SFM!)
Vault Dweller 27 лип 2013 о 22:12 
It works now! Thank you so very much! :D
I can't thank you enough. Thanks again!

Now to fix that missing texture in cp_lumberyard...
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