Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
Thank you very much <3
Nonetheless, try Entity Rnadom : Real RNG or the other "RNG Made Simple" Guide I made.
When testing, the Spy can have the proper colors, but the Spy can also have the wrong mask color. Am I using the wrong RNG? Are the different Resolutions of the two textures (body and head) causing this?
Short answer : if you have never used a 3D Tool, you can't do that, sorry :P (blame Valve)
You do not even have to worry the slightest about that except that you'll have to merge the proxies block into one (order doesn't matter) because you can't have 2 "Proxies" block in a VMT.
And by "merge", you won't even need to merge if you take texture RNG and add Model RNG to that.
Feel free to add me so I can help you :), but as I already said, the first part is to put the different "parts" to RNG in separate VMT by 3D Model editing (define new material names for these parts)