Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
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)