Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The closest that you'll get involves directly editing the model itself to make a transparent layer of the weapon around it, with the UV map being projected from the side, followed by using the sheen mask texture as an environment cube-map mask texture and using the sheen cube-map as the environment cube-map.
The second-closest involves adding environment cube-maps to the weapon's normal material, and then attempting to make it look like a killstreak sheen.
The following guide somewhat covers doing the latter:
https://steamcommunity.com/sharedfiles/filedetails/?id=251231034 Although, in my opinion, it does a somewhat bad job at explaining what to do, and also gives several incorrect/bad instructions (such as importing an element as an override material instead of simply adding a Vector3 (or Color) type variable named "$EnvMapTint" (without quotes) to an existing override material).
The guide you sent is the one I was talking about when I said it isn't working. Could you help me getting the correct steps in order to make the sheens work, because when I followed their instructions several times over and over again, they just didn't work? Thank you for your response nevertheless.
What is the Vector3 and where do I type "$EnvMapTint"?
"Vector3" type values have 3 numbers, corresponding to red, green, and blue, respectively. Much like a normal colour picker, just divided by 255 and with decimal points, and with the possibility of going over 100% (and/or under 0%) colour brightness.
"Color" type values have a coloured blob that you can click on to open a colour picking interface.
(Both can basically be used in place of each other.)
When you add an attribute to the override material, a "pop-up" dialog will ask for the attribute's name. "$EnvMapTint" (without quotes) should be used there.
Thank you. I'll give this a shot and hopefully it ends up adding a sheen.