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That sounds handy, even though I don't even know how this works XP
Also, if you wanna know what I want to do; it's just adding this texture ( https://developer.valvesoftware.com/wiki/File:Ssbump_examples.jpg the one in, the middle) on the suit. But on the suit only, not the head. Does that help?
So, I gotta change the model's materials with a command? I'm sorry but I have no idea how to do that ^^"
Perhaps you could this:
1) Import the fempyro texture on image editing software
2) Import the bump texture you wanted as new layer and set the layer to 'multilpy'
3) Erase the unwanted part.
4) Export
5) Create normal map with Mindtex or anything.
6) Create VTF file of the normal map. Make sure you tick "no level of detail" and "no mipmap"
7) Move the file of normal map into same file path as fempyro texture files.
8) Open VMT file of the fempyro texture, add "$bumpmap" below "$basetexture" along with the file path (example : "$bumpmap" "model/player/fempyro/ <yournormalmapfilename>")
But Mindtex is not free, so I can't do the rest :s
to create bumpmaps there are several ways.
1) cheap: make a greyscale of the basetexture and feed that to vtfedit for example and let it generate the bumpmap from that cheap thingy. it interprets it as a heightmap. does edges based on gradients but not much more.
2) artistic: handpaint a heightmap based on the basetexture and feed it to vtfedit to get the normal map.
3) precise: model a high resolution mesh and let the modelling program generate a normal map unwrap. some programs have that.
there are other tweaks inbetween where you might combo program's ambient occlusion renders with whatever heightmaps and cheap model normals to generate nice alternative uv unwraps that can serve multipurpose functions for detailing.
also... $ssbump is NOT SUPPORTED on models. sorry about that. :)
Alright, thanks, I'm gonna send you a friend invitation, but wait, I gotta redo it, hope you'll be available later x)
Yea, I use that too.
But the materials I'm modifying are weird. They're made so that we can paint the model within SFM, with a rig I downloaded on the workshop. Does it matter?