Team Fortress 2
trupizza Apr 28, 2020 @ 8:28pm
Weapon crit glow
does anybody with enough knowledge of the technical stuff of this game know how i could edit the color of a weapon when it's activated with crits? not the electrical spark effect, but the model's actual color. like when you're ubering as a kritzkrieg, the kritzkrieg glows in your team's color. does anyone know if i could change the color, or outright disable it at all? thx
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green Apr 28, 2020 @ 8:33pm 
I've tampered with my fair share of game models-- the crit glow isn't a part of the model. That is, it's not part of the $skinfamilies header in the qc file. My guess would be it's either part of the VMT or part of a larger system I'm not aware of.
Martin Of Redwall Apr 28, 2020 @ 8:34pm 
toaster graphic settings
trupizza Apr 28, 2020 @ 8:37pm 
Well, I've searched it before, since i'm trying to make some weapon models from RED team give off the BLU glow effect for a mod I'm making. upon looking at the valve developer website or whatever it was called, it's apparently controlled by the weapon's VMT's $glowcolor value, but every single weapon for both teams is labeled at 1, and upon editing the glowcolor value in the material editor in-game, it doesn't change. setting it to 0, 2, 3, etc. anyone have any ideas?
green Apr 28, 2020 @ 8:39pm 
Can you post the weapon's VMT here? Preferably using the [code] [/code] format
trupizza Apr 28, 2020 @ 8:41pm 
ah, sure. never used that format but here we go. here's the main one i'm trying to get, the Medigun, because it uses the same model as the kritzkrieg (overhealer):

"VertexLitGeneric" { "$basetexture" "models/weapons/c_models/c_medigun/c_medigun_blue" "$phongexponenttexture" "models/weapons/c_models/c_medigun/c_medigun_exp" "$phong" "1" //commented out to use the exponent mask //"$phongexponent" "255" "$phongboost" "4" //scales up the exponent texture which usually only has about 120 levels of exponent "$phongexponentfactor" "135" "$phongalbedotint" "1" "$lightwarptexture" "models/lightwarps/softened_weapon_lightwarp" "$phongfresnelranges" "[.3 .5 3]" "$halflambert" "1" "$glowcolor" "1" "$envmap" "env_cubemap" "$envmaptint" "[.032 .032 .032]" "$tempvar" "0" //commented out to use the exponent mask //"$basephongexponent" "15" //"$basephongboost" "3" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "2" "$rimlightboost" "2.5" "$rimmask" "1" // Cloaking "$cloakPassEnabled" "1" "$sheenPassEnabled" "1" "$sheenmap" "cubemaps/cubemap_sheen001" "$sheenmapmask" "Effects/AnimatedSheen/animatedsheen0" "$sheenmaptint" "[ 1 1 1 ]" "$sheenmapmaskframe" "0" "$sheenindex" "0" "$yellow" "0" "Proxies" { "AnimatedWeaponSheen" { "animatedtexturevar" "$sheenmapmask" "animatedtextureframenumvar" "$sheenmapmaskframe" "animatedtextureframerate" "40" } "invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } "YellowLevel" { "resultVar" "$yellow" } "Multiply" { "srcVar1" "$color2" "srcVar2" "$yellow" "resultVar" "$color2" } "WeaponSkin" { } } }
Last edited by trupizza; Apr 28, 2020 @ 9:05pm
green Apr 28, 2020 @ 9:08pm 
I'm fairly certain the vmt line is unrelated now, as the two team's vmts are identical, spare the $basetexture line. I even decompiled the model, and saw nothing about the crit material in the qc, or in the mesh's used materials... I'm quite stumped, right now.
trupizza Apr 28, 2020 @ 9:09pm 
if it's hardcoded, would it be possible to edit it at all?
green Apr 28, 2020 @ 9:21pm 
Probably not. Again, you could try downloading another mod that changes the team color (I've seen green team mods, for example), and see if they pulled it off. If not, it's probably hard coded somewhere, and most likely untouchable.
trupizza Apr 28, 2020 @ 9:31pm 
alright i'll check it out. thanks a ton for your time man
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Date Posted: Apr 28, 2020 @ 8:28pm
Posts: 9