"Though he's technically a parasite, just remember the positives: he's always cheerful, he's flame retardant, and he's only dissolving the parts of your brain that you don't really use. Overall, it's a win-win."
All class. Paintable. Jigglebones.
Concept and colaboration with the talented Zwappa.
"Your human disguise is almost perfect. The only things that can cause the latex skin to tear off are acid, bullets, fire, water, sunlight, shaking hands, or just generally moving your fingers around too much."
Congrats to everyone that got their items in this year. Though I have to say, I'm a bit disappointed that they didn't put more items in, there was so much much good stuff on the workshop this year and most of my favorites didn't get in. There's always next year I suppose (assuming they look at submissions from previous years).
So is it now common practice to setup file structures in the custom folder for created content?
The reason I ask is that my weapon displays textures just fine as long as I direct the "$cdmaterials" tag to any folder that is a subfolder of "materials\models\etc.."
Now I have been seeing that valve wants added content in the custom folder so I figured I would move my folders there and rewrite all the vmt's and QC tag to point to that file structure. Problem is for some reason its almost as if the engine only wants to look in the sub folders of "tf\materials\etc\etc.."
I have tried every path I could think of in regards to the "custom" folder
I am new here at polycount and I am a bit new at making tf2 items.
It is going well with my model at this time but I have a Question and I was hoping it could be answered in this forum.
So here is my question:
How can i make certain parts of my model paintable without effecting the rest of the texture??
I would be really helped if someone could help me with this problem.
NdiaNL, there are 2 ways to achieve that. You can use an alpha channel in your color texture which makes only the white parts paintable(you also need to make sure "blend tint by base alpha" is ticked in vmt settings). If you choose to use an alpha channel, be careful about the distances between your UV islands and make sure to test your model from different distances or you may get white lines on borders of the paintable regions.
Or you can apply a second material to certain polygons if it makes sense for your model.
"The kingdom of heaven is like treasure hidden in a field, which a man found and hid; and for joy over it he goes and sells all that he has and buys that field."
[ Matthew 13:44 ]
Replies
http://steamcommunity.com/workshop/filedetails/?id=322719148
http://steamcommunity.com/sharedfiles/filedetails/?id=323108553
THE MAW
Finished!
http://steamcommunity.com/sharedfiles/filedetails/?id=323544365
http://steamcommunity.com/sharedfiles/filedetails/?id=324896241
Click to vote!
http://steamcommunity.com/sharedfiles/filedetails/?id=326587280
"Though he's technically a parasite, just remember the positives: he's always cheerful, he's flame retardant, and he's only dissolving the parts of your brain that you don't really use. Overall, it's a win-win."
All class. Paintable. Jigglebones.
Concept and colaboration with the talented Zwappa.
http://steamcommunity.com/sharedfiles/filedetails/?id=326478163
http://steamcommunity.com/sharedfiles/filedetails/?id=326846281
[ame="http://www.youtube.com/watch?v=EbVZIEoeRoM"]Possessed Kitsune Mask Demonstration - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=326846281
"Conspiracy nuts claim that if you unmask key Australian personalities, you will reveal that they're secretly New Zealanders. And also lizardmen."
Paintable. Flexes.
The Conspiratorial Cut Workshop Linkee
----
The Skinless Slashers
"Your human disguise is almost perfect. The only things that can cause the latex skin to tear off are acid, bullets, fire, water, sunlight, shaking hands, or just generally moving your fingers around too much."
Paintable.
The Skinless Slashers Workshop Linkee
These items together create the "Secretly A Lizard" set for Sniper:
To the workshop! Nanananananananna....
http://steamcommunity.com/sharedfiles/filedetails/?id=328199394
[ame="http://www.youtube.com/watch?v=awJpzp6_Gsc"]Wastebin Behemoth Demonstration - YouTube[/ame]
Captain Cardbeard's Amazing Adventures by Voodoo [Aka Baddcog]
The Necro-Sandvich
http://steamcommunity.com/sharedfiles/filedetails/?id=330796143&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=337621957
Of course it can. It relies on alpha maps for transparency, paintability, specular, etcs, in both diffuse and normal.
The reason I ask is that my weapon displays textures just fine as long as I direct the "$cdmaterials" tag to any folder that is a subfolder of "materials\models\etc.."
Example that works:
*in QC file - $cdmaterials "models\weapons\c_models\c_spongegun"
folder structure - tf\materials\models\weapons\c_models\c_spongegun
Now I have been seeing that valve wants added content in the custom folder so I figured I would move my folders there and rewrite all the vmt's and QC tag to point to that file structure. Problem is for some reason its almost as if the engine only wants to look in the sub folders of "tf\materials\etc\etc.."
I have tried every path I could think of in regards to the "custom" folder
try#1 : $cdmaterials "tf\custom\c_spongegun\materials"
try#2 : $cdmaterials "custom\c_spongegun\materials"
try#3 : $cdmaterials "c_spongegun\materials"
Odd thing is I have the model folder setup in the custom folder as..
$modelname "c_spongegun\models\c_spongegun.mdl"
and it finds it no problem, so one would think try#3 would also work for the materials folder.
If anyone has any info or has come across a work around to get the game to see vmt's under the custom folder it would be appreciated.
https://developer.valvesoftware.com/wiki/$cdmaterials
^leads me to think they need a new QCtag to point to the custom foldeR?
maybe $custommaterials "c_spongegun/materials"
I am new here at polycount and I am a bit new at making tf2 items.
It is going well with my model at this time but I have a Question and I was hoping it could be answered in this forum.
So here is my question:
How can i make certain parts of my model paintable without effecting the rest of the texture??
I would be really helped if someone could help me with this problem.
I have a question about modelling tf2 items.
How can i make certain parts paintable and not affecting the rest of the model?
I would really appriciate it if someone could answer to this :P
Or you can apply a second material to certain polygons if it makes sense for your model.
http://steamcommunity.com/sharedfiles/filedetails/?id=343413780
Fine quality leather goods!
workshop link here:
http://steamcommunity.com/sharedfiles/filedetails/?id=344071666
just wondering if this has a download link to it
http://steamcommunity.com/sharedfiles/filedetails/?id=349208160
"The kingdom of heaven is like treasure hidden in a field, which a man found and hid; and for joy over it he goes and sells all that he has and buys that field."
[ Matthew 13:44 ]
One small step for Mann, one giant leap for Mann Co.
Phononaut
Now THIS is space racing!
The Orange Box
In space, no one can hear you text-to-speak.
Moon Rakers
Ain't no moon mountain high enough in a set of these bad boys.
Merchandise: Men on the Moon
Set created by Donhonk, Retrocitrus, Sky, Void, and Blue Paratroopa! Vote up!
http://steamcommunity.com/sharedfiles/filedetails/?id=354510102