UPDATE: Okay so, I believe I know what the problem is. For some reason, the model for the hat is ungodly far away from the origin point when viewed by itself in the Model Viewer. However, if I try to move the model in Blender (the program I use) it moves away from the correct position on the Engineer's head. Does know of any way I can fix this? That way I can properly use the $illumposition command to light it properly.
I'm currently making a hat for the Engineer based off of "Double-D's" ski cap from Ed, Edd and Eddy. The model is fine and everything has compiled well enough, however I seem to be having some odd lighting issues.
Here's how it looks in the SDK Model Viewer...:
![modelviewer1.jpg](http://img32.imageshack.us/img32/6523/modelviewer1.jpg)
![modelviewer2.jpg](http://img651.imageshack.us/img651/5809/modelviewer2.jpg)
...and the Backpack Menu:
![menupreview.jpg](http://img11.imageshack.us/img11/1415/menupreview.jpg)
![menupreview2.jpg](http://img263.imageshack.us/img263/6489/menupreview2.jpg)
Yet, for some reason the hat looks different in an actual game scenario as seen below:
![hatdifference1.jpg](http://img5.imageshack.us/img5/9050/hatdifference1.jpg)
As you may be able to notice, the white lines on the cap have shrunk and are darker than the other examples. In fact, the entire hat is darker overall for some reason and I can't seem to figure out what is wrong.
Also, in some areas of a map the lines seem to disappear completely. Example below:
![hatdifference2.jpg](http://img52.imageshack.us/img52/2964/hatdifference2.jpg)
I'm at a loss. If anyone can help, I'd really appreciate it. Here's the .vmt file for the texture if it makes any difference:
"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer/the_sockhedd"
"$bumpmap" "models\effects/flat_normal"
"$yellow" "0"
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "0.1"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" ".65"
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
Thanks!
Replies
EDIT: Okay. After removing the color tint proxy the lines are a bit more prominent now, but they become almost invisible when walking through moderate shadow. Any ideas how I could make them less disappear-y?
Also you shouldn't replace the Ellis cap. Compile it as its own hat and type "itemtest" or "testitem" into the console. You can load your hat in game through there.
Also those proxies should be fine if you copy/pasted them from another texture.
Your model is lit from it's pivot point. If that pivot point is offset so it's inside of something or somewhere weird, then it's not going to get lit very well.
I believe you can view your $illumposition in HLMV. Alternatively, you could just try and add some value to the middle number (Y-axis) so that the pivot is moved ABOVE the hat/head and not INSIDE of it.
Would you happen to know of a tutorial I could follow for this procedure? That'd be very helpful.
Okay, i'll give that a shot.