This is supposed to be a reddish necktie on the spy's head. The stripes are paintable. Even when i make my hat un-paintable (i basically copied the VMT for the scotch bonnet) it's still pitch black. All my work is done in Blender and Photoshop.
Is there some sort of lighting origin i am supposed to set up? Because the hat is acting as if it's in a dark room when it clearly isn't.
![AELgX.jpg](http://i.imgur.com/AELgX.jpg)
"VertexlitGeneric"
{
"$baseTexture" "models\player\items\spy\headtie"
"$bumpmap" "models\effects\flat_normal"
"$yellow" "0"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "1"
// "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" ".65"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}
The masks and shit are all set up properly in my VTF file so the problem HAS to lie somewhere within my QC file or the model itself....
$modelname "player\items\spy\headtie.mdl"
$model "Body" "headtie.smd"
$hboxset "default"
$hbox 0 "bip_head" -5.625 -13.198 -4.108 5.645 0.727 6.954
$hbox 0 "jiggle1" -4.109 -3.765 -2.855 4.621 4.292 8.524
$hbox 0 "jiggle2" -4.100 -3.765 -2.855 4.621 4.292 8.524
$sequence idle "idle" loop fps 1
$cdmaterials "\models\player\items\spy\"
$texturegroup skinfamilies
{
{"headtie.vmt"}
{"headtie_blue.vmt"}
}
$jigglebone "jiggle1" {
is_flexible {
yaw_stiffness 10
yaw_damping 6
pitch_stiffness 10
pitch_damping 5
tip_mass 10
length 250
pitch_constraint -50 50
yaw_constraint -10 10 // how much the necktie spins
}
}
$jigglebone "jiggle2" {
is_flexible {
yaw_stiffness 80
yaw_damping 6
pitch_stiffness 80
pitch_damping 6
tip_mass 10
length 250
pitch_constraint -40 40
yaw_constraint -80 80
}
}
$surfaceprop "cloth"
$illumposition 3.583 0.010 78.024
I cut out $illumposition and it still didn't change the lighting problems.
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
Replies
The normals are most definitely facing outwards. Blender is really handy for checking that and also has a "recalculate normals" button.