Help with team colored stuff

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Username
Corvalho
1 year ago

Hey, it's me again... need some help here:

I made a hat that is supposed to be team colored, then I searched for some tuts about how to make them team colored and all, but I just can't get the blue team with the blue hat.

-My .qc file:

$cd "C:/Users/Renato/Submission Files/TF2 Hats/The Overprotection/compiling files/"
$modelname "player/items/pyro/pyrospiral.mdl"
$model "body" "myhat.smd"
$cdmaterials "/models/player/items/pyro/bsbo/"
$cdmaterials ""
$texturegroup skinfamilies
{
    { "models/player/items/pyro/bsbo/textures.vmt" }
    { "texturesblue.vmt" }
}
$hboxset "default"
$hbox 0 "biphead" -4.631  -12.854  -2.995  5.319  0.013  8.583
// Model uses material "models/player/items/pyro/bsbo/textures.vmt"
// Model uses material "texturesblue.vmt"
$surfaceprop "cloth"
$illumposition 2.430 0.344 78.788
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
    $mass 5.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
}

textures.vmt:

"VertexLitGeneric"
{
    "$basetexture" "models/player/items/pyro/bsbo/texturesred"
    "$bumpmap" "models/player/items/pyro/bsbo/normals"
    "$detail" "models/player/items/pyro/bsbo/fireLayeredSlowTiled512.vtf"
"$detailscale" "5" "$detailblendfactor" 0.0 "$detailblendmode" 6 "$yellow" "0" "$one" "1" "$nocull" "1" "$normalmapalphaenvmapmask" "1" "$envmap" "env
cubemap"

"$phong" "1"
"$BasemapAlphaPhongMask" "1"
"$phongexponenttexture" "models/player/items/pyro/bsbo/exponent"    
"$phongexponent" "200"  
"$phongboost" "5"   
"$lightwarptexture" "models/player/items/pyro/bsbo/pyro_lightwarp"
"$phongfresnelranges"   "[2 1 5]"
"$halflambert" "1"

// Rim lighting parameters
"$rimlight" "1"                                             // To enable rim lighting (requires phong)
"$rimlightexponent" "4"                                     // Exponent for phong component of rim lighting 
"$rimlightboost" "2"                                        // Boost for ambient cube component of rim lighting

// Cloaking
"$cloakPassEnabled" "1"

"360?$color2" "[ 0.75 0.75 0.7 ]"

"Proxies"
{
    "spy_invis"
    {
    }
    "AnimatedTexture"
    {
        "animatedtexturevar" "$detail"
        "animatedtextureframenumvar" "$detailframe"
        "animatedtextureframerate" 30
    }
    "BurnLevel"
    {
        "resultVar" "$detailblendfactor"
    }
    "YellowLevel"
    {
        "resultVar" "$yellow"
    }
    "Equals"
    {
        "srcVar1"  "$yellow"
        "resultVar" "$color2"
    }

}

}

textures_blue.vmt

well, it's the same just changing this line:

    "$basetexture" "models/player/items/pyro/bsbo/textures_blue"
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  • Devieus's Levels
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    Devieus
    Posted 1 year ago

    When you open the model in HLMV, what textures is it looking for?

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  • Corvalho's Levels
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    Corvalho
    Posted 1 year ago

    Posted by Devieus

    When you open the model in HLMV, what textures is it looking for?

    Well, nevermind I just found the problem

    I changed from this:

    $texturegroup skinfamilies
    {
        { "models/player/items/pyro/bsbo/textures.vmt" }
        { "texturesblue.vmt" }
    }
    

    to this:

    $texturegroup skinfamilies
    {
        { "textures" }
        { "texturesblue" }
    }
    

    thanks for the interest anyways.

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