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FF2 Trouble porting skins for making an FF2 boss model


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93SHADoW
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Old 08-09-2014 , 15:36   Trouble porting skins for making an FF2 boss model
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Now i did mention when i first released Reimu, i was working on another boss. Now here's the deal, i have the skins for the 2 bosses (as i plan to release them in duo/solo configs), which is this:

http://tf2.gamebanana.com/skins/115069 <- Redmond Mann/Blutarch Mann

Now, i was going by this tutorial, and where i'm stuck at is when changing the material paths to point at the custom VMT/VTF files, as the VMT files point correctly to the respective VTF files.

Here's the custom directory for the material files for Blutarch:


Now this is where i'm stuck, getting the model to look for the custom directory for the new skin, as i'm using the latest spy model file extracted via GCFscape, as the gamebanana skin was released with only VTF files, which made it necessary to extract the stock VMT files and edit them to point at the new VTF files.



And when i try to load it up in model viewer, it gives the classic purple checkerboard pattern and the VMT loading error, even though i made sure i had the right path to the materials. I'm doing the directory change one-by one so i wouldn't have to extract a new spy.mdl file.

Here's the contents of blutarch.vmt:
Code:
"VertexLitGeneric"
{
	"$baseTexture" "freak_fortress_2/shadow93/mann_brothers/blutarch"
	"$bumpmap" "freak_fortress_2/shadow93/mann_brothers/blutarch_normal"
		"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"	
	"$detailscale" "5"
	"$detailblendfactor" .01
	"$detailblendmode" 6

	"$yellow" "0"
	"$one" "1"


	"$phong" "1"
	"$phongexponent" "20"
	"$phongboost" ".3"	
	"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
	"$phongfresnelranges"	"[.3 1 8]"
	"$halflambert" "0"

	// 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"

	"Proxies"
	{
		"spy_invis"
		{
		}
		"AnimatedTexture"
		{
			"animatedtexturevar" "$detail"
			"animatedtextureframenumvar" "$detailframe"
			"animatedtextureframerate" 30
		}
		"BurnLevel"
		{
			"resultVar" "$detailblendfactor"
		}
		"YellowLevel"
		{
			"resultVar" "$yellow"
		}
		"Equals"
		{
			"srcVar1" "$yellow"
			"resultVar" "$color2"
		}
	}
}
and Blutarch_hands.vmt:
Code:
"VertexLitGeneric"

{
	"$basetexture" "freak_fortress_2/shadow93/mann_brothers/blutarch_hands"
	"$bumpmap" "models/player/spy/spy_hands_normal"
		
	"$phong" "1"
	//"$phongexponenttexture" "models/player/spy/spy_hands_exponent"
	"$phongexponent" "5"
	"$phongboost" ".25"	
	"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
	"$phongfresnelranges"	"[.5 .5 10]"
	"$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

	"360?$color2" "[ 0.65 0.65 0.7 ]"

	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"invis"
		{
		}
	}
}
I don't know what i might be doing wrong, but i know i'm definitely doing something wrong or missed something.

(on an off-topic note, there is a way to have the bosses mark each other for death am i right? we all know how Redmond and Blutarch hated each other's guts. I would probably have to code a custom abilities plugin for that though or something.)

For those wondering what both bosses's melees are going to be:

Melee attributes subject to change however.

When on single mode, both bosses get a Big Kill with identical attributes as the Gentlespy's Ambassador on rage. However, when on duo mode, only Redmond gets the gun:


When Blutarch rages, he also summons 1-4 of his best spies, who also sport sharp dressers, and when they backstab successfully, it's a silent kill and disguises them instantly. Not sure what to add as a secondary rage for Redmond as obviously he would be fighting his own team when not in duo config lol. Both rages will only stun sentry guns.

Last edited by 93SHADoW; 08-09-2014 at 16:10.
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friagram
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Location: Silicon Valley
Old 08-09-2014 , 23:06   Re: Trouble porting skins for making an FF2 boss model
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you can escape paths with ../ however, when there are that many materials that are external to the valve file structure, you should be combining them, removing extras, and remapping the model to use fewer textures. A single 2048x1024 texture is much better than multiple small ones. Anyways, it looks like a lot of those textures could be dropped and the stock spy ones could be used in place (valve spy masks, invulnerability, or possibly even the stock spy/normal maps depending). Now if those models are part of the game, and their textures are actually in the files already, just use them.. I haven't checked for mann brothers, but I've seen people rip out HHH and Merasmus's texture files and force people to download them.. when there is no reason to.
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RavensBro
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Old 08-10-2014 , 01:48   Re: Trouble porting skins for making an FF2 boss model
Reply With Quote #3

these should work.
Attached Files
File Type: zip Redmond and Blutarch Mann.zip (1.94 MB, 66 views)
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93SHADoW
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Old 08-10-2014 , 04:34   Re: Trouble porting skins for making an FF2 boss model
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Quote:
Originally Posted by RavensBro View Post
these should work.
THANK YOU SO MUCH! They work perfectly!



In other news, as a duo, this is Redmond's monologues, to preserve the fact that they hate each other's guts:
1) "This is Redmond Mann, and I've got one simple request: Send my brother to hell!"
2) "This is your employer, and I've got a job for you: Send my brother to hell!"

When Redmond gets backstabbed, when in duo with Blutarch:
"Wait a minute... Am I closer to hell than my brother?"

Mann Brothers duo BGM, and Blutarch Mann's BGM when alone:
https://www.youtube.com/watch?v=hclWuoI5YUc

Redmond Mann's BGM when alone:
https://www.youtube.com/watch?v=3n8ZzdQHzOI

Last edited by 93SHADoW; 08-10-2014 at 04:47.
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