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.