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Author Topic: Glowing blue Power Sword vmt script  (Read 18443 times)
Valvatorez Jr.Commissar
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« on: December 23, 2012, 07:05:52 AM »

Removed the proxies so the Power Sword no longer flashes, it just glows blue. The entire thing is blue because that's something I can't fix. Works with both Vet combos.  Final version because I don't feel like messing with it anymore and want to work on something else now.

Zip file : https://skydrive.live.com/embed?cid=84EB7B53FBFF1ABA&resid=84EB7B53FBFF1ABA%21376&authkey=ADsTxjmHD7HGwKY

media fire link: http://www.mediafire.com/?e1wdnbn4ivpnrzo

pictures







-----------------------------

I've been trying to make the power sword glow but it only modifying the .vmt only makes its glow/flash purple instead of any other color.

I also can't upload attachments for some reason so I can't attached the VMT to the post for downloading.


« Last Edit: January 01, 2013, 11:17:41 PM by Oolon Colluphid » Logged

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ChromeAngel
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« Reply #1 on: December 23, 2012, 09:34:34 AM »

Open the VMT in notepad and post the contents here, i'd like to see what it's doing.
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Valvatorez Jr.Commissar
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« Reply #2 on: December 23, 2012, 10:13:09 AM »

I'm really about to give up though, as it seems the model only wants to display the default texture around it.

A lot of useless junk in it because I copied it from another VMT meant for the Eyelander.

"VertexlitGeneric"
{
   "$basetexture" "models/props/Sword_sheet"
   "$envmap" "env_cubemap"

   "$model" 1
   "$basemapalphaphongmask" "1"


   "$selfillum" "1"
   "$selfillumtint" "[2 1 18]"
   "$selfIllumFresnel" "1"
   "$selfIllumFresnelMinMaxExp" "[0 10 20]" // 0.0 1.0 1.0 is the default
   "$invulnlevel" "0"
   "$invulnexponent" "1"
   "$invulnfmax" "1"
   "$invulnscale" "0"
   "$invulnphong" "1"

   "$selfillumtintvar" "[2 1 18]"

   "$half" "0.5"

   "$invulnphongfading" "1"
   "$invulnphongfull" "1"
   "$invulnphongoutput" "1"

   "$invulnexponentfading" "11"
   "$invulnexponentfull" "53"
   "$invulnexponentoutput" "1"
   
   "$invulnfmaxfading" ".5"
   "$invulnfmaxfull" "11"
   "$invulnfmaxoutput" "1"


   "$phong" "1"
   "$phongexponent" "40"
   "$phongboost" "41"   
   "$phongfresnelranges"   "[.3 1 8]"
   "$halflambert" "0"

   "360?$color2" "[ 0.9 0.8 0.8 ]"

   "$glowcolor" "1"

   // Cloaking
   "$cloakPassEnabled" "1"
   "Proxies"
   {
      "weapon_invis"
      {
      }
      "ModelGlowColor"
      {
         "resultVar" "$glowcolor"
      }
      "Add"
      {
         "srcVar1"  "$glowcolor"
         "srcVar2"  "$selfillumtintvar"
         "resultVar" "$selfillumtint"
      }
      "Equals"
      {
         "srcVar1"  "$glowcolor"
         "resultVar" "$color2"
      }

//------------------------

      "LessOrEqual"
      {
         "srcVar1"   "$invulnlevel"
         "srcVar2"   "$half"
         "lessEqualVar"   "$invulnphongfading"
         "greaterVar"   "$invulnphongfull"
         "resultVar"   "$invulnphongoutput"
      }
      "LessOrEqual"
      {
         "srcVar1"   "$invulnlevel"
         "srcVar2"   "$half"
         "lessEqualVar"   "$invulnfmaxfading"
         "greaterVar"   "$invulnfmaxfull"
         "resultVar"   "$invulnfmaxoutput"
      }
      "LessOrEqual"
      {
         "srcVar1"   "$invulnlevel"
         "srcVar2"   "$half"
         "lessEqualVar"   "$invulnexponentfading"
         "greaterVar"   "$invulnexponentfull"
         "resultVar"   "$invulnexponentoutput"
      }
      "Sine"
      {
         "resultVar" "$invulnfmax"
         "sineperiod" ".4"
         "sinemin" "$invulnfmaxoutput"
         "sinemax" "8"
      }
      "Sine"
      {
         "resultVar" "$invulnphong"
         "sineperiod" ".14"
         "sinemin" "$invulnphongoutput"
         "sinemax" "1"
      }
      "Sine"
      {
         "resultVar" "$invulnexponent"
         "sineperiod" "1.7"
         "sinemin" "$invulnexponentoutput"
         "sinemax" "12"
      }

      "Sine"
      {
         "sineperiod" ".2"
         "sinemin" "1"
         "sinemax" "122"
         "resultVar" "$rimlightexponent"
      }

      "Sine"
      {
         "sineperiod" "1.4"
         "sinemin" "0"
         "sinemax" "22"
         "resultVar" "$rimlightboost"
      }


      "Equals"
      {
         "srcVar1" "$invulnexponent"
         "resultVar" "$selfillumfresnelminmaxexp[2]"
      }
      "Equals"
      {
         "srcVar1" "$invulnfmax"
         "resultVar" "$selfillumfresnelminmaxexp[1]"
      }
      "Equals"
      {
         "srcVar1" "$invulnphong"
         "resultVar" "$phongboost"
« Last Edit: December 23, 2012, 10:33:33 AM by Oolon Colluphid » Logged

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ChromeAngel
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« Reply #3 on: December 23, 2012, 05:19:00 PM »

I don't usually tinker with proxies, but holy crap that looks complicated!

that said this key:
 "$selfillumtint" "[2 1 18]"

would appear to control the colour of light the texture gives off.  Each number in the square brackets is color channel, usually Red, Blue Green.  This would appear to be on the 0-255 scale, so 2[255 255 255] would be pure white light and [0 0 0] would be black (no light).

That said the key:
 "360?$color2" "[ 0.9 0.8 0.8 ]"

also looks likely, only in this case the color channels are in the 0.0 to 1.0 range.
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Valvatorez Jr.Commissar
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« Reply #4 on: December 23, 2012, 06:20:36 PM »

You we're right about the  set of numbers Chrome. Thank Newell for the model viewer  Tongue

Going  have to clean this file up before uploading it somewhere. It would be helpful if the vtf for the blade and hilt were separate files, as the glow effect applies to the whole sword.
« Last Edit: December 24, 2012, 01:38:50 AM by Oolon Colluphid » Logged

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Valvatorez Jr.Commissar
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I need a hat sprite. Because Hats are cool.


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« Reply #5 on: December 29, 2012, 03:25:47 PM »

Ok, everything is in the first post. Though Skydive wants to be a pain in the ass.
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