yeha, just what are we supposed to do with this text to get rid of the shiny neck. You give us the code but not what to do with the code? Please put an explanantion of what we are supposed to do with that spiffy code that you posted. That would be much appreciated because I for one am not a programmer.
Posted: Sun Jul 10, 2005 5:48 pm Post subject: Could retail version of HL2 affect expressions?
DU, is it possible the expressions are not working because retail version might be different than downloaded version of HL2? Just a thought.
I tried getting people to say what version of HL2 they had in this thread earlier, but no one replied. I have the retail version and my expressions dont work.
@ caveman...I have the retail version too...and they work for me (I even downloaded it, installed it, and then checked it to see if maybe there was something wrong with the download...)
@all...anybody who wants the neck *NOT* to be shiny...do the following.
1. find the path /<account name>/half-life 2/hl2/materials/models/alyx/
2. find the file Alyx_sheet.vmt
3. open that file in notepad
4. find the line "$envmaptint" "[0.3 0.3 0.3]"
5 change it to "$envmaptint" "[0.0 0.0 0.0]"
6. save the file.
my "fix" was merely to make the body shiny to match the neck...and even that fix needs to be adjusted because its way too shiny.
in case you wanted the rest of her body (but not the face) to be shiny(but not nearly as shiny as the fix makes it)...change the following line in the "fixed" AlyxSkin2.vmt from
I cant get it to work at all... the installer runs properly, it shows up in the Add/Remove programs list, but Alyx still has his clothes on. Damn. Yes, I did install it to steam/steamapps/myaccount@host.com/
Could someone send me the plain files or something?
your "plain files" are in <accountname>/half-life 2/hl2/models and <accountname>/half-life 2/hl2/materials/models/alyx/
if they aren't..then you didn't choose your steam account name folder.
the way the installer works is simple...whatever folder you chose as the installation folder...the installer adds the paths relative to that....(in other words...it adds the path /half-life 2/hl2/models and /half-life 2/hl2/materials/models/alyx to whatever folder you select.)
if the location of these files differ than what I've listed...its because you chose the wrong folder to install to. if they are right, and you still don't see the right version its because somehow your half-life 2 path is different than 99% of other people's..
keep in mind though that from your post it sounds like you're having trouble getting it working in HL2. If you mean that it doesn't work in gmod,. check to see if it works in HL2. If it works in HL2, and not in gmod, its another issue..which I've explained a few posts ago.. _________________
My Alyx is all purple-black, accept for her socks and head- her head is all untextured and half-bald, and her socks are a brownish color. (in garys mod)
sounds to me you're having the exact opposite problem that those who have problems with only the original model showing with white shoes...
basically it means that in this case gmod finds the model...but is using the original skins...
dammit garry!..really sloppy work on v8..
follow the solution I gave earlier...simply copy the Materials and Models folder from your Steamapps/<account name>/half-life 2/hl2/ folder...and paste them in the /Steamapps/SourceMods/garrysmod/ folder so you'll have a /garrysmod/models/ and garrysmod/materials/ paths
then it should work
I'd really like to know exactly why this problem exists for some people...but not for others...its like gmod decides its just going to grab half of the content from the .gcf and ignore the hl2 folder..:X _________________
Curious. Question on the skin for her. Is there any chance of bump mapping it to help match her head better? I love the mod and all. It's great. But this one thing tends to stand out. Her head is super detailed and her body is meh texture wise.
that might be because if I redid the original model to the point where the rest of her body had the same relative amount of polys as her face....she'd be 40,000 polys...
besides that...the texture I used for her body is 1024 px wide by 2048 tall...which makes her body texture as detailed if not more than her face..
anybody willing to make a 1024x2048 normal map is more than welcome to however.. _________________
that might be because if I redid the original model to the point where the rest of her body had the same relative amount of polys as her face....she'd be 40,000 polys...
besides that...the texture I used for her body is 1024 px wide by 2048 tall...which makes her body texture as detailed if not more than her face..
anybody willing to make a 1024x2048 normal map is more than welcome to however..
Oh. Don't get me wrong. The poly level is great. Maybe I'll try my hand at detailing the texture some more. Need the practice anyways.
I'm seriously considering learning how to do normal maps just for that purpose, but I don't know how Valve did the normal map for her face. Anyone have a clue?
This is returning to an extremely old topic of mine when I first joined this forum (if anyone is curious, it's in the Abortion Clinic). In it, I asked DU if he was going to normal map the body, and he told me that it was largely not going to need it. Obviously, I didn't believe him, but now that I can see her in all her natural glory, I realize that he was quite right and she doesn't need it, but it could certainly help. _________________ Nyarlathotep
god of a thousand masks
Posted: Mon Jul 11, 2005 12:19 am Post subject: Texture Matching
After using the patches by phexitol and DU as an example to modify the vmt files, I have found the best combination.
We all know what Alyx looks like with no patches.
Modified neck: Using suggestions by DU to turn off the neck shinyness, everything looks great until you get into some heavy shadows. For a demo spawn alyx at the threshold of the totally dark brick room in gmod. The texture at the neck starts to look different.
DU patch: When using just the first shiny patch by DU, the rest of Alyx becomes as shiny as the neck except the face. Textures match in shadows.
DU patch, modified; modified Neck: DU later describes how to turn down shinyness for his patch. I did the same for the neck texture. Alyx is less shiny. Textures match in shadows. Her face still doesn't shine.
DU patch, modified; phexitol patch, modified; modified Neck: Phexitol released a vmt mod that makes her face and hair shine. Combined with DU's patch, her whole body now shines. I also turned the shinyness on each mod down. The result is her whole body shines a little, and all with the same value. Model looks uniform in shadows, and shine is uniform in low light. I find this to be the best combination.
To acheive the best combination:
(Make back-ups before modifying anything)
1: Download DU's first patch.
2: Modify the file so that
Code:
"$envmaptint" "[0.3 0.3 0.3]"
now reads
Code:
"$envmaptint" "[0.1 0.1 0.1]"
3: Modify alyx_sheet.vmt like step 2.
4: Download phexitol's patch.
5: Modify phexitol's patch like step 2.
If you do the above in stages it should become clear as to what does what. Feel free to do your own combinations, let me know if you agree.
Thanks to phexitol and of course DU for the patch and the model.
I'm seriously considering learning how to do normal maps just for that purpose, but I don't know how Valve did the normal map for her face. Anyone have a clue?
This is returning to an extremely old topic of mine when I first joined this forum (if anyone is curious, it's in the Abortion Clinic). In it, I asked DU if he was going to normal map the body, and he told me that it was largely not going to need it. Obviously, I didn't believe him, but now that I can see her in all her natural glory, I realize that he was quite right and she doesn't need it, but it could certainly help.
chances are Valve created the normal maps from uber high poly character models, and used a plugin from nvidia to get the normal map from that to apply to the lower poly character.
I think the first game that used this technique was Far Cry...it allowed developers to use lower poly models without sacraficing detail.. _________________
Posted: Mon Jul 11, 2005 9:04 am Post subject: Re: Texture Matching
particleman wrote:
After using the patches by phexitol and DU as an example to modify the vmt files, I have found the best combination.
We all know what Alyx looks like with no patches.
Modified neck: Using suggestions by DU to turn off the neck shinyness, everything looks great until you get into some heavy shadows. For a demo spawn alyx at the threshold of the totally dark brick room in gmod. The texture at the neck starts to look different.
DU patch: When using just the first shiny patch by DU, the rest of Alyx becomes as shiny as the neck except the face. Textures match in shadows.
DU patch, modified; modified Neck: DU later describes how to turn down shinyness for his patch. I did the same for the neck texture. Alyx is less shiny. Textures match in shadows. Her face still doesn't shine.
DU patch, modified; phexitol patch, modified; modified Neck: Phexitol released a vmt mod that makes her face and hair shine. Combined with DU's patch, her whole body now shines. I also turned the shinyness on each mod down. The result is her whole body shines a little, and all with the same value. Model looks uniform in shadows, and shine is uniform in low light. I find this to be the best combination.
To acheive the best combination:
(Make back-ups before modifying anything)
1: Download DU's first patch.
2: Modify the file so that
Code:
"$envmaptint" "[0.3 0.3 0.3]"
now reads
Code:
"$envmaptint" "[0.1 0.1 0.1]"
3: Modify alyx_sheet.vmt like step 2.
4: Download phexitol's patch.
5: Modify phexitol's patch like step 2.
If you do the above in stages it should become clear as to what does what. Feel free to do your own combinations, let me know if you agree.
Thanks to phexitol and of course DU for the patch and the model.
Thanks alot for your work...and everybody else who's tried their hand at making Alyx look a bit more normal..lol
only one more issue to fix..and that's finding out why gmod 8 is so anal retentive about things...(like moder like mod...as some would say) regardless...there must be some logical reason why gmod can't seem to make up its mind from user to user....if someone can figure it out, I'll make the necessary fix...otherwise in the final release I will include the altered vtfs..(complete with necessary...and well deserved credit) and work on making a more intelligent installer that will automatically install the files to the gmod folder too.. _________________
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