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Maybe can you add me if you want more technical information about how to make texture for SFM. Because I will need to show you illustrations.
Good hi, you asking some very complexe things.
Firstly, you need to know the fact that paintkits_master is sadly no longer in use, but anyway Valve haven't changed the "select" system. I have already picked all the value from the master from my previous works :
"select" "32"
"select" "48"
"select" "64"
"select" "80"
"select" "96"
"select" "114"
"select" "128"
"select" "144"
"select" "176"
"select" "192"
"select" "240"
So, I don't know how TF recognize the color, I guess the system is a bit inaccurate in manner to having enough sensibility to detect the right group color. You can notice that there a limited amount of color, so you can trying to find these gradually from the darkest to the lightest.
I'm trying to recreate paint schemes so I might be able to bring them to SFM. The engine for SFM is too old to create these new texture schemes and we have to manually chop up the textures for the UVs in order to apply them to the weapons there.
However, I am not finding the color values reported in the Paintkits_master file in the colour templates for the weapons.
For example I bought the weapon you're using as an example in this guide in order to follow the process through and try to paint it properly. I brought the p_minigun_groups texture in to my paint programs. (they're listed below)
If I use a colour picker on the images for the areas that are suppose to be selected from the colour mask for that texture, I get values of 216 (for 224) and 232 (for 240) reported by the picker. It doesn't matter what program I use the colour picker from (GIMP, Substance Painter, Swatcher, Howler or Kitra) and doesn't matter what format I load the image from (png, vtf or TGA).
Am I doing something wrong? If not, how is TF finding these areas using the 0-255 number in the script?
Thanks