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OH I DIDN'T NOTICE THAT, thanks for pointing it out
Yeah but the Pyro lifting his mask where the tenticles are coming from should also give 'among us' vibes,
Happy to help
Well that's the thing I've delved into using white texture to make the colour more customisation as I normally would try but from what I've come to fine it won't allow a change of colour if it's a pulsation effect only plain glow. So if you want to make it more customisation it would involve making the texture white and then removing the command that makes it pulsate.
If you use notepad++ and go into the nuclear pulsation vmt file and replace the section:
"Proxies"
{
"spy_invis"
{
}
"Sine"
{
resultVar $selfillumtint
sineperiod 0.75
sinemin 15
sinemax 50
}
}
}
Replace with:
"Proxies"
{
"spy_invis"
{
}
}
}
Save it and either reload materials in SFM or reboot SFM.
If you want to alter the colour of the glow assuming you made the nuclear texture white.
Add:
"$selfillumtint" "[0 0 0]"
The 3 separate numbers are the 3 light primary colours in order of: Red, Green, Blue.
adding a value of 1 will just make the texture bright but 2 and over will intensify the actual glow. it'll take some trial and error to get the result's your're looking for.
Again remember to save it and either reload materials in SFM or reboot SFM.
If for some reason something messes up I'll try help advise you correct it but I won't hold my breath as I'm still trying to fix the issue some people have on their end with any of my glowing or blur texture effects.
oh sorry but if you want you could watch some youtube videos of how to port sfm objects to gmod
First off I never said I would port it to gmod.
Secondly I've stated in the past that I don't know how to port to gmod nor do I care to work out how to. I do however give permission for anyone to port it themselves should you put it on the workshop don't forget to credit me that's all.
Nah I'll update it in the workshop even adding an extra display pic to point it out. This is when I get around to it.
It's cool adding a new skin ain't super complex compared to making a model, uv mapping and weight painting it. I can just use one of the existing texture files, make a few adjustments and update the models on the workshop no biggie.
You know what I very well can. Could add an extra skin that's half as shiny with a fleshy sort of bumpmap. That sound good?
Well that is what the thumbnail is suppose to imply that and among us.
I caught uh-
I caught a little Pokemon
Do you wanna know
What Pokemon i caught?
I caught a Lopunny, Batman
I caught a Lopunny
You already know, Batman
You know what i'm gonna do
TO THAT THING!
BATMAN, THERE IS NO LAWS AGAINST THE POKEMON, BATMAN!
I CAN DO WHATEVER I WANT WITH IT!
I have actually considered doing something like sprite models. Say an animated panel that makes it look like the background is on the go like I guess a background scrolling.
Only thing that might be hard to make is animated fog to a degree, like if it were animated it can only be an idle animation can't be a starting/ending of a emission as I've not really seen if animated texture can be controlled as to when they start their animation.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
That being said you maybe able to control it making it look like it starts/ends emission by combining growing/shrinking of the panel while also alpha fading the texture in/out so yeah that can work. I'd do more than smoke obviously like fire, water possibly electric.
I also have some useful overlays to finish working on.
Well yeah I'm always trying to guess what people could find useful even for very few are interested. I seem to bring out models no one knew they needed so much.
Not joking but I got hundreds of models somewhat finished that I'm fixing up to put out eventually. But still got lots more to make.
Got one medigun model ready to go out for months near on a year but I got to finish up 9 other models and particles to go with it. Motivation is maddening.