
The armor and only the armor change from white to black, only the armor not the underarmor or the decals, now i can freely change the armor color to whatever color i want! i try it on other models! like the "Halo: Reach Elite" and it worked! OK! That's really helpful! i "Override Materials" on the "Spartan_Armor" and i add an attribute "Color" and i name it "$Color" and then baam!
Gmod color code generator mod#
This means that simply right-clicking a material override and adding a Color or Vector3 attribute to it for the colour, named appropriately, should be sufficient for changing the colour of it in the same way as in Garry's Mod (unless it uses $BlendTintColorOverBase or such).īut I don't know whether the appropriate variable name would be $Color, $Color2, $ColorTint_Base, $ColorTint_Tmp, or something else. This assumption is based on the player colour picker allowing any combination of values from 0 to 255 for red, green, and blue, individually, and it would be a bit much to require people to make over 16 million textures for a single custom player model, and it would also be a bit much to generate that many textures on demand through Lua or something if a player cycles through all the colours.) Functionally it/The end result works in the same way as Team Fortress 2's "paint" material proxy, except probably with a different material proxy name (if it even needs any material proxy?). Originally posted by Capt Fuzzy:That depends on how the textures are made and how this 'color tool' works.
Gmod color code generator code#
We don't have the benefit of Lua code to be able to manufacture the same kinds of plug-ins and tools. I was hoping for a easy way to change the color, like in gmod.Nothing in SFM is quite as easy as in GMod. I'd personally use a vector3 type, as this can use values exceeding 100% brightness (useful for glowing or fluorescing), but if you're not familiar with colour codes, you'll probably find it easier to set it as a color type, as this will give you a colour palette to use. (Although if there is a $blendTintByBaseAlpha parameter on the material, it may still be necessary to modify the textures if you want to paint certain parts of them). While that guide focuses mostly on the more complex process of using replacement texture files for $basetexture overrides, you can also override the material's $color2 parameter if you're okay with just a straight multiplication of the model's albedo. Originally posted by Pickle Juice:but i see that you need other appsIf you want to modify the actual texture files, yes, but a lot of material override parameters are not at all reliant on external programs.
