Source Filmmaker

Source Filmmaker

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Flamboyant Flamenco - Repaired
   
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Universe: Team Fortress
Material
Tags: SFM
File Size
Posted
700.842 KB
10 May, 2014 @ 9:39pm
1 Change Note ( view )

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Flamboyant Flamenco - Repaired

In 1 collection by Pte Jack
Pte Jack's Material Fixes
49 items
Description
This is the material only. It will install to your Workshop folder and will not replace the original material unless you have given the workshop folder a higher priority than your TF folder in the Gameinfo.txt file.

If you're still having problems, see this guide. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=511040608 . I provides 3 methods on how to get these Materials fixes working in SFM.

Includes:
models\player\items\pyro\fwk_pyro_flamenco.vmt
12 Comments
Pte Jack  [author] 15 May, 2020 @ 10:39am 
Ahh, found it... Click the link above and make sure you do one of the steps. If the fixed material (vmt) isn't in a folder that has higher priority than TF or if you've extracted the TF2 Game cache files then the folder you put those in, then it won't work.
c6 15 May, 2020 @ 10:34am 
well, I tryed that, but, every change was black or red color
Pte Jack  [author] 27 Feb, 2015 @ 6:33am 
These are fixes to the original materals and use the original material names. In order to get them to work, after downloading them via the workshop you have to either give the workshop folder a higher priority than the orginal tf folder or move them (maintaining the file path) to a folder that has a higher priority than the TF folder.
rhys 26 Feb, 2015 @ 10:00pm 
I have subscribed to the workshop item here but i do not notice any changes in game. If you know anything about and are okay to help out let me know. Thanks
Pte Jack  [author] 21 Jul, 2014 @ 5:18pm 
When it comes to repairing materials, the first place I look is in to the VMT to see if anything can be changed there to fix the item, then I move in to the VTF if I need to. There arre various fixes that have to be applied, each one has to be experimented with in order to make an item painatble. Try one, if that doesn't do the trick try another. But if you want to materials fixed, you're going to have to learn how to do it, or pray someone does it and uploads it somewhere (like the workshop).
Marvelous KoobyKarasu 19 Jul, 2014 @ 1:54pm 
Can you repair the Old Guadalajara? :D
drdle 15 May, 2014 @ 2:45pm 
Can you do the same with the xmas spy_jacket?
Zappy 11 May, 2014 @ 12:34pm 
Paint works my modifying colortint_tmp, which by default is 0, and if colortint_tmp is 0, colortint_base is copied to $color2, otherwise colortint_tmp is copied to $color2, leaving $color at 1 at all times. Setting $color to .5 and $color2 to .5 simply produces the same as $color .25 and $color2 1, so there is 0 reasons to edit ANYTHING other than $colortint_base for things that support it, or $color for things that don't.
Pte Jack  [author] 11 May, 2014 @ 12:19pm 
This is an alternative option, most ppl will just use the doc ock rokc color script anyway. There they have the option to apply a single colour to all 3 $color attributes using the script. Staying true to the TF2 colour and paint cans is something ppl can do, or just go off the cuff and paint it the way they want this way. If $colortint_base writes to $color2 and tints, by having both attribues available one can paint using $color then use $colortint_base to tone it out... I have no idea how TF2 Paint Cans work, I've never painted an ingame item using one.
Zappy 11 May, 2014 @ 11:53am 
The .vmts are set up to directly copy $colortint_base over on $color2, as $colortint_base is not a real .vmt thing. And $color and $color2 simply multiply each other as the colour blending for the texture (though it is weird, 75*13.4=255).

There are 0 reasons it would work better with $colortint_base set to 1 and then editing $color than just editing $colortint_base, unless the .vmt has $color itself edited, in which case the result would still be more faithful to Team Fortress 2 using $colortint_base only.