Left 4 Dead 2

Left 4 Dead 2

109 ratings
Lainie / UMP40 [Girls' Frontline 2] : Shared Asset
   
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Survivors: Survivors
Game Content: Textures
File Size
Posted
Updated
24.842 MB
10 May @ 2:03am
18 Aug @ 3:18am
3 Change Notes ( view )

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Lainie / UMP40 [Girls' Frontline 2] : Shared Asset

Description
Required files for my Lainie / UMP40 Survivor mod upload.
Make sure you're subscribed to this addon to avoid missing texture errors.
You're welcome to downscale or compress the included textures, and you're also free to publish said edited or resized versions.
Report any issues through the comments or discussion page of the individual survivor's page but if you are uncertain if it is a specific survivor then feel free to report here
19 Comments
numnum project 19 Sep @ 2:54am 
thx fot the mod! is it any chance to see K2 (Yoohee) mod in your works?
童千斤 4 Jun @ 7:56am 
Love your works so much.!Will you still make Florence(PA-15)?
Train Knee Cigarette Goat 24 May @ 9:27pm 
Dushevnaya would be so hot tho. Or peritya. Or klukais speedstar skin yum:p
RëdXI 16 May @ 12:29am 
I hope Qiongjiu or Vector. Their designs are peak.
Train Knee Cigarette Goat 15 May @ 4:03pm 
so kino man
whos next btw kek
只是地狱吖 12 May @ 6:13pm 
@Toppi Thanks for explaining your process, Toppi. Your material work is always great - really helpful to see how you handle the conversion xd
Toppi  [author] 12 May @ 9:37am 
I may release a guide but its closer to what 8sianDude's setup in Garry's mod although I tend to experiment randomly xd
Toppi  [author] 12 May @ 8:06am 
Follow up, on the last comment. As for the rest such as Red channel for the phongexponent texture is a bit of a mixcase, previous to current models I used the "inverted roughness" map for the red channel but that gave a poor result and I opted using $phongexponent 5 as a "stop gap". Maybe playing with the brightness/contrast using curve on that part may provide better result
Toppi  [author] 12 May @ 7:56am 
Hello @只是地狱吖, for RMO textures for GFL2, it is essentially the PBR shader maps.

Red - Roughness
Green - Metal
Blue - AO
Alpha - (I am not sure, maybe rimlight mask)

you need to use a software like Photoshop that allows to extract the channels separately. To convert it to Source Engine or Phong shading is a bit of uncertain but currently you can use the roughness map inverted for the Phong masking on normal map alpha and the non inverted roughness as the Green channel for phongexponent texture. For metal you can use it as a envmap mask and use it as a mask to increase the contrast of the diffuse/color map. Lastly you can pre-bake the AO map into the color map using Multiply blending.
只是地狱吖 12 May @ 7:47am 
Hey, how do you convert RMO textures for Source Engine? Thanks!