Source Filmmaker

Source Filmmaker

68 ratings
Model Coloring w/ Overlaying
   
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Universe: Original IP
Script
Tags: SFM
File Size
Posted
8.989 KB
21 Oct, 2020 @ 4:11pm
1 Change Note ( view )

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Model Coloring w/ Overlaying

Description
This is an edit of Doc's coloring script that i made to be used with my SFM port of my Halo 3 Spartans

It's basically Doc's coloring script, but edited so that you're able to apply more than one method of coloring to the same model without the other colors being reset back to white

Disclaimer
To accomplish this, i did have to remove the 'color lock' script that Doc talked about that's supposed to help prevent possible memory leaks, but i haven't experienced any during my time using it, so just use with caution, i guess



Usage
Right click a model's animation set and select 'setup_modelcoloring_overlay' from the Rig menu, this will open a window where you can either pick a color from Team Fortress 2's paint can colors, or pick a custom color to use, and choose from 3 different methods of applying color to the model; $color, $color2, or $colortint_base (which is mostly used by Team Fortress 2 items)



HOW TO: Primary, secondary, or teriary coloring
If you also want to make use of this script for your own models, here's how you can set up your materials for primary, secondary, or tertiary coloring

For primary coloring, add this to your VMT file to prevent secondary coloring:
Proxies { Clamp { min 1 max 1 srcVar1 "$color2" resultVar "$color2" } }

For secondary coloring, add this to your VMT file to prevent primary coloring:
Proxies { Clamp { min 1 max 1 srcVar1 "$color" resultVar "$color" } }

For tertiary coloring, first you must set the default color for $colortint_base, so add this to your VMT:
"$colortint_base" "[1 1 1]"

Then add this to your VMT file to prevent primary and secondary coloring, and covert $color2's color values to be used for $colortint_base:
Proxies { Clamp { min 1 max 1 srcVar1 "$color" resultVar "$color" } Clamp { min 1 max 1 srcVar1 "$color2" resultVar "$color2" } "Equals" { "srcVar1" "$colortint_base" "resultVar" "$color2" } }
9 Comments
golden freddy makers 17 Jun @ 8:28am 
it wont affect shoulder pads
a very surprised horse 27 Jan, 2024 @ 5:58pm 
script fucked my session, now all tf_movies models all fully dark lol
Fullcaber 26 Mar, 2023 @ 5:23pm 
this script has fucked with my sfm so hard,i have the same problemo as spyro,but i uninstall and switch on the other color script the stuff still resets to default colors after reloading
76561198095779111 21 Mar, 2021 @ 8:15am 
When I apply a certain color to a model with this, and then reload that same session, the model I colored seemingly has been reset on white
Misterlegodude  [author] 22 Oct, 2020 @ 10:53am 
If the model's textures already have an alpha channel and use $blendtintbybasealpha, then there's no adjusting needed, just like Team Fortress 2 items, using this script to apply a color to the model will only apply that color to the parts of the model that are deemed colorable by the white parts of the textures' alpha channel
8Yaron8 22 Oct, 2020 @ 7:40am 
Models that I ported, for example from Heroes of the Storm, unit models have an alpha channel in order to paint certain parts of the model (armor, weapons, tattoos, etc.). And in order to be able to paint the model, need to write "$blendtintbybasealpha" "1" command in the VMT file.
Misterlegodude  [author] 22 Oct, 2020 @ 3:33am 
Adjust the alpha channels? You mean with the color sliders? Because i don't think even the original coloring script was able to do that
8Yaron8 22 Oct, 2020 @ 1:12am 
How then to adjust the alpha channels for the texture, create another alpha layer?
TurnTwister 21 Oct, 2020 @ 4:42pm 
interesting