Left 4 Dead 2

Left 4 Dead 2

RK-XPM2 (AK-47)
67 Comments
Jefuty 13 Jan, 2020 @ 9:17am 
the reload constantly chugging not even fun to use.
Romanian Final Boss 10 Aug, 2018 @ 12:20am 
could you please make a version for the Scar?
AlfredENeuman 17 Jul, 2018 @ 2:24pm 
An interesting looking weapon for sure.
-[R]a[Z]ius- 28 Jul, 2017 @ 1:40pm 
that reload animation so fucking cool
N.KATA 29 Apr, 2017 @ 12:55pm 
Can u make more weapons from the WWII? :c or I
Tööttieläin  [author] 29 Apr, 2017 @ 12:17pm 
@ N.shi: Unfortunately I have no idea what those maps are.
N.KATA 29 Apr, 2017 @ 11:38am 
oh yeah sorry xd i forgot to save the new changes x,D now works fine
pd: do u know this or these map(s)? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=779288143&searchtext=green+bikini first and second picture :/
Tööttieläin  [author] 29 Apr, 2017 @ 10:53am 
@ N.shi: Do the corrections what I wrote in previous comment and it should be fine.

Plus, assuming by the error message you received you're trying to create the vmt by using VTFedit. I'd recommend using Notepad or some other text editor.
N.KATA 29 Apr, 2017 @ 10:39am 
the original code from the mod that i downloaded is this:
"$basetexture" "models\weapons\v_models\pist_qsz92\v_qsz92"
"$bumpmap" "models\weapons\v_models\pist_qsz92\v_qsz92_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 5
"$envmapsaturation" 0.8
"$envmaptint" "[ 0.7 0.7 0.7 ]"
"$rimlight" "1"
"$rimlightexponent" "40"
"$rimlightboost" "0.2"
"$rimmask"
"PhongExponenttexture"
"$phong" "1"
"$phongboost" "1"
"$phongexponent" "100"
"$phongfresnelranges" "[8 2 8]"
"$phongtint" "[ 1 1 1 ]"
"$normalmapalphaenvmapmask" "1"
Tööttieläin  [author] 29 Apr, 2017 @ 4:34am 
@ N.shi: Remove the unnecessary brackets. You only need the one under "VertexLitGeneric" and one closing bracket. Put everything (NOT VertexLitGeneric) between the brackets.

"phongexponenttexture" is missing texture path and the it should be "$phongexponenttexture"

"$normalmapalphaenvmapmask" is written twice

To my knowledge rimlight doesn't work in L4d2. Remove those.
N.KATA 28 Apr, 2017 @ 7:18pm 
Can you help me wit this vmt code?
"VertexLitGeneric"
{
"$basetexture""models\weapons\v_models\pist_qsz92\v_qsz92"
"$bumpmap" "models\weapons\v_models\pist_qsz92\v_qsz92_normal"
"$normalmapalphaenvmapmask" 1
"$envmapcontrast" 5
"$envmapsaturation" 0.8
"$envmaptint" "[ 0.7 0.7 0.7 ]"
{
"$rimlight" "1"
"$rimlightexponent" "40"
"$rimlightboost" "0.2"
"$rimmask"
"PhongExponenttexture"
{
"$phong" "1"
"$phongboost""1"
"$phongexponent" "100"
{
"$phongfresnelranges" "[8 2 8]"
"$phongtint" "[ 1 1 1 ]"
"$normalmapalphaenvmapmask""1"
}
}
}
}

it gives a message error "error parsing material on line 10 (expected close brace or group name or attribute name)"
N.KATA 25 Apr, 2017 @ 7:15am 
mmm the links don't say about the DTX setting.. Do u know what DTX type i need to use for textures? I saw some texture mods have DTX1 or DTX 5 for example
Tööttieläin  [author] 24 Apr, 2017 @ 2:13pm 
@ N.shi: Check the tutorials I linked earlier.
N.KATA 24 Apr, 2017 @ 12:53pm 
how can i do that? mm..
Tööttieläin  [author] 24 Apr, 2017 @ 12:50pm 
@ N.shi: Adding camo pattern doesn't differ at any way. You just need to create a texture that have the pattern.
N.KATA 24 Apr, 2017 @ 12:25pm 
Do you know how apply this type of texture in photoshop? https://csgostash.com/skin/225/M4A4-Urban-DDPAT
this is the instruction for csgo http://blog.counter-strike.net/workshop/finishes/hydrographic_style.html but i don't know to apply it in ps u_u
N.KATA 24 Apr, 2017 @ 11:52am 
It's an hydrographic pattern. Add me please to give you more information :/
N.KATA 24 Apr, 2017 @ 11:51am 
Can u add me? It's a bout a specic type of texture
Tööttieläin  [author] 24 Apr, 2017 @ 9:14am 
N.KATA 24 Apr, 2017 @ 8:38am 
hi! can u help to install textures?
Tööttieläin  [author] 20 Apr, 2017 @ 10:34am 
@ Alex_D_Vasilkov: Thanks and will do :D
Alex_D #NoWar 20 Apr, 2017 @ 10:02am 
You're getting bolder (and better) as an animator. Keep it up!
Tööttieläin  [author] 14 Apr, 2017 @ 12:02pm 
@ N.shi: I would need to recompile the model and change material path and/or material name. And that wouldn't achieve anything. The game would need to load 2 sets of materials and textures that are exactly same (And that could actually make things worse. More resources to load).

The "conflicting" is simply the game noticing that the addons have files that have same name.
N.KATA 14 Apr, 2017 @ 11:46am 
could u maybe re name files into the vpk in one of them and avoid the conflict in both?
N.KATA 14 Apr, 2017 @ 11:43am 
Well the weapons only give a message error like left 4 dead 2 stop working and yes, i tested these weapons without other mods and i got that message error

about the toom may indices.. etc that was other question and thanks for the information uwu
Tööttieläin  [author] 14 Apr, 2017 @ 11:31am 
@ N.shi: Are youou sure that's from my mods. It's usually caused by too highpoly survivor models or unoptimized maps.

Also, try this:
https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335

Might simply be a corrupted or missing file. Verifying files should fix that.
N.KATA 14 Apr, 2017 @ 11:15am 
mm Could u fix the both smg carl gustav? I got message error when i was using them :c
also.. when a mod gives me these message "Too many indices for index buffer tell a programmer " how can i fix that? :,c sorry for these all question
Tööttieläin  [author] 14 Apr, 2017 @ 10:51am 
@ N.shi: Not possible without decompiling the model and editing it in 3d-software.
N.KATA 14 Apr, 2017 @ 10:50am 
But if i wanna use the default physical flashlight :c
Tööttieläin  [author] 14 Apr, 2017 @ 10:46am 
@ N.shi: Check addons folder. There is a folder called Workshop. Every workshop addon is in there as separate vpk.
N.KATA 14 Apr, 2017 @ 10:31am 
But how can i create a new texture? i couldn't find one in the pak01_dir well i don't know the folder name
Tööttieläin  [author] 14 Apr, 2017 @ 10:27am 
@ N.shi: Oh, you meant the physical flashlight, not the attachment/light effect.

The author made so that the flashlight has fully transparent textures. You'd need to create new textures for the flashlight and possibly edit vmt to use your textures and to remove transparency effect.

For the folder where the textures and vmt should go, you need to check that from the addon itself.
N.KATA 14 Apr, 2017 @ 10:12am 
ooh i see! mmm sorry buti i wasn't clear i was talking about the lantern. this http://vignette1.wikia.nocookie.net/left4dead/images/4/4e/Pistol_1.png/revision/latest?cb=20101021023843 oAo well i downloaded this weapon https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=715452134&searchtext=m4a4 and the problem , well it's not a problem, the point is its lantern is invisible -It was not removed- so how can i put again the lantern in this weapon?

And how could I put a lantern on a weapon that does not have one - like this, the difference with the rifle is that the a4m4 has an invisible lantern -? https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708849896&searchtext=rex+impaler

pd2: where can i found the lantern folder in the game?
Tööttieläin  [author] 14 Apr, 2017 @ 1:33am 
@ N.shi: You'll need to convert the texture to format you can edit, like tga or png, and the edit with program like Photoshop or Gimp. After editing just convert it back to vtf.

As far as know flashlight texture isn't affected by weapon model, because the light is separate attachment all weapons share. So, if you want to change the texture you'll need to know where the texture is stored, mimic the folder structure and pack the vpk, like any other addon.
N.KATA 13 Apr, 2017 @ 9:48pm 
I need your help again xc how can i add the flashlight texture in a custom weapon?
N.KATA 13 Apr, 2017 @ 8:30pm 
Hi! mmm do u know if can i edit directly an specific texture in a custom skim with photoshop or do i need a 3d program to do that?
N.KATA 13 Apr, 2017 @ 4:53pm 
I'll test them
Tööttieläin  [author] 13 Apr, 2017 @ 4:50pm 
@ N.shi: Payday 2 sounds addon has good sounds imo.
N.KATA 13 Apr, 2017 @ 4:49pm 
Could you suggest me sounds for smg weapons? :c
Tööttieläin  [author] 13 Apr, 2017 @ 4:43pm 
@ N.shi: Ok. I was just curious.
N.KATA 13 Apr, 2017 @ 4:41pm 
It was just a doubt
Tööttieläin  [author] 13 Apr, 2017 @ 4:18pm 
@ N.shi: And it would mean that every possible retexture addon made for these would need to made twice. The way it's set up now makes sure that such addon would affect both.
Tööttieläin  [author] 13 Apr, 2017 @ 4:16pm 
@ N.shi: Not possible without recompiling model. You'd need to change the model's material path in qc or change the model's material name in Blender (or any other 3d modelling software that can export smd). Why would you even do such a thing? The "conflicting" doesn't have any effect.
N.KATA 13 Apr, 2017 @ 3:33pm 
mm in case if i want to "fix" the conflict between these weapons https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=729506248 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=732139680 do i need to rename some files inside the vpk?
N.KATA 13 Apr, 2017 @ 2:48pm 
Yeah i know that i just wanna know where get more patterns but well thanks!
Tööttieläin  [author] 13 Apr, 2017 @ 2:43pm 
@ N.shi: There aren't really "ready made" textures for models. You'll have to create them yourself.
N.KATA 13 Apr, 2017 @ 2:37pm 
mmm.. well i understand but thanks a lot! pd: do u know a web page where i can get more textures for weapons or something like that?
Tööttieläin  [author] 13 Apr, 2017 @ 2:35pm 
@ N.shi: Not entirely sure, to be honest. I read from somewhere that some versions of source engine don't like normal textures that are compressed. BGRA8888 should get around that. Been using that setting since and haven't had any issues.
N.KATA 13 Apr, 2017 @ 2:11pm 
But the settings in normal format and alpha format all the time should be the same? what is diference between DTX5 in normal and BGRA8888 in alpha with DTX5 in normal and DTX5 in alpha?