Left 4 Dead 2

Left 4 Dead 2

RK-XPM2 (AK-47)
67 kommentarer
Jefuty 13. jan. 2020 kl. 9:17 
the reload constantly chugging not even fun to use.
Romanian Final Boss 10. aug. 2018 kl. 0:20 
could you please make a version for the Scar?
AlfredENeuman 17. juli 2018 kl. 14:24 
An interesting looking weapon for sure.
-[R]a[Z]ius- 28. juli 2017 kl. 13:40 
that reload animation so fucking cool
N.KATA 29. apr. 2017 kl. 12:55 
Can u make more weapons from the WWII? :c or I
Tööttieläin  [ophavsmand] 29. apr. 2017 kl. 12:17 
@ N.shi: Unfortunately I have no idea what those maps are.
N.KATA 29. apr. 2017 kl. 11:38 
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  [ophavsmand] 29. apr. 2017 kl. 10:53 
@ 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 kl. 10:39 
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  [ophavsmand] 29. apr. 2017 kl. 4:34 
@ 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 kl. 19:18 
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 kl. 7:15 
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  [ophavsmand] 24. apr. 2017 kl. 14:13 
@ N.shi: Check the tutorials I linked earlier.
N.KATA 24. apr. 2017 kl. 12:53 
how can i do that? mm..
Tööttieläin  [ophavsmand] 24. apr. 2017 kl. 12:50 
@ 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 kl. 12:25 
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 kl. 11:52 
It's an hydrographic pattern. Add me please to give you more information :/
N.KATA 24. apr. 2017 kl. 11:51 
Can u add me? It's a bout a specic type of texture
Tööttieläin  [ophavsmand] 24. apr. 2017 kl. 9:14 
N.KATA 24. apr. 2017 kl. 8:38 
hi! can u help to install textures?
Tööttieläin  [ophavsmand] 20. apr. 2017 kl. 10:34 
@ Alex_D_Vasilkov: Thanks and will do :D
Alex_D #NoWar 20. apr. 2017 kl. 10:02 
You're getting bolder (and better) as an animator. Keep it up!
Tööttieläin  [ophavsmand] 14. apr. 2017 kl. 12:02 
@ 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 kl. 11:46 
could u maybe re name files into the vpk in one of them and avoid the conflict in both?
N.KATA 14. apr. 2017 kl. 11:43 
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  [ophavsmand] 14. apr. 2017 kl. 11:31 
@ 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 kl. 11:15 
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  [ophavsmand] 14. apr. 2017 kl. 10:51 
@ N.shi: Not possible without decompiling the model and editing it in 3d-software.
N.KATA 14. apr. 2017 kl. 10:50 
But if i wanna use the default physical flashlight :c
Tööttieläin  [ophavsmand] 14. apr. 2017 kl. 10:46 
@ 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 kl. 10:31 
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  [ophavsmand] 14. apr. 2017 kl. 10:27 
@ 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 kl. 10:12 
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  [ophavsmand] 14. apr. 2017 kl. 1:33 
@ 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 kl. 21:48 
I need your help again xc how can i add the flashlight texture in a custom weapon?
N.KATA 13. apr. 2017 kl. 20:30 
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 kl. 16:53 
I'll test them
Tööttieläin  [ophavsmand] 13. apr. 2017 kl. 16:50 
@ N.shi: Payday 2 sounds addon has good sounds imo.
N.KATA 13. apr. 2017 kl. 16:49 
Could you suggest me sounds for smg weapons? :c
Tööttieläin  [ophavsmand] 13. apr. 2017 kl. 16:43 
@ N.shi: Ok. I was just curious.
N.KATA 13. apr. 2017 kl. 16:41 
It was just a doubt
Tööttieläin  [ophavsmand] 13. apr. 2017 kl. 16:18 
@ 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  [ophavsmand] 13. apr. 2017 kl. 16:16 
@ 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 kl. 15:33 
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 kl. 14:48 
Yeah i know that i just wanna know where get more patterns but well thanks!
Tööttieläin  [ophavsmand] 13. apr. 2017 kl. 14:43 
@ N.shi: There aren't really "ready made" textures for models. You'll have to create them yourself.
N.KATA 13. apr. 2017 kl. 14:37 
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  [ophavsmand] 13. apr. 2017 kl. 14:35 
@ 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 kl. 14:11 
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?