Left 4 Dead 2

Left 4 Dead 2

72 ratings
GFL2 Lainie / UMP40 [Shared Assets]
   
Award
Favorite
Favorited
Unfavorite
Survivors: Survivors
Game Content: Textures
File Size
Posted
Updated
44.753 MB
10 May @ 2:03am
12 May @ 2:06pm
2 Change Notes ( view )

Subscribe to download
GFL2 Lainie / UMP40 [Shared Assets]

Description
Required files for my upload of Lainie. Subscribed to this addon to ensure there won't be any missing textures in-game
18 Comments
童千斤 4 Jun @ 7:56am 
Love your works so much.!Will you still make Florence(PA-15)?
mr kill myself 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.
mr kill myself 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!
RëdXI 12 May @ 2:00am 
Doing God's work, sir. Have this Treasure award.