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Offline [archive] freakinbloodmonkey

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Re: Red eye mod
« Reply #15 on: June 06, 2010, 06:18:00 am »
                Wow, can you post me those yellow eyes to? maybe for the gangrel male?
 with some instructions? grin                        

 

                                                  

Offline [archive] RR_DF_RaptorRed

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Re: Red eye mod
« Reply #16 on: June 06, 2010, 07:52:00 am »
               
freakinbloodmonkey posted:
Wow, can you post me those yellow eyes to? maybe for the gangrel male?
 with some instructions? grin

 
 Here you are, I added a Readme into the rar file which says how to install the male and female eye change together, or either one separately. If I messed up anything with the file, forgive me, its almost 6am here right now lol.
 
 http://www.raptorred.com/files/gold_gangrel_eyes.rar
 
 Tell me if there is anything wrong or if you need any additional help.
 
 
 
MaxusCorvin posted:
It is possible to model and texture the scalpel, then just chose an item in the game to replace. Though I've never tried modeling, at least not very seriously.

 
 I know it's not possible to add in totally new player models and I thought it was the same for weapon models.. if I am mistaken in this.. it's soon going to be more modding for me =D. I just figured, after my fair amount of experience with HL2 and L4D Source, that to make any model, you have to compile it, and aside from some blender script is it? that can edit vertices in the MDL's, there is no way to actual compile a Vampire MDL. I really do hope I am mistaken in this lol.
 
 If you look here, you can see the scalpel I made (yes, I stuck it in Morrowind for fun), I would really be happy if I was able to bring it into this game now lol.
                       

 

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Offline [archive] freakinbloodmonkey

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Re: Red eye mod
« Reply #17 on: June 07, 2010, 09:35:00 am »
                Uhm, they dont work, i made some new maps with the name armor0, armor1, etc.
 But they dont work, can you post me detailed instructions, or just post me the pre-altered files?
 I really would like to have that gold wolf-like eyes^^ they look awesome..                        

 

                                                  

Offline [archive] MaxusCorvin

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Re: Red eye mod
« Reply #18 on: June 07, 2010, 04:23:00 pm »
               
freakinbloodmonkey posted:
Uhm, they dont work, i made some new maps with the name armor0, armor1, etc.
 But they dont work, can you post me detailed instructions, or just post me the pre-altered files?
 I really would like to have that gold wolf-like eyes^^ they look awesome..

 
 Where exactly did you put the vmt files? They should go in:
 
 C:\\Program Files\Activision\Vampire - Bloodlines\Vampire\Materials\Models\Character\PC\[gender]\Gangrel\[armor 0-3]\
 (You only need to put them in the Armor0 folder, and they will appear for each models)
 
 Along with the eye textures themselves, which should go here:
 
 C:\\Program Files\Activision\Vampire - Bloodlines\Vampire\Materials\Models\Character\Eyes\                        

 

                                                  

Offline [archive] freakinbloodmonkey

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Re: Red eye mod
« Reply #19 on: June 07, 2010, 06:02:00 pm »
                The irises are gold but the white of the ye is purple/black flickering,
 and they arent glowing either.                        

 

                                                  

Offline [archive] MaxusCorvin

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Re: Red eye mod
« Reply #20 on: June 07, 2010, 07:23:00 pm »
               
freakinbloodmonkey posted:
The irises are gold but the white of the ye is purple/black flickering,
 and they arent glowing either.

 
 Well, it does seem like the defined texture in the VMT files is one that you don't have, so you'll need to change it(it should open in Notepad, a program that your computer should have). Likely to either "eyeball"(darker), "eyeball2"(lighter), or "eyeball_black"(makes the eyeball completely black).
 
 And the glow is caused by this under the iris line:
 
 "$vampire" "1"
 
 If that is there, the glow should also be there.                        

 

                                                  

Marked as best answer by on August 08, 2020, 04:40:52 pm

Offline [archive] RR_DF_RaptorRed

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Re: Red eye mod
« Reply #21 on: June 07, 2010, 08:31:00 pm »
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  •                 Ah ok, sorry... Seems I made the darkeyeball texture myself, there is an eyeball_black that came with the game but I used my own for this.
     
     http://www.raptorred.com/files/darkeyeballs.rar
     
     Just extract that to "C:\Program Files\Activision\Vampire - Bloodlines\Vampire\materials\models\character\eyes"
     
     No need to change the VMT's or anything else. If you've changed the eyeball texture, you can either keep the one you changed to then or put in "darkeyeball" instead.
     
     I've fixed up the original rar to have that in it now as well. The first RAR also has all the instructions on how to install.
     
     And like I said in the readme in there, if you want to use the eyes for the rest of the armours as well, do as MaxusCorvin said a couple posts up, but remember, the almost all Male and Female ones goes armor0, armor1, armor2, armor3 while
     the Male gangrel one goes armor_0, armor_1, armor_2, armor_3... so make sure you have that right.
     
     About the glow, you have to go to a dark area to see them "glow", though with the source engine, I am not sure glow is the right word. They simply stay lit in the dark rather than being affected by the lights in the map.
     
     *EDIT*
     There was a typo in the male VMT's, again like I said, it was just about 6am when I made those... It is now fixed in the original file or
     you can download the fix here : http://www.raptorred.com/files/fixed_mgangrel_vmts.rar
     Extract that to "C:\Program Files\Activision\Vampire - Bloodlines\Gangreleyes\materials\models\character\pc\male\gangrel\armor_0"
     
     
                           

     

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    Offline [archive] MaxusCorvin

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    Re: Red eye mod
    « Reply #22 on: June 07, 2010, 09:13:00 pm »
                   
    RR_DF_RaptorRed posted:

     About the glow, you have to go to a dark area to see them "glow", though with the source engine, I am not sure glow is the right word. They simply stay lit in the dark rather than being affected by the lights in the map.
     

     
     The glow effect(meaning the "vampire" one), is pretty much like the various glowing things in Avatar. In that it doesn't glow like a lightsaber does, but just stays lit, no matter what lighting your in(though its obviously far more noticeable in darker areas). But the Vampire one illuminates just the irises. The "SelfIllum" effect does the same for both the iris and the eyeball behind it(an example, is if you have this effect for either the PC or LaCroix during the intro, the eyes of the character will be illuminated in darker part of the hallway, but if the entire eye or just the iris, depends on which is specified in the .vmt)                        

     

                                                      

    Offline [archive] RR_DF_RaptorRed

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    Re: Red eye mod
    « Reply #23 on: June 07, 2010, 10:02:00 pm »
                    I haven't tried but does the $vampire work in other textures? I assume it would as it is very similar to the $selfillum.                        

     

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    Offline [archive] MaxusCorvin

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    Re: Red eye mod
    « Reply #24 on: June 07, 2010, 10:22:00 pm »
                   
    RR_DF_RaptorRed posted:
    I haven't tried but does the $vampire work in other textures? I assume it would as it is very similar to the $selfillum.

     
     I've tried that, and the results are, well, not like the eyes. The "$selfIllum" might work fine for something like the signs in the game(for the Clubs, Medical Clinc, Skyeline, etc), or anything related to areas. But trying it with the body models, seem to do far more than just illuminate them(but again, the results don't look very good).                        

     

                                                      

    Offline [archive] RR_DF_RaptorRed

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    Re: Red eye mod
    « Reply #25 on: June 07, 2010, 10:28:00 pm »
                    Hmm.. odd.. cause I did use the $selfillum in Left4Dead once to make Zydrate glow on a boomer and it turned out all right..
     Maybe it has to do with other settings in the VMT to get it exactly right?
     I had all kinds of other ones for that like :
     
     $allowdiffusemodulation 0
     $phong 1
     $phongfresnelranges "[.01 .15 1]"
     $phongtint "[.8 .8 1]"
     $phongboost 14
     $phongexponent 16
     $selfillum 1
     
     I am going to try more testing of all this in a bit lol.                        

     

    -----signature-----
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    Offline [archive] freakinbloodmonkey

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    Re: Red eye mod
    « Reply #26 on: June 08, 2010, 05:33:00 am »
                    I'll try to use that in some hours but now im at school and my dad is home rebooting my pc, ill keep you up to date.
     More advice is very welcome.                        

     

                                                      

    Offline [archive] freakinbloodmonkey

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    Re: Red eye mod
    « Reply #27 on: June 08, 2010, 04:59:00 pm »
                    Aaaaaaaaaaaaaand... its working, thanks, it looks just like it should.                        

     

                                                      

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    Offline [archive] RR_DF_RaptorRed

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    Red eye mod
    « Reply #28 on: June 08, 2010, 07:04:00 pm »
                    No problem! =)                        

     

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    Offline animpinabox

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    Re: Red eye mod
    « Reply #29 on: January 17, 2011, 10:58:35 am »
    Ive been having a problem with this too. although slightly different to that which is posted here.

    I get get the eyes into the game but even though i havnt changed the eyeball at all, i get sort of a smudged affect on the eyeball outside of the iris.

    Like posted above i simply took the hazel iris, and made it red, named it differently, put it in the suggested armor folder (and i tried with eye folder too), and changed the eye files but either side of the irish are red blobs.

    I have also checked the clamps so i am pretty sure this is not the problem.

     

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