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CSGO Sarvs PKM On Kopter's Animation

A Skin Mod for Counter-Strike: Global Offensive

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************************************************************ Note: Admin please add Negev Category for CSGO Department! This skin is substitution for Negev! ************************************************************ Hey guys, longtime no see. Today I brought Russia PKM General-Purpose Machine Gun. There is a few twists for the arm but they are not obvious(Please excuse my laziness, college application is killing me) Strongly recommend lower Negev's(In script file) shooting speed to 0.1, this shit shoot way tooooo fast. Thanks Kopter for providing original SMDs and I sincerely hope you can make and share more awesome animations. By the way, two questions from my friends: 1. How do you guys use default animation from CSGO? 2. How do you lock skins(So other people can't use your animation) Since the original release is locked, so I think I have to lock it due to respect to the original Arthur's work.

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  • Rafael De Jongh avatar
    Rafael De Jongh username pic Joined 12y ago
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    Rafael De Jongh avatar
    Rafael De Jongh
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    access_time 6y
    > **Posted by MiMilash** > > Thanks for replying! Actually my vtm file is copied from Insurgency, because it works better than common vtm from CSS. > And also, how do I flip the green channel? There are a lot of things that I don't understand lol Insurgency has some bad VMT's than, better keep with cs:go's default VMT's or well use the example posted below. You flip the green channel by inverting the green channel (select the green channel in your channel tab and then press ctrl+i) Best thing is too google it or be more specific on what things you do not understand correctly although mostly mistakes should've made themselves clear by what I posted below.
    Web Developer & 3D Artist avatar
    Mantra
    Web Developer & 3D Artist
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  • MiMilash avatar
    MiMilash Joined 7y ago
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    > **Posted by Rafael De Jongh** > BuLL5H1T's texture really do fit more in cs:go then cs:s although like mentioned on the original cs:s release but still failed in the cs:go release are to properly setup the shaders. > > For starters as this is CS:GO you'll have to flip your green channel of your normal map to get your edges out correctly, it currently looks rather weird (the read position of the green channel various from cs:s to cs:go) > > Second your phongexpontenttexture (that is labeled specular but is actually not a specular but a gloss, albedoittint and rimmask) is also incorrectly made for cs:go, like myself and 4echo mentioned about the different channels on a phongexponettexture is that the follow maps need to be located for it to function proper: > > Red channel: Gloss Map > Green channel: Albedoittint mask > Blue channel: isn't used (fill with pure black) > Alpha channel: Rim Mask (if you're using rimlight) > > You should definitely change that to get a better effect in-game! > > Now third and this is what bothers me the most is the VMT setup, I've got no idea who made this but it's not good. > > For one you included: > >
    > "$BasemapAlphaPhongMask" "1"
    > 
    > > But there is no phong mask on your diffuse make it very weird for the shaders and in this case the phong very flat. > In fact as there is a specular on the alpha channel of your normal map you should have used the following command that actually is on the original CS:S release so why you didn't used that vmt (which is proper) I don't really understand: > >
    > "$normalmapalphaphongmask"    "1"
    > 
    > > Then once again which I also pointed out is that you did enable phongexponent, but if you have a phongexponttexture the phongexponent command will override that texture shader so you normally had to remove the phongexponent variable so it would use the phongexponenttexture. > > The phongboost is also way too low to my taste, get it up around 0.9-1.3 or play with it but this might also be because you did use the phongmask on the diffuse command and adding more to the phong value would make it look bad. > > Your envmaptint is also rather low so that's also something I'd say to play with! > > All by all I'd say redo the whole VMT and come up with something like this: > >
    > "Vertexlitgeneric"
    > {
    > 	"$basetexture"  "models\weapons\v_models\Genesis\Sarvs_PKM\PKM"
    > 	"$bumpmap"     "models\weapons\v_models\Genesis\Sarvs_PKM\PKM_Normal"
    > 	"$normalmapalphaenvmapmask" "1"
    > 	"$normalmapalphaphongmask"    "1"
    > 	"$envmap" "env_cubemap"
    > 	"$envmaptint" "[.04 .04 .04]"
    > 	"$envmapfresnel"	"1"
    > 	"$envmapFresnelMinMaxExp"	"[0 5 .5]"
    > 	"$nocull" 		"1"
    > 
    > 	"$phong"     "1"
    > 	"$phongboost"   "0.8"
    > 	"$phongfresnelranges"      "[1 3 4]"
    > 	"$phongexponenttexture" 	"models\weapons\v_models\Genesis\Sarvs_PKM\PKM_Specular"
    > 	"$phongalbedotint"		"1"
    > 	"$phongalbedoboost" 	"36"
    > 
    > 	"$rimlight" 	"1"
    > 	"$rimlightexponent" 	"36"	
    > 	"$rimlightboost"	"0.8"
    > 	"$rimmask" 	"1"
    > }
    > 
    > > Doing all these changes normally should give you a way better result and make the shaders actually react properly in CS:GO! Hope it helps. > > PS: I do recommend putting all settings to max when taking screenshots, because your screenshots are really poor in quality. Thanks for replying! Actually my vtm file is copied from Insurgency, because it works better than common vtm from CSS. And also, how do I flip the green channel? There are a lot of things that I don't understand lol
    Noooooob
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  • Rafael De Jongh avatar
    Rafael De Jongh username pic Joined 12y ago
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    Rafael De Jongh avatar
    Rafael De Jongh
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    BuLL5H1T's texture really do fit more in cs:go then cs:s although like mentioned on the original cs:s release but still failed in the cs:go release are to properly setup the shaders. For starters as this is CS:GO you'll have to flip your green channel of your normal map to get your edges out correctly, it currently looks rather weird (the read position of the green channel various from cs:s to cs:go) Second your phongexpontenttexture (that is labeled specular but is actually not a specular but a gloss, albedoittint and rimmask) is also incorrectly made for cs:go, like myself and 4echo mentioned about the different channels on a phongexponettexture is that the follow maps need to be located for it to function proper: Red channel: Gloss Map Green channel: Albedoittint mask Blue channel: isn't used (fill with pure black) Alpha channel: Rim Mask (if you're using rimlight) You should definitely change that to get a better effect in-game! Now third and this is what bothers me the most is the VMT setup, I've got no idea who made this but it's not good. For one you included:
    "$BasemapAlphaPhongMask" "1"
    
    But there is no phong mask on your diffuse make it very weird for the shaders and in this case the phong very flat. In fact as there is a specular on the alpha channel of your normal map you should have used the following command that actually is on the original CS:S release so why you didn't used that vmt (which is proper) I don't really understand:
    "$normalmapalphaphongmask"    "1"
    
    Then once again which I also pointed out is that you did enable phongexponent, but if you have a phongexponttexture the phongexponent command will override that texture shader so you normally had to remove the phongexponent variable so it would use the phongexponenttexture. The phongboost is also way too low to my taste, get it up around 0.9-1.3 or play with it but this might also be because you did use the phongmask on the diffuse command and adding more to the phong value would make it look bad. Your envmaptint is also rather low so that's also something I'd say to play with! All by all I'd say redo the whole VMT and come up with something like this:
    "Vertexlitgeneric"
    {
    	"$basetexture"  "models\weapons\v_models\Genesis\Sarvs_PKM\PKM"
    	"$bumpmap"     "models\weapons\v_models\Genesis\Sarvs_PKM\PKM_Normal"
    	"$normalmapalphaenvmapmask" "1"
    	"$normalmapalphaphongmask"    "1"
    	"$envmap" "env_cubemap"
    	"$envmaptint" "[.04 .04 .04]"
    	"$envmapfresnel"	"1"
    	"$envmapFresnelMinMaxExp"	"[0 5 .5]"
    	"$nocull" 		"1"
    
    	"$phong"     "1"
    	"$phongboost"   "0.8"
    	"$phongfresnelranges"      "[1 3 4]"
    	"$phongexponenttexture" 	"models\weapons\v_models\Genesis\Sarvs_PKM\PKM_Specular"
    	"$phongalbedotint"		"1"
    	"$phongalbedoboost" 	"36"
    
    	"$rimlight" 	"1"
    	"$rimlightexponent" 	"36"	
    	"$rimlightboost"	"0.8"
    	"$rimmask" 	"1"
    }
    
    Doing all these changes normally should give you a way better result and make the shaders actually react properly in CS:GO! Hope it helps. PS: I do recommend putting all settings to max when taking screenshots, because your screenshots are really poor in quality.
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    Mantra
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    > **Posted by MiMilash** > > **Posted by McPherson** > > > > **Posted by roadbuster25** > > > > > I see it invisible > > > > Are you sure you have a legal copy of CS:GO? > > Do you want me to show my steam? Right i should have wrote the subject.
    Vincent McPherson
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    > **Posted by MiMilash** > > **Posted by McPherson** > > > > **Posted by roadbuster25** > > > > > I see it invisible > > > > Are you sure you have a legal copy of CS:GO? > > Do you want me to show my steam? he was talking with me :P
    I hate bad things :D
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  • MiMilash avatar
    MiMilash Joined 7y ago
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    > **Posted by McPherson** > > **Posted by roadbuster25** > > > I see it invisible > > Are you sure you have a legal copy of CS:GO? Do you want me to show my steam?
    Noooooob
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    > **Posted by McPherson** > > **Posted by roadbuster25** > > > I see it invisible > > Are you sure you have a legal copy of CS:GO? yes
    I hate bad things :D
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    > **Posted by roadbuster25** > I see it invisible Are you sure you have a legal copy of CS:GO?
    Vincent McPherson
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    I see it invisible
    I hate bad things :D
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  • MiMilash avatar
    MiMilash Joined 7y ago
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    > **Posted by Kaoclya** > Does this work properly online? Unfortunately CSGO doesn't support skin online right now.
    Noooooob
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Sarvs
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JUST DON'T USE IT FOR COMMERCIAL PURPOSE. YOU ARE FREE TO MODIFY THE CONTENT, BUT PUT MY NAME AS THE ORIGINAL RELEASER.

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