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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER STEAM
░░░░░░▐▌▀▄▀▄▀▐▄░░ AND THAT WILL TELL VALVE
░░░░░░▐▀░░░░░░▐▌░░ TO GIVE US HALF LIFE 3
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
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░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER STEAM
░░░░░░▐▌▀▄▀▄▀▐▄░░ AND THAT WILL TELL VALVE
░░░░░░▐▀░░░░░░▐▌░░ TO GIVE US HALF LIFE 3
It's simple, this is the process I used for my Black Ops ports:
1. decompose the diffuse map of the gun, and extract the alpha channel. save this texture as a separate file.
2. find the camo files in the game paks
3. if the camo files are solid color, just resize them to the same size as the diffuse texture. if they have a pattern, resize them to 512x512 and copy paste them until they fill the same space as the diffuse texture
4. place the resized camo texture on top of the alpha channel you extracted from the diffuse map as a "multiply" and save it as a separate file with the name of the color it uses
5. the alpha channel of the diffuse texture and paste it as the alpha channel of this new texture
6. paste the finished color texture on top of the diffuse map as either "normal" or "overlay", whichever looks best
7. repeat process for all camos/colors
8. compile the model with texture groups
Hrmmm
The PDW and the bo2 m1911.
And if your coding skills are good enough, the bo2 raygun.
Anyway, that's all I could think up. I'll throw some more at you later if I can think of any.
Keep up the good work, these are pretty cool :)