Open Ny0kazer opened 4 years ago
Can confirm the same is also true for other decorated items. However I only found this to be the case on the world model of the item, not the viewmodel itself.
I've also noticed this texture "corruption" being applied to the lights of festivized warpaints (again, only on world models of said weapons).
Taken from my comment on #50:
What I think is happening is that TF2 is replacing the sniper rifle scope's texture with that of the skinned sniper rifle's body because it only expects the rifle to use one texture, resulting in incorrect UV mappings. Interestingly, however, the scope seems to keep its shine, hinting that it might be keeping its material properties.
So, what I propose is to make the sniper rifle scope's material use the right part of the sniper rifle body's texture, just like it does in live TF2, alongside its custom material properties. That way, when the textures get replaced, the scope looks like it usually does.
Edit: Alternatively, you can keep the custom sniper scope texture as long as you UV map the scope such that it maps correctly on both the scope texture and the skinned sniper rifle body texture when applied. That being said, however, giving the scope a high-resolution texture using this method would require a very large texture for it since the UV for the scope is such a small component of the full rifle texture (and thus would also have to be a small component of our custom scope texture).
There's a chance that this is an issue with either festivizers or Dragon Slayer war paint, but the scope of my festivized Dragon Slayer sniper has the war paint texture overlaid onto it.