Team Fortress 2

Team Coloured Models.

Basically I need some one to explain how to work on ADDING colored variants to the TF2 weapons. I know this is possible as I've made a submission using Fade's edited/hacked Disguise kits. Which originally only use one Disguise kit texture. However this one uses two, so obviously THERE IS A WAY TO DO IT. Every other thread I've seen out there says "No it's impossible."

I've asked two of my friends that model, neither of them could get a method which works. Renaming vmt and vtf files with the _red and _blu/_blue extensions doesn't work, as off the bat the model's coding in the qc file won't be looking for those file types. I've decompiled and edited a qc file for example the Spy's revolver, to use red hands, blu hands, and v_revolver_red, v_revolver_blu but the closest I get when I recompile is a model, which can choose between Skin 1, and Skin 2 but it has the missing texture if I remove v_revolver, and always has Red sleeves.

The only thing I can think of, is opening the model in a modeling program itself and figuring out if you have to apply the texture in there. However I would be lost, as I don't actually remodel yet.

Next step is probably emailing some one from Valve, since if people really do know how to make team colored edits, they're doing a pretty good job keeping it secret.

Thanks to any one that helps. I'd probably do something for you when I buy ripe.

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  • 90SK avatar
    90SK avatar Offline
    2,552 points Ranked 1481st
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    I've done my own poking in regards to this issue, and I can't find anything. I though maybe hex editing the model would work... I actually haven't tried that yet, I kind of just assumed that it wouldn't work since I don't know how well the valve MDLs read in the hex editor I use. But if you have time to spare on it, maybe give it a look. Here's the link to the hex editor I use.

    Someone more savvy with TF2 models could probably clear this up. Valve can do it, I don't see why we couldn't as well given the right kind of knowledge.

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  • Blacktm avatar
    Blacktm avatar Offline
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    Thanks but your link 404's. I'll give this thread a few days then I'll try emailing the Valve guys themselves.

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  • Conro101 avatar
    Conro101 Offline
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    Yeah, 90sk, please update your link.

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  • aerial avatar
    aerial Offline
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  • modderfreak avatar
    modderfreak Offline
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    Posted by 90SK Someone more savvy with TF2 models could probably clear this up.

    Someone called?

    You need to use the $texturegroup modifier, explained here.

    TF2-specific, you need to pay attention to the names of the textures - the model should use the red texture as default and the blue one as option. An example:

    $texturegroup skinfamilies { { "blade.vmt" , "glow.vmt" } { "blade_blue.vmt" , "glow_blue.vmt" } } }
    $texturegroup skinfamilies { { "blade.vmt" , "glow.vmt" } - red textures { "blade_blue.vmt" , "glow_blue.vmt" } - blue textures } }

    You can also align the code different, like this:

    $texturegroup skinfamilies { { "blade.vmt" "glow.vmt" } { "blade_blue.vmt" "glow_blue.vmt" } } }
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  • aerial avatar
    aerial Offline
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    Awesome, Thanks a lot ModderFreak!

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  • 90SK avatar
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    Posted by Conro101 Yeah, 90sk, please update your link.

    odd, it worked when I tried it last. ah well.

    but yeah, thanks a bunch modderfreak! I'll definitely have to try that out.

    Human Male
  • Blacktm avatar
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    Cheers man now I can finally do all those skin ideas I've had.

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  • BooGiTyBoY avatar
    BooGiTyBoY Offline
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    Posted by modderfreak
    Posted by 90SK Someone more savvy with TF2 models could probably clear this up.
    Someone called? You need to use the $texturegroup modifier, explained here. TF2-specific, you need to pay attention to the names of the textures - the model should use the red texture as default and the blue one as option. An example:
    $texturegroup skinfamilies { { "blade.vmt" , "glow.vmt" } { "blade_blue.vmt" , "glow_blue.vmt" } } }
    $texturegroup skinfamilies { { "blade.vmt" , "glow.vmt" } - red textures { "blade_blue.vmt" , "glow_blue.vmt" } - blue textures } }
    You can also align the code different, like this:
    $texturegroup skinfamilies { { "blade.vmt" "glow.vmt" } { "blade_blue.vmt" "glow_blue.vmt" } } }

    Okay can someone show me this in an actual weapons vmt file? I can skin, I cant code for beans, haha. Im trying to do a first-person flamethrower with a red/blue v_ texture. I try to enter those lines replacing the file names and it keeps giving me an error on line whatever when I try to save it... so of course I'm doing something wrong with the brackets or something.

    Can I get a little noob-friendly help here?

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  • RedRogueXIII avatar
    RedRogueXIII Offline
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    Posted by BooGiTyBoY Okay can someone show me this in an actual weapons vmt file? I can skin, I cant code for beans, haha. Im trying to do a first-person flamethrower with a red/blue v_ texture. I try to enter those lines replacing the file names and it keeps giving me an error on line whatever when I try to save it... so of course I'm doing something wrong with the brackets or something. Can I get a little noob-friendly help here?

    Those commands are written in the .qc file of an uncompiled model, they won't work being put in a .vmt.

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