Making new skins for models...

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Not sure if this should really be in the model section, but it isn't a release or request.

I've made a new skin for a model (models/props_gameplay/sign_wood_cap001.mdl) but I'm not really sure what I should do with it. For now, the .vmt and .vtf are in my tf/models/materials/props_gameplay folder, but it isn't showing the model to have a new skin in the browser.

Do I have to do anything to .mdl file itself? Help appreciated.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
yeah you would have to recompile the model with the additional skin information in the .QC file for the model. So you would have to decompile the model, add your additional skin information to the .QC and recompile in the proper directory.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
yeah you would have to recompile the model with the additional skin information in the .QC file for the model. So you would have to decompile the model, add your additional skin information to the .QC and recompile in the proper directory.

Is it easy to do? I've not managed to even learn how to use a modeling program let alone decompile/recompile :(
 

Steff0o

L6: Sharp Member
May 31, 2009
295
132
I've made a new skin for a model (models/props_gameplay/sign_wood_cap001.mdl) but I'm not really sure what I should do with it. For now, the .vmt and .vtf are in my tf/models/materials/props_gameplay folder, but it isn't showing the model to have a new skin in the browser.

do you have the vmt configured correct, or have you just left it normal?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
[ame=http://forums.tf2maps.net/showthread.php?t=8971]The complete guide to decompiling and recompiling models![/ame]
 

Remix

L69: Deviant Member
Feb 27, 2008
69
15
Follow the tutorial Psy posted,

Or you could be a tricky little fella and just create a brush that lays over the sign in hammer with the new skin. Depending on how changed the skin is, this could either save you a lot of time and work great, or look flat out terrible.

Give it a try in Hammer, if it doesn't look great, then you have to create yourself a new model :|
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Follow the tutorial Psy posted,

Or you could be a tricky little fella and just create a brush that lays over the sign in hammer with the new skin. Depending on how changed the skin is, this could either save you a lot of time and work great, or look flat out terrible.

Give it a try in Hammer, if it doesn't look great, then you have to create yourself a new model :|

I tried to make aan invisible brush over the sign, then adding the texture to it (It's actualy just the red/blu team overlays) But in-game nothing showed up over the sign.

do you have the vmt configured correct, or have you just left it normal?

I copied the .vmt from the an original skin of the sign and changed the basetexture