sign_gameplay01.mdl reskin?

jandals

L1: Registered
Dec 5, 2012
8
0
Is it possible to add additional skins to existing props? I'm sure this has been asked before, but I couldn't find any information on it.

Basically I'm looking to change the "BATTLEMENTS" sign to have other skins with different area names written on it. How would I go about doing this?

Thanks!
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
You can't just add skins to existing props unfortunately. Skins are defined when the model is compiled. You can decompile it, add your own skins and recompile it, either with your own skin or the original skins too, which unfortunately means you need to pack it.

http://forums.tf2maps.net/showthread.php?t=8971 is an excellent guide written by Psy on doing this process.
 

jandals

L1: Registered
Dec 5, 2012
8
0
Yeah I had a feeling it wasn't going to be that simple. I'll give decompiling a shot :) Thanks!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
If you're keeping the original filename, don't forget to do the thing where you tell the compiler to rotate it 270 degrees, because Source holds on to packed custom models after map changes and you need your model to have the same orientation as the default ones.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I suggest using a new filename, like sign_gameplay01_custom or something. If you don't, the QC command that Steve is suggesting is $origin 0 0 0 -90.
 

jandals

L1: Registered
Dec 5, 2012
8
0
I ended up calling it a different filename and sticking it in a new folder within tf/models. Does that mean the default origin will be ok? :confused:

Here is how my test one turned out btw:

ud8BP.jpg



Pretty happy with that :)
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
That's just fine, since it doesn't overwrite the default sign this way, so the origin is not a problem. Looks good, it looks just like a default skin.
 

jandals

L1: Registered
Dec 5, 2012
8
0
On closer inspection, I've goofed something (in-game):

3X7DU.jpg



I'm not sure if it's a problem with the VTF, the VMT, or possible the QC file when I recompiled. Any ideas what could be going wrong?

I initially thought it was because I had a layered TGA file, but I had flattened it into 1 layer? I did use the "sign_gameplay01_skin10.vtf" and "sign_gameplay01_skin10.vmt" (EXIT sign) as a base though... but I think I replaced all references to it.
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think that texture has an alpha channel used for $selfillum, which causes the text to appear brighter than the background. Edit the .vtf's alpha channel and you're golden.