Question for Modelers...

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
How would you go about adding a red and blu skin to this model that says: TELEPORTER ?

picture.php


Is this something I could do with that free blender thing I've heard people talking about?
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
You don't need any actual modelling tools (e.g. Blender, XSI, Maya, 3DS) to reskin a model. You only need an image editign prgoram and some compiling/decompiling stuff.
 

ikem

L6: Sharp Member
Dec 8, 2008
268
34
cant u just redo the skin?
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
No it wouldn't. That would be like copying a vmt/vtf pair and renaming it without changing the references inside the actual .vmt text.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Reeskin it and pakrat it into your map release
 

fisheye

L1: Registered
Feb 28, 2009
7
1
That sign already has multiple skins, so if there's one of them that you don't intend to use in your map, then you don't need to decompile anything.
Just find the location of the vmt for the unused skin, and pakrat your own version into your map, in the exact same folder and the exact same name that the original has in the gcf file.
It works, because when the map gets played, any embeded content is given priority, then files in the game directory, then files in the gcf.
 
Dec 25, 2007
566
439
That sign already has multiple skins, so if there's one of them that you don't intend to use in your map, then you don't need to decompile anything.
Just find the location of the vmt for the unused skin, and pakrat your own version into your map, in the exact same folder and the exact same name that the original has in the gcf file.

No, you don't do that, because as ChronoTriggerFan said, "it would interfere with the original skin." What would happen is that because the textures are cached, every other map loaded by the player after yours would have your sign name in it instead of "Intelligence" or whichever you replaced. They'd have to quite TF2 and restart to get the right signs back again. The right approach is to decompile the model and recompile it with a new name.