OK, So I asked around on Steam Discussions to no avail. I know TF2Maps deals more in mapping than cosmetics but I dunno where else to ask. I'm trying to make my first ever cosmetic for TF2 workshop. A wig for Scout. Honestly, suprised I got this far with it, the second most difficult part was orienting it onto Scout, I had to do it manually with trial and error on the .smd file. The most difficult part which I am still stuck on is texturing. The texture consist of two layers, a monochrome, transparent layer that serves as shading and detailing and a background layer which is suppose to be plain and/or blank. What I'm trying to do is make the background layer paintable but not the second transparent layer. (See Attached File .png for examples.) 0- The original 1084 texture with a brown base. Noticed the transparent layer over the brown is complimenting the shading and detailing but not over-powering the colour? Thats how I want it, but paintable. 1- If I just make it a flat .tga and use it as it is the paint will correspond to the dark shading of the monochrome layer while the lighter details will be completely lost in the paint. 2- Here is when I tried to do it with alpha channels. I can "sort of" seclude the monochrome layer however that layer becomes completely grey and less transpartent making the hair appear more aged than it needs to be. If I wanted to, I can reverse it to make the whole thing grey/white with paintablle shading and markings but thats just silly. I did try to follow this guide I found but either I did something wrong or it doesn't work, given I tried to follow it and neither TF2 Import or HLMV showed the results I hoped. So is there anyway I can make a specific layer of a .tga unpaintable?