Question for Modelers...

Discussion in 'Mapping Questions & Discussion' started by GrimGriz, Apr 2, 2009.

  1. GrimGriz

    GrimGriz L10: Glamorous Member

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    How would you go about adding a red and blu skin to this model that says: TELEPORTER ?

    [​IMG]

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

    Sgt Frag L14: Epic Member

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    No need for blender.

    Decompile it (I haven't got that figured out yet, might've been using wrong folder, haven't checked again latley)

    In the qc file point it to the right material.

    recompile. (not at home, forgot compile tool name - should be at valve wiki)

    Or learn blender and make new sign from scratch.
     
  3. Apom

    Apom L6: Sharp Member

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    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.
     
  4. ikem

    ikem L6: Sharp Member

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    cant u just redo the skin?
     
  5. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    You would have to decompile the model, and rename it, because it would interfere with the original skin.
     
  6. Westerhound

    Westerhound L5: Dapper Member

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    Wouldnt just making a copy of the whole model and texture and then editing .vmt and rename all files fix this?
     
  7. Apom

    Apom L6: Sharp Member

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    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.
     
  8. Spike

    Spike L10: Glamorous Member

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    Reeskin it and pakrat it into your map release
     
  9. GrimGriz

    GrimGriz L10: Glamorous Member

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    The same thing that decompiles maps work for models?
     
  10. ChronoTriggerFan

    ChronoTriggerFan L7: Fancy Member

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    No, you need a model decompiler made by cannonfodder. However his version doesn't work for tf2, and one was hacked to make it work with tf2 models. I've uploaded it here. Place it in your sourcesdk/bin/ep1/bin folder.
     
  11. GrimGriz

    GrimGriz L10: Glamorous Member

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  12. Westerhound

    Westerhound L5: Dapper Member

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    Thats what i meant with editing the .vmt <.<
     
  13. fisheye

    fisheye L1: Registered

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    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.
     
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  14. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    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.