I got two model-texture based problems. One involving props, the other involving capture point hologram. So, I know how to replace default textures in TF2 (this tutorial helped) yeah haven't actually tried it on a TF2 default model, but I have with a custom model and it worked. But for my map, I would like to use certain props that TF2 has, but with new skins, especially more than one. I didn't want to replace TF2 default props skins as then I would see it throughout the game and those who want to play my map will not see it. Plus I want to add more than one skins to make team variants for both sides. So through GCFScape I made copies of the models, assosiated files and skins I wanted to replace (update_poster001, update_poster002 from teaser folder and bannerflag from medieval folder) I put them in their own folders in my models and materials folder, gave them new names to make them more recognisable for Hammer, .vtf and .vmt, made sure to address the $basetextures properly and so on. (update_sonic_poster001 and update_sonic_poster002 to all the .vtx, .vvd and .mdl) Because flags and posters are flat and easy for novices like me to retexture, I reskinned update_sonic_poster002 default skin, I changed the .vtf and renamed it update_sonic_poster002.vtf and addressed update_sonic_poster002.vmt to where it can find the model in it's designated folder but for some reason the poster is still using TF2s default Mann.co texture for it. I tried it again with the medieval C-point flag which is simply renamed bannerflag_sonic and saving over it's default .vmt before renaming it and re-addressing it. But still it's using default TF2 textures despite being a renamed copy, in a new folder, with it's own skins addressed to it. If this can't be resolved, I'll resort to just making them overlays, but given they would be too flat to be posters and flags I hope it won't be.