sign_gameplay01.mdl reskin?

Discussion in 'Mapping Questions & Discussion' started by jandals, Dec 5, 2012.

  1. jandals

    jandals L1: Registered

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    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!
     
    Last edited: Dec 5, 2012
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    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.
     
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  3. jandals

    jandals L1: Registered

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    Yeah I had a feeling it wasn't going to be that simple. I'll give decompiling a shot :) Thanks!
     
  4. Pocket

    aa Pocket func_croc

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    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.
     
  5. Seba

    aa Seba DR. BIG FUCKER, PHD

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    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.
     
  6. jandals

    jandals L1: Registered

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    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:

    [​IMG]


    Pretty happy with that :)
     
    Last edited: Dec 6, 2012
  7. colacan

    colacan L5: Dapper Member

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    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.
     
  8. jandals

    jandals L1: Registered

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    On closer inspection, I've goofed something (in-game):

    [​IMG]


    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.
     
    Last edited: Dec 6, 2012
  9. Seba

    aa Seba DR. BIG FUCKER, PHD

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    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.
     
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  10. jandals

    jandals L1: Registered

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    Yup, that was it! Forgot to edit the alpha channel. Thanks Seba!