How about "$frame" float attribute? If you want place "animated vtf" via $basetexture. there is a Float Attribute called "$frame" allowing to control animation frame. Make sure that how many image's frame you have. for example this vtf has 16 frame. then Create Animation for Element ---> $frame min 0, max (depend, for example 16). press OK. Now you can control the frame via slider and write on the Graph editor.
It’s exactly the same, however you have to remember that VTFs have to have dimensions to the power of 2. So, you have to scale the image into the area of the thing you’re putting it onto keeping in mind that if you don’t proportionally scale it in, it’s going to be warped or stretched when it is applied to the model.
The only DUMB question is the one that is not asked. The answer is NO. VTFEdit is a program used to convert texture files from formats like png, tga, jpg into VFTs. It is also a quick and dirty way of writing very basic material vmts that call the VTF. If you have and GIMP, Photoshop or paint.net they will not natively create VTFs from your textures. However there are plugin scripts for these programs that you load into them and then you can create and directly load VTFs in to them for editing meaning that you don't need VTFEdit to convert them. As for VMTs, these are nothing more than plain English text files that can be created or edited using a plain text editor like Notepad++ (or if you're desperate MS Notepad).
It means that GIMP can't read the image file you're trying to load. Have you installed an add-on to GIMP to be able to import that file type. (If a vtf, then have you installed the VTF add-on?)
First thing first Download Gimp 2.8.22 (old version) www.gimp.org/downloads/oldstable/ Download the addons sourceforge.net/projects/gimpextensions/ Then the vtf plug ins www.tophattwaffle.com/downloads/gimp-vtf-plugin/ That's it.
Depends on what you want to do with them. If you’re trying to retexture something else with them, you have to find the VTF you want and convert it into a picture file (jpg/png/etc) so you can use it in the software you need it in.
I have no idea what your talking about here. If the mouth is made from textures (like a 2D SouthPark character model, then the model should have been compiled with a $texturegroup command to allow you to change the skins for the face or the different mouth positions. If it doesn't have that, then YUPPERS, this is what you got to do.
amm i know that video old but can u help me everytime i am trying to export as vtf it's saying about the width and i tried to change the width to 2048 and 1024 and they both didn't worked what i'm supposed to do?
Texture must have a dimension to the power of 2, in other words the Width and the Height must be a value like 4, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 (like 2048x1024 or 512x512 or 128x2048) If you try to export a texture that doesn't have a dimension to the power of 2 (like 511x2040) it will not export as a VTF.
Pte Jack, I don't know you still up, but is there any possible way to replace to high quality images? or just can't? (because only the model has limited textured UV area) Do I have to make my own model to upscale UV?
I'm not really sure what you are asking here and without seeing the actual UV, I'm not sure how to answer. The resolution of the texture is dependent on the UV size. For example a smaller UV is going to cause a texture to be blurrier than a larger UV. For example, let's say the original UV size is 64x64 pixels, I can make a more detailed texture by upscaling the UV size in proportion to 1024x1024 or 2048x2048 pixels and repainting. I just can't move the UV islands in the UV or the UV will not match the original unwrap and the texture will be broken.
@Pte Jack so basically you're saying it is okay to just change to high quality texture if its ratio is the same to old blurry texture? Nothing to do with model? Sorry if my words not making sense, I'm really new to this UV things.. :)
@@밸스 correct, it’s the actual texture that changes. But you can’t change the locations the texture elements in relation to the islands once a model is unwrapped. The textures must be inside the individual islands with slight over painting of the island edges to avoid lines in the texturing at the seams. You can scale the uv in proportion to the original to get better and higher detail on the textures, but the scale has the meet the requirements of the game your putting the model into. For example, for SFM, textures must be to the power of 2, meaning , 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 pixels. 64x1024 is ok, where 59x4023 isn’t. 59 and 4023 aren’t numbers that are to the power of 2 (if you get what I mean). 64x64, 1024x1024, 256x512, 2048x4096 are good numbers. If you need to move islands around or break them apart, it has to be done in the UV editor of your 3D editing program (Blender) before painting the texture to the UV. It is always best to export the uv layouts at the size you want your textures and use the export as an overlay template for painting the textures.
Each part of the body may have it's own material, but those material maybe calling the same texture sheet. Or each material may call its own texture sheet. It doesn't really matter. What you have to do is find the texture(s) those material(s) call and repaint them so the body parts colour the way you want them be it one sheet or a dozen. When you save the new texture(s) you just give it(them) a new filename and then call the new texture(s) when you add the $basetexture string attribute.
I have this issue that has been bugging me (I used Photoshop and VTFEdit), so basically I edited the text on a decal of an image, and I exported as a jpg file (I didn't merge anything, or do the whole resize to image thing (I don't know how to resize to image in Photoshop))and I put it in the folder I wanted it in. The file and everything was correct, but when I added its location to the $basetexture and when I hit enter the black and purple things disappeared, but the texture was invisible... it just didn't show up, but it was there because the squared dissapeared
The folder you put it into ha to be known by SFM. Let's say you create a VTF using PS and want to add it to SFM. You go to the SFM game folder and add a new mod folder called MyMats. In there you create the Materials folder. You place the VTF in the MyMats\Materials folder and try to load it onto a model using the $basetexture attribute of a material override. The material stays black and purple checkerboarded. The reason is that even though the folder and path are correctly placed, SFM still doesn't know that the folder exists. You have to launch the SFM SDK and use the "Edit Search Paths for Selected Mod" function to turn on the folder or manually edit the search paths of the gameinfo.txt file to include the new folder. Then when you launch SFM and load that texture using the override, it should work.
Pte Jack okay so I got a different model and I took the texture for the helmet and I decompiled it as a jpeg and then put my logo on it and recompiled it... I then put it back in the folder with the original texture (as I did with the previous model) and it worked... do you think that the image type may have affected it... I used png for the other model and it didn't work... maybe I should try jpeg instead
Valve textures have to be VTF files, it doesn't matter what format you convert them from, png, jpg, dds, tga, bmp, etc. You have to covert your texture to VTF using the plugin.
Terminology for changing picture formats is Convert not Decompile or Recompile. Decompiling and Recompiling is what you do with models to change them from one format to another. You had me confused for a minute or 2. So is it fixed now?
Гемунар Олiвець / Манга-пролетар depends on what you want to change. If it is a model in the map you have to find the vmt for that model an actually change the vmt. There are no shortcuts to do it otherwise. Same for a brush inside the map. If you want to do it through out the entire map or the lighting throws off the texture your trying to change, your looking at using hammer.
Some of these files are labeled vtm instead of vtf. When I open them in vtfedit it just brings up text instead of textures. What exactly do i do? Google isn't really helping
So, First thing first, Download gimp 2.8.22 Not more than that! Then install extensions (so plug ins folder appear) Then vtf extension in plug ins folder User / Your Name / Gimp 2.8 / Extension / Plug ins Then it work!
Christian Theman vmts are material files that tells a model how to display the textures they call. They are just text files. VTFs are the texture files (images)
Bluefur The Wolf if your model can’t find materials, it will not display any in the element viewer. Also, if a material label is not displayed in the element viewer, it may be because you didn’t turn on the material override.
Valve games require textures be written in VTF format. This is a MUST! GIMP, Photoshop and Paint.Net have plugins that can be downloaded and installed so they will work with VTF files, you can open an image files of a different format or a VTF, edit them, and convert or resave them back to VTF format. (I thought I covered that in the video....)
hey jack the video about where you transfer an SFMLabs model onto SFM , where you had to write down a folder and there you stransfer winrar models and materials. well i did everything step by step and still couldnt get access the file. not only that but originally when i would transfer a character over to sfm it would say that its there but whem you click on it or place it its invisible idk what to do ive been stuck with this problem for like 4 days now all i wanna do is download some packs off sfmlabs but nothing i do seem to work please help.
You Create the folder in Game like sourcefilmmaker\game\myfolder the export the models, materials, particles and sound folders from the rar/zip into that myfolder folder. LAUNCH the SFM SDK, use the Edit Search Paths for Selected Mod function and click the myfolder folder on (so it has a check mark beside it. This will automatically add it to the gameinfo.txt file). Launch SFM and your model should be available. If it is invisible, or becomes an error model, then the model was not named properly or was put into wrong folder paths in the rar/zip by the author that uploaded the file to SFMLab or wherever. When you touch the model in the SFM Model Browser and see it's invisible or an ERROR model, look immediately at the SFM Console window and you should see the error. That ERROR message is telling you exactly where the model has to be in relation to the models folder in myfolder and what the model must be named.
thanks man i found a way to actually transfer the models and stuff but i came across another problem. there are certain models when you download that dont have bones to rig my question is is there way to add bones using sfm or do i need blender to do so?
To use a model in SFM it must be a model that conforms to the newer Valve .MDL format used in games like TF2, Portal, Bloody Good Times, Counter Strike, etc. The type of model you describe sounds like an .OBJ type model, which doesn't have bones. The only way to get a different format model into SFM is to get it into a format that can be loaded into a 3d Editor like Blender (Maya, 3DS Max, etc), edit it to be Valve compliant, export to a Valve Source Format then compiled with the Valve Studiomdl compiler for SFM. (Plus the Textures have to be converted to Valve Standard and VMT material files written for those.)
Pte Jack OK so how do I get the Obj Model into blender cause I tried looking in the folders but it wasn't there I heard of a program called crowbar but idk
Any chance you could help me with this? I tried doing something similar to this, all that happened was the colors of the custom VTF, overlapped the original base texture... almost like a transparency of two basetextures --- Which I find odd, because when I do $basetexture before writing in the lines that link to the VTF, -- with the purple/black squares; I see the texture underneath... It keeps the original texture, but the material/colors change...
First, the material names and paths to them for a model are hard coded into a model, the VMT name can't be changed or it's an automatic checkerboard. Now without seeing exactly what you're trying to do and how this "Custom" VMT is coded, there's not much I can tell you. If you have pictures, a GIF or a MP4 on youtube showing the problem you can link me to, that would help.
Practically followed your tutorial.... I was trying to replace a texture/skin with a different material... Example, I wanted a "stone" to look like a "bark" of a tree, instead of a stone; by changing it's VTF... But I want it to use the custom VTF I placed in the folder along with the other VTFs. --- I copied one of the skins, like shown in your video, edited it with GIMP VTF, and then renamed it --- in SFM paths were linked, but instead of the "bark" texture, I got a the same stone texture, but the stone texture went from a stone color to a bark color, but the actual material remained the same... --- I noticed when typed in $basetexture, the pattern remains, while the purple/black texture kinda "glow" over it...
Yes, you can change an entire VMT, however, the VMT name must be the same as the name of the original VMT. You would change the name of the original VMT, then save the new one as the old name. The problem with this however is that you can never use the original and the new in the same clip.
I figured it out; I opened up the VMT of the VTF textures for the model, turns out it was a seperate $bumpmap texture overlapping, throwing my custom VTF (main file) off... Which means need to generate a bumpmap or turn bumpmaps completely off (which I won't do).... Thanks...
I really need help and seem like the guy to go to, I want to import a weapon model, and I found it kinda hard to do, can you make a separate video or explain to me how I can import a weapon model, thanks if you see this.
A Head Hack is where you take the body of one model and the head of another and join them together in such a manner that the resulting model is usable. I have a video on channel showing the process
Download GIMP and ditch PS? Seriously though, GIMP does pretty much the same as PS, the processes are almost identical. When you get to the point of exporting the VTF files, grab the VTF plugin for photoshop. One exists. Now whether or not it works with the most current version of PS, that I don't know. But I do know that it did work with PS Essentials at one point. If it doesn't work, then export your new textures as PNG files and use VTFEdit to convert them to VTF files.
jack you're the best dude
I finally learned how everything works now after months, thanks for the tutorial.
-Osvaldo Brito
Glad it helped
Pte jack is a true chad
Definitely not a “true chad”, haven’t been in a gym in 20 years, but I am here to support when I can…. 🤣
@@PteJack man makes a video to help out random dude on steamcommunity, true alpha
How about "$frame" float attribute? If you want place "animated vtf" via $basetexture. there is a Float Attribute called "$frame" allowing to control animation frame. Make sure that how many image's frame you have. for example this vtf has 16 frame. then Create Animation for Element ---> $frame min 0, max (depend, for example 16). press OK. Now you can control the frame via slider and write on the Graph editor.
Sir, you are a life saver! Thank you so much
Simple and effective, like most tutorails should be. Thank you.
Thank you for this. It really helped me out. :D
How did you put the picture on gimp?
To me it didn't work.
You have to have the VTF add-on installed for GIMP.
5:25 Hmm i think im starting yo get the hang of it
but maybe you can show me how to add the whole thing.
It’s exactly the same, however you have to remember that VTFs have to have dimensions to the power of 2. So, you have to scale the image into the area of the thing you’re putting it onto keeping in mind that if you don’t proportionally scale it in, it’s going to be warped or stretched when it is applied to the model.
@@PteJack oooh ok.
@@PteJack so last thing before i do it, Can Paint.net covert Images into VTFs so i can add/swap the textures?
@@spidermanfan.3161 if the add on for paint.net still works, yes.
(A dumb question)Must you use VtfEdit software to make it work?
The only DUMB question is the one that is not asked. The answer is NO. VTFEdit is a program used to convert texture files from formats like png, tga, jpg into VFTs. It is also a quick and dirty way of writing very basic material vmts that call the VTF. If you have and GIMP, Photoshop or paint.net they will not natively create VTFs from your textures. However there are plugin scripts for these programs that you load into them and then you can create and directly load VTFs in to them for editing meaning that you don't need VTFEdit to convert them. As for VMTs, these are nothing more than plain English text files that can be created or edited using a plain text editor like Notepad++ (or if you're desperate MS Notepad).
THANK YOUUU FINALLY!!!
Man you are GOD
Tafioboy no I am not a god, just good (and only sometimes)
the texture I put in SFM is broken. can you help me?
thank you i love you :D
Glad it helped
There's some pixels on them when you put a light
Not sure what you mean
@@PteJack I'll upload tmr what I mean
Thank you! this rly helped me :)
Glad it helped
What happens in gimp says its an unknown file type?
It means that GIMP can't read the image file you're trying to load. Have you installed an add-on to GIMP to be able to import that file type. (If a vtf, then have you installed the VTF add-on?)
First thing first
Download Gimp 2.8.22 (old version)
www.gimp.org/downloads/oldstable/
Download the addons
sourceforge.net/projects/gimpextensions/
Then the vtf plug ins
www.tophattwaffle.com/downloads/gimp-vtf-plugin/
That's it.
How do you get to the texture files of TF2 files that are already in SFM when you download it?
Depends on what you want to do with them. If you’re trying to retexture something else with them, you have to find the VTF you want and convert it into a picture file (jpg/png/etc) so you can use it in the software you need it in.
nice man thank you
DO YOU MEAN THAT EVERYTIME I WANNA CHANGE MY MOUTH TEXTURE FOR LIP SYNC I HAVE TO DO THIS?!
Ok sure.
I have no idea what your talking about here. If the mouth is made from textures (like a 2D SouthPark character model, then the model should have been compiled with a $texturegroup command to allow you to change the skins for the face or the different mouth positions. If it doesn't have that, then YUPPERS, this is what you got to do.
Huh, never knew that.
When I try to load the plugin GIMP doesn't recognize it, any idea of what could be happening?
Could be that you installed the plugin in the folders incorrectly. Certain files need to be in certain folders.
amm i know that video old but can u help me everytime i am trying to export as vtf it's saying about the width and i tried to change the width to 2048 and 1024 and they both didn't worked what i'm supposed to do?
Texture must have a dimension to the power of 2, in other words the Width and the Height must be a value like 4, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 (like 2048x1024 or 512x512 or 128x2048) If you try to export a texture that doesn't have a dimension to the power of 2 (like 511x2040) it will not export as a VTF.
@@PteJack ok... thank u for replaying :DD
Pte Jack, I don't know you still up, but is there any possible way to replace to high quality images?
or just can't? (because only the model has limited textured UV area)
Do I have to make my own model to upscale UV?
I'm not really sure what you are asking here and without seeing the actual UV, I'm not sure how to answer.
The resolution of the texture is dependent on the UV size. For example a smaller UV is going to cause a texture to be blurrier than a larger UV.
For example, let's say the original UV size is 64x64 pixels, I can make a more detailed texture by upscaling the UV size in proportion to 1024x1024 or 2048x2048 pixels and repainting.
I just can't move the UV islands in the UV or the UV will not match the original unwrap and the texture will be broken.
@Pte Jack so basically you're saying it is okay to just change to high quality texture if its ratio is the same to old blurry texture?
Nothing to do with model?
Sorry if my words not making sense, I'm really new to this UV things.. :)
@@밸스 correct, it’s the actual texture that changes. But you can’t change the locations the texture elements in relation to the islands once a model is unwrapped. The textures must be inside the individual islands with slight over painting of the island edges to avoid lines in the texturing at the seams.
You can scale the uv in proportion to the original to get better and higher detail on the textures, but the scale has the meet the requirements of the game your putting the model into. For example, for SFM, textures must be to the power of 2, meaning , 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096 pixels.
64x1024 is ok, where 59x4023 isn’t. 59 and 4023 aren’t numbers that are to the power of 2 (if you get what I mean). 64x64, 1024x1024, 256x512, 2048x4096 are good numbers.
If you need to move islands around or break them apart, it has to be done in the UV editor of your 3D editing program (Blender) before painting the texture to the UV.
It is always best to export the uv layouts at the size you want your textures and use the export as an overlay template for painting the textures.
@@PteJack Sorry for belated reply
thank you so much Pte Jack! that was REALLY helpful :)
My models dont have vtf file format only mdl, vtx, vvd why/how i can get the vtf?
You're looking in the \Models Folder, not the Materials\models folder
#facepuch Yeah you are right. Im a fucking idiot thanks
what about an model's entire body?
Each part of the body may have it's own material, but those material maybe calling the same texture sheet. Or each material may call its own texture sheet. It doesn't really matter. What you have to do is find the texture(s) those material(s) call and repaint them so the body parts colour the way you want them be it one sheet or a dozen. When you save the new texture(s) you just give it(them) a new filename and then call the new texture(s) when you add the $basetexture string attribute.
I have this issue that has been bugging me (I used Photoshop and VTFEdit), so basically I edited the text on a decal of an image, and I exported as a jpg file (I didn't merge anything, or do the whole resize to image thing (I don't know how to resize to image in Photoshop))and I put it in the folder I wanted it in. The file and everything was correct, but when I added its location to the $basetexture and when I hit enter the black and purple things disappeared, but the texture was invisible... it just didn't show up, but it was there because the squared dissapeared
The folder you put it into ha to be known by SFM. Let's say you create a VTF using PS and want to add it to SFM. You go to the SFM game folder and add a new mod folder called MyMats. In there you create the Materials folder. You place the VTF in the MyMats\Materials folder and try to load it onto a model using the $basetexture attribute of a material override. The material stays black and purple checkerboarded. The reason is that even though the folder and path are correctly placed, SFM still doesn't know that the folder exists. You have to launch the SFM SDK and use the "Edit Search Paths for Selected Mod" function to turn on the folder or manually edit the search paths of the gameinfo.txt file to include the new folder. Then when you launch SFM and load that texture using the override, it should work.
Pte Jack okay so I got a different model and I took the texture for the helmet and I decompiled it as a jpeg and then put my logo on it and recompiled it... I then put it back in the folder with the original texture (as I did with the previous model) and it worked... do you think that the image type may have affected it... I used png for the other model and it didn't work... maybe I should try jpeg instead
Valve textures have to be VTF files, it doesn't matter what format you convert them from, png, jpg, dds, tga, bmp, etc. You have to covert your texture to VTF using the plugin.
Pte Jack I did that when I recompiled it... tuned it back into a vtf file
Terminology for changing picture formats is Convert not Decompile or Recompile. Decompiling and Recompiling is what you do with models to change them from one format to another. You had me confused for a minute or 2. So is it fixed now?
Will you make the Band Ring, based on how they look in Sonic Adventure 1 and 2, the Sonic Advance Trilogy, and Sonic Mania?
Robert Walker Sorry Robert, I don’t do commissions
thankyou!
Dawk you’re welcome?? Lol
Nice. Now tell how to change texture of map?
Гемунар Олiвець / Манга-пролетар depends on what you want to change. If it is a model in the map you have to find the vmt for that model an actually change the vmt. There are no shortcuts to do it otherwise. Same for a brush inside the map. If you want to do it through out the entire map or the lighting throws off the texture your trying to change, your looking at using hammer.
@@PteJack posters in city 17
@@PteJack were can I find brus and model in map file?
@@PteJack Also I can't install plugin on portable photosop for vmt
@@PteJack Actually I can do this in hammer, but can I change texture in sfm itself?
Some of these files are labeled vtm instead of vtf. When I open them in vtfedit it just brings up text instead of textures. What exactly do i do? Google isn't really helping
So,
First thing first,
Download gimp 2.8.22
Not more than that!
Then install extensions (so plug ins folder appear)
Then vtf extension in plug ins folder
User / Your Name / Gimp 2.8 / Extension / Plug ins
Then it work!
Christian Theman vmts are material files that tells a model how to display the textures they call. They are just text files. VTFs are the texture files (images)
I cant find the materials thing in the element viewer
Bluefur The Wolf if your model can’t find materials, it will not display any in the element viewer. Also, if a material label is not displayed in the element viewer, it may be because you didn’t turn on the material override.
oh thanks
what other file format can i convert it?, i don't have a vtf format D:
Valve games require textures be written in VTF format. This is a MUST! GIMP, Photoshop and Paint.Net have plugins that can be downloaded and installed so they will work with VTF files, you can open an image files of a different format or a VTF, edit them, and convert or resave them back to VTF format. (I thought I covered that in the video....)
but, i don''t find the "vtf" format is pain.net
It's a plug in, it has to be downloaded and installed.
ok, thnx, i give up ;-; I was trying to change the texture of spy's mask, but, i couldn't
i tried and litteraly i waste 2 hours, trying to do that
hey jack the video about where you transfer an SFMLabs model onto SFM , where you had to write down a folder and there you stransfer winrar models and materials. well i did everything step by step and still couldnt get access the file. not only that but originally when i would transfer a character over to sfm it would say that its there but whem you click on it or place it its invisible idk what to do ive been stuck with this problem for like 4 days now all i wanna do is download some packs off sfmlabs but nothing i do seem to work please help.
You Create the folder in Game like sourcefilmmaker\game\myfolder the export the models, materials, particles and sound folders from the rar/zip into that myfolder folder. LAUNCH the SFM SDK, use the Edit Search Paths for Selected Mod function and click the myfolder folder on (so it has a check mark beside it. This will automatically add it to the gameinfo.txt file). Launch SFM and your model should be available. If it is invisible, or becomes an error model, then the model was not named properly or was put into wrong folder paths in the rar/zip by the author that uploaded the file to SFMLab or wherever. When you touch the model in the SFM Model Browser and see it's invisible or an ERROR model, look immediately at the SFM Console window and you should see the error. That ERROR message is telling you exactly where the model has to be in relation to the models folder in myfolder and what the model must be named.
thanks man i found a way to actually transfer the models and stuff but i came across another problem. there are certain models when you download that dont have bones to rig my question is is there way to add bones using sfm or do i need blender to do so?
im all new to this stuff but im eager to improve my skills i just need some guidance
To use a model in SFM it must be a model that conforms to the newer Valve .MDL format used in games like TF2, Portal, Bloody Good Times, Counter Strike, etc. The type of model you describe sounds like an .OBJ type model, which doesn't have bones. The only way to get a different format model into SFM is to get it into a format that can be loaded into a 3d Editor like Blender (Maya, 3DS Max, etc), edit it to be Valve compliant, export to a Valve Source Format then compiled with the Valve Studiomdl compiler for SFM. (Plus the Textures have to be converted to Valve Standard and VMT material files written for those.)
Pte Jack OK so how do I get the Obj Model into blender cause I tried looking in the folders but it wasn't there I heard of a program called crowbar but idk
Idk if you’ll respond but I tried getting Gimphy once but it wouldn’t let me download. I have windows 10 so is that the problem?
Windows10 is not the problem. I use Windows 10 Home and Windows 10 Pro. And I have no idea what Gimphy is. GIMP is what you want to download.
Pte Jack Gimp I mean sorry. :p so could I get a link?
Any chance you could help me with this? I tried doing something similar to this, all that happened was the colors of the custom VTF, overlapped the original base texture... almost like a transparency of two basetextures --- Which I find odd, because when I do $basetexture before writing in the lines that link to the VTF, -- with the purple/black squares; I see the texture underneath... It keeps the original texture, but the material/colors change...
First, the material names and paths to them for a model are hard coded into a model, the VMT name can't be changed or it's an automatic checkerboard. Now without seeing exactly what you're trying to do and how this "Custom" VMT is coded, there's not much I can tell you. If you have pictures, a GIF or a MP4 on youtube showing the problem you can link me to, that would help.
Practically followed your tutorial.... I was trying to replace a texture/skin with a different material... Example, I wanted a "stone" to look like a "bark" of a tree, instead of a stone; by changing it's VTF... But I want it to use the custom VTF I placed in the folder along with the other VTFs. --- I copied one of the skins, like shown in your video, edited it with GIMP VTF, and then renamed it --- in SFM paths were linked, but instead of the "bark" texture, I got a the same stone texture, but the stone texture went from a stone color to a bark color, but the actual material remained the same... --- I noticed when typed in $basetexture, the pattern remains, while the purple/black texture kinda "glow" over it...
Yes, you can change an entire VMT, however, the VMT name must be the same as the name of the original VMT. You would change the name of the original VMT, then save the new one as the old name. The problem with this however is that you can never use the original and the new in the same clip.
I figured it out; I opened up the VMT of the VTF textures for the model, turns out it was a seperate $bumpmap texture overlapping, throwing my custom VTF (main file) off... Which means need to generate a bumpmap or turn bumpmaps completely off (which I won't do).... Thanks...
There is a normal map filter plugin for GIMP. It will create normal maps from textures.
I really need help and seem like the guy to go to, I want to import a weapon model, and I found it kinda hard to do, can you make a separate video or explain to me how I can import a weapon model, thanks if you see this.
I want to import a weapon model to sfm, sorry did't make that clear.
it tells me unknown file type
PlantGuardian PS4Live if you’re talking about GIMP, you have to have the VTF addon installed to read VTFs
Pte Jack can you send me the link that will take me to the addon, please?
@@plantguardianps4live698 Links added to the Video Description (Click Show More.)
@@PteJack got it
if it's not working you probably need to reboot SFM before renaming the $basetexture attribute
Edgy Eddy no you don’t, the change should be immediate or type mat_reloadallmaterials in the SFM console
what is a "head hack"?
A Head Hack is where you take the body of one model and the head of another and join them together in such a manner that the resulting model is usable. I have a video on channel showing the process
Here's the video ruclips.net/video/Lj12FCKTK_4/видео.html
It's not working
FireFlix then your not doing it right
YO, YOOO, I'VE GOT PHOTOSHOP, PLEASE TELL ME WHAT TO DO NOW!!! D:
Download GIMP and ditch PS? Seriously though, GIMP does pretty much the same as PS, the processes are almost identical. When you get to the point of exporting the VTF files, grab the VTF plugin for photoshop. One exists. Now whether or not it works with the most current version of PS, that I don't know. But I do know that it did work with PS Essentials at one point. If it doesn't work, then export your new textures as PNG files and use VTFEdit to convert them to VTF files.
what program were you using for the texture swap?
GIMP www.gimp.org/downloads/ and the VTF plug in for it github.com/Artfunkel/gimp-vtf/releases
Rule of thirds my ass .
YEEEEEEEEEEEEEEEEEEEE THANK U BOI
Reis Salvin glad it helped
it's not a hack
"hack" lol
That's me! ahaha this is the results! thanks :) ruclips.net/video/LDNdIcWfZlE/видео.html
Where can I find the right vtf plugin for gimp?
github.com/Artfunkel/gimp-vtf/releases