Source Filmmaker

Source Filmmaker

Blizzard Apr 26, 2017 @ 5:18pm
How can I add the UberCharge texture to cosmetics and weapons? (Including botkillers)
Hello all! I would like to know how to add the UberCharge texture to weapons and cosmetics, instead of just player models. To be specific, I need these models to have the UberCharge texture.

Heavy:
Tomislav
Purity Fists
Die Regime-Panzerung
War Head

Medic:
MK1 Gold Botkiller Medigun
Berlin Brain Bowl
The Surgical Survivalist
The Bunnyhopper's Ballistics Vest

Any help would be greatly appreciated. I am sort of novice when it comes to the usermod folders n' such. Videos and pictures would be great for me to follow, but I will still try and follow step by step text if needed haha.

If you need to ask any questions to solve my question, don't be afraid to ask! Thank you. :)
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Showing 1-4 of 4 comments
Zappy Apr 26, 2017 @ 10:59pm 
De-compile the model(s), give them skins with ÜberCharge materials, and re-compile them. (I can't provide any images or such right now, as I'm not home.) Sadly, there's no way to override materials in Source FilmMaker. Even if you go into game mode and record yourself ÜberCharging someone as Medic, then when you view that footage, the weapons won't become ÜberCharged if I remember right.
Last edited by Zappy; Apr 26, 2017 @ 10:59pm
Blizzard Apr 27, 2017 @ 11:45am 
Originally posted by Zappy:
De-compile the model(s), give them skins with ÜberCharge materials, and re-compile them. (I can't provide any images or such right now, as I'm not home.) Sadly, there's no way to override materials in Source FilmMaker. Even if you go into game mode and record yourself ÜberCharging someone as Medic, then when you view that footage, the weapons won't become ÜberCharged if I remember right.
Okay, so if I were to decompile the models and recompile them, would I need: 1) A certain software to do so? 2)Have to create my own uber charge texture or copy/paste a model already made and 3) Make a seperate folder to do so?
Carbon Apr 27, 2017 @ 11:46am 
Crowbar
Zappy Apr 27, 2017 @ 12:35pm 
To de-compile a model, use something like Crowbar. For your reference, in Team Fortress 2, ÜberCharged weapons/cosmetics use the "models/effects/invulnfx_team" material, I believe, where "team" is either "red" or "blue" depending on the team.
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Date Posted: Apr 26, 2017 @ 5:18pm
Posts: 4