How do I change the material of a model?
I wanna make the Spy gold like when you hit them with a saxxy or something. Anyone know how to do it?
Showing 1-12 of 12 comments
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Vintage Jul 4 @ 8:22am 
It's STILL impossible. People, please stop asking, unless you know it is possible to due to an update.
Last edited by Vintage; Jul 4 @ 8:22am
Originally posted by Vintage:
It's STILL impossible. People, please stop asking, unless you know it is possible to due to an update.
if valve can do it, anyone can
Last edited by Ł.ΛM.B.D.λ #lft steel pyro; Jul 4 @ 8:40am
Vintage Jul 4 @ 9:54am 
Okay. Show mea video where VALVe has changed materials of models in Source FilmMaker.
Pte Jack Jul 4 @ 10:17am 
God, I love doing the impossible... No I did not use Blender to add textures to the scout, No I did not decompile and recompile the model...

I merely replaced the red invulnerable with the ICE Player texture. The scout on the left is the HWM version NOTE THAT some of his textures are affected, so if you use this method during a movie, the texture you replace will not be available during the entire movie.

Copy the ICE_PLAYER .VMT from the tf\materials\models\player\shared folder to usermod\materials\models\player\scout 3 times...

Rename them to eyeball_invun.vmt, {class}_head_red_invun.vmt, and {class}_red_invun.vmt where {class} is the class you want to ice up. If you want to make all your characters iced (or gold) then you would copy the ice_player.vmt (or gold_player.vmt) the required number of times to change the 3 materials for each class and rename them accordingly. (you only have to copy the eyes once)

You could be able to have a ice and a gold player of the same class in your clip by doing the red invun ice and the blue invun gold, but the eyes would have to be either ice or gold because there is only the one invun material for the eyes.

Now your Invunlerable red scout will be an iced player...

Unfortunately, if you use any character that uses the invunerable eyes in you clip, their eyes will be iced as well, this is because all models use the same invunerable eye texture.

If you want to make the model able to use an ice (or gold) material independantly then your into decompiling and adding the texture to the qc and recompiling. But the way I did it here is the quick way to do it if you don't plan on using any invunerable textures in your clip.

To get your invunerable textures back for your next clip, simply add a character to the VMT filenames in usermod to make them a different material.


(iced) http://imgur.com/8HtRT3S and Ice and Gold http://imgur.com/1zUSNPX (notice the eyes on the Golden Scout are iced. This can't be fixed, they have to be one or the other unless you decompile, fix the qc and recompile ...)
Last edited by Pte Jack; Jul 4 @ 2:01pm
Vintage Jul 4 @ 10:56am 
That's not inside Source FilmMaker, though.
Pte Jack Jul 4 @ 1:27pm 
http://youtu.be/NKp8slCsiyg What do you mean NOT INSIDE SFM??? This most definately is inside SFM...
Vintage Jul 4 @ 1:51pm 
Does it involve external programs, for example Notepad++, but not for creating rigs/scripts? If so, it's done outside Source FilmMaker. The element viewer is a thing used to make many cool effects, yet inside Source FilmMaker.
Pte Jack Jul 4 @ 2:07pm 
Jumping jeepers keepers, Vintage, you're loosing it...

The question was, "How do I change materials to make a player gold if I hit him with a saxy..." Not how do I do it internally.

If you want to do anything outside the box in SFM, you're going to have to use some sort of 3rd party tool, or a custom script or rigs.

You forgot to add that if you need a custom scripts or rig you'll need 3rd party text editor.. It's impossible to do INSIDE SFM...

Further more the ONLY external tools I used to do this was Windows Explorer to copy, paste and rename files and the bodygroup/skin script file. No Notepad++, GIMP, Crowbar, Blender or any other tool.

The transform was done in SFM Using the Skin/BodyGroup Animation Setup Script by Yaron available in the Workshop here... http://steamcommunity.com/sharedfiles/filedetails/?id=207878486

I used my guide on dematerializing objects to decloak and recloak the spy using the material override and $alpha method INSIDE the element viewer in SFM.

http://steamcommunity.com/sharedfiles/filedetails/?id=211768170
Last edited by Pte Jack; Jul 4 @ 2:12pm
Vintage Jul 4 @ 2:12pm 
Yes, it was, but you did it by externally replacing the Über skins, not by replacing the materials in the same way it's done in Team Fortress 2 or Garry's Mod or something, which is unknown and impossible to do in Source FilmMaker.

Basically you used external tools.
Last edited by Vintage; Jul 4 @ 2:13pm
Pte Jack Jul 4 @ 2:13pm 
It's done exactly the same way in TF2 and GMod. If the material is not baked into a model at compile time, it has to be physcially forced using a REPLACEMENT material.
Last edited by Pte Jack; Jul 4 @ 2:15pm
Vintage Jul 4 @ 2:17pm 
Exactly, and that is not possible to do in Source FilmMaker at the moment.
Pte Jack Jul 4 @ 2:21pm 
Nor probably will it ever be able to be done via SFM direct. It will most likely always be a USER manipulated process via 3rd party tools. It is not impossible to do, the user has to manually affect a change in the materials to do it.

Other than that, How you doing, boss?
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Date Posted: Jul 4 @ 7:30am
Posts: 12