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https://github.com/Artfunkel/gimp-vtf/releases
Install that, and you've got all you need, software wise. Now, we import an image, and dazzle it up. After you dazzled it, you probably want to save. Don't save it, export it. Export your work, and end the title in ".vtf", without quotation marks.
Here's where things might get a little confusing. You're gonna see some window pop up with all these weird number-letter combinations. There's gonna be two of those that will be of major interest to you: DX1 and DX5. I'm sure the other compression types have their uses, I've just yet to use em.
Anyway, use DX1 when there's no alpha channel, and use DX5 when there is. At least, that's the rule of thumb I use. If you don't know what an alpha channel is, that's ok, just google it.
Lastly, for reverting the materials back to their original form, I think you gotta find the original texture. Let's say I love a video game character named Bob, and I downloaded a purple Bob from somewhere. I could either re-color the Bob, so he looked like original Bob, or I could find the original textures for Bob— either from the video game, or from some other place.
is real easy. no need to edit mdl files.
Then, depending on how you like to do things, either open the VTF in something like VTFEdit, export a PNG image from it, and open the PNG in an image editor of your choice, or alternatively see if there's a VTF import plugin for the image editor that you want to use, and then just import the VTF directly into the image editor.
Once you're done editing it, then, again depending on how you like to do things, either export it as a PNG image, import the PNG into something like VTFEdit, and save it as a VTF texture, or alternatively see if there's a VTF export plugin for the image editor, in which case you may be able to export the VTF directly from the image editor.
You should not overwrite the original texture, so you may want to use something like "soldier_yellow" (or "custom_soldier_yellow") instead of "soldier_red" as the filename.
And then you can use the following guide to apply custom textures to models on a per-[model copy] per-session basis:
https://steamcommunity.com/sharedfiles/filedetails/?id=291500222
I would not recommend doing that instead of the above. (In fact, I'd recommend against that.)
Also, wow this was 4 years ago. Time flies.