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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 ...)
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
Basically you used external tools.
Other than that, How you doing, boss?