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ReznorsRage Sep 6, 2013 @ 11:43am
Oldschool Recompiling for Steampipe
Hey Heljumper, have you had any success recompiling using your old technique using Steampipe? Let me explain a little further.

I'm grabbing the mdl (then converting to smd) and qc data from the zipped workshop items after I verify and trying to replace an existing hat ingame (ex. when you used the ushanka to be replaced with the blender hat in your old tutorial). I am able to get everything running in GUIStudio but the hat isn't being replaced.

qc screenshot:http://imgur.com/VG9nh6e

I feel like the old process should still work, is there something I'm missing here?:sticky:
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HellJumper Sep 6, 2013 @ 5:06pm 
Well if you're looking to replace the hat just for a mod (like for gamebanana), just compile using the new compiler and then rename the .mdl file.

Also remember that the new steam pipe system doesn't read from the /tf/models/ or /t/materials/models/ folders anymore. You'll need to place all custom materials into your /tf/custom/ folder.

Example: If you had a custom material you wanted to replace in-game, simply make the appropriate vmt and put it into /steam/steamapps/common/team fortress 2/tf/custom/<foldername>/materials/ folder. You can also make .vpk files for custom skins as described here: http://steamcommunity.com/workshop/discussions/-1/828937979093285534/?appid=440
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