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[Tutorial] SFM - Apply custom textures to models without overwriting the original texture
Tekijältä Dhalucario
In this guide you will get an Step by Step explaination how to use custom textures in SFM and how to apply them in SFM without overwriting the original texture.
   
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The actual tutorial
0. What do we do before we start? Start SFM, load the map and model. First your screen should look like this:


1. You got this? good. Now we want to "Add" and "Overwrite Material"

2. Now we want to edit the model with the overwrite material in the Element Viewer. We open it like this:

3. Now we got this materials tab which allows us the manipulate the model material:

4. Now we want to add an string attribute to our Lucario material (This Lucario model has 2 kinds of materials. One for the eye texture and one for the actual body. Im going to use the body texture.)
5. A small window is now popping up where we can create it with more details. you want to add "$basetexture" as name without the "". (What we are basily doing here is editing the basetexture of the material on the fly. It wont change anything on the model file.)

6. Now your model should be checkered like this. This is actually an error/debug texture. We selected no skin for the basetexture yet.

7.I already created a texture called "lucario_red". The original texture was called "lucario" I edited the VMT and VTF so they fit my needs. "models\apcmodels\pokemon\" is actually the the path of your model. When you have the texture in the same folder then you just have to edit the name of your custom texture. You change the $basetexture content to the texture path you created

Example: From "models\apcmodels\pokemon\lucario" to "models\apcmodels\pokemon\lucario_red"


Links to other tutorials
[Tutorial] SFM - Recolor/Alpha for Models without texture replacement: http://steamcommunity.com/sharedfiles/filedetails/?id=593656845
19 kommenttia
MAVRIK 17.5. klo 11.55 
Thank you very much. I was having issues with all the L4d2 car models being the same color. Now I can make multicolored cars!
Nexus8846 15.3. klo 18.19 
When I add the $basetexture string attribute theres no box next to it. I did everything you said though?
Paper Hat Society 🧩 [INFJ-T] 25.2.2023 klo 13.27 
Is there a way to do this with vmt files?
☣♥a random Aussie♥☣ 5.10.2022 klo 11.52 
danke:demoticon:
NARbluebear 20.5.2022 klo 12.46 
Not sure why, but if you have two of the same model in same model in a shot, both models will be changed despite only setting the textures for one. I'm also unsure if adding override materials for the second model will fix this.
Mystic Monkey 19.12.2021 klo 7.58 
That's good. I'm hoping someone will get back to me on this because I'd like to use condensation for a model and don't want to have to decompile it to use it... if I ever get a condensation texture.
Dhalucario  [tekijä] 19.12.2021 klo 7.52 
If the skin and the overlaying texture are seperate and they both have a seperate material I think that should work.
Mystic Monkey 19.12.2021 klo 7.17 
Quick question... if you use a texture with alpha channels or transparency, say body tattoos without the body, a long as the tattoos are made for the model can they still be used and layered over the default skin?
Arc 24.11.2020 klo 23.46 
Thanks so much for this. I've been trying for an embarrassingly long time to get a custom texture to work on a ported model.
Mystic Monkey 5.6.2020 klo 23.34 
Very useful little tutorial here. saves me the trouble of recompiling models just for additional skins.