"Mikey" said ...You're close but far too off track. 1) SFM models don't read textures off of whatever you put on the model. It reads a text-based VMT file, which in turn, indentifies a VTF file, which is the image itself (and format that Source reads) 2) To compile a model, you'll need to write a QC file. Those are pretty simple. To do what you want, I'd recommend 3DS Max since it's easy, but take a look at this tutorial and completely disregard the parts about XNALara. It's how I started porting my own gamerips to SFM and it's been working perfect since. <!-- l --><a class="postlink-local" href="https://digitalero.org/phpbb/viewtopic.php?f=31&t=602">viewtopic.php?f=31&t=602</a><!-- l -->
Hello. I've got a question about reskinning and compilling models. Some of my models use the same texture. And I'd like to reskin one of them. I cannot override the texture material because the all will be changed. So, how? Using modelling programs? I tried this in Milkshape 3D. First, I decompiled the model I want to reskin and imported .smd to the program. I went to the Group tab and marked the textured region. Then I saw (In Materials tab) that all the materials have .bmp formats so I exported my material from VTFEdit and converted it to .bmp. Then I deleted basic texture and pasted my own one. After that I exported model back to smd. Will it work? Do I have to change something else in the program instead of just texture? Now compilling time. I've got StudioCompiler. But I have no idea how I should set everything (Reference SMD? Collission SMD? etc.) Here's my big request: save me. Tell me everything You know. I would be very glad if someone can tell me this in simple language, because I'm completely green. Thanks in advance!