STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,292
IN-GAME
6,862
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Pie_Savvy 2 May, 2018 @ 4:14am
[ITEM] Chrome Team Warpaint
Place into tf/custom folder, replaces the Dragon Slayer warpaint.
Also included is a sample .vmt file so that replacements for default weapon textures can be done, such as on robot weapons.

TF2 Workshop link with pics


Hope I haven't ballsed up somewhere.
Last edited by Pie_Savvy; 2 May, 2018 @ 4:15am
Originally posted by JugadorXEI:
The reason this submission wouldn't be allowed is because there is no way to replace the textures on the models code-wise (at least there's none that I know of) which would allow the textures to be shown to everyone (aka having it being serverside). Warpaints are indexed and hard-coded to specific material files, so it's not possible to add new custom ones using SourceMod.

You can put it on your tf/custom folder, sure, but that means it's only visible to the player using it, not the rest, and the event is meant to showcase content made by creators to everyone, therefore being redundant if you can only see it yourself.
< >
Showing 1-9 of 9 comments
Pie_Savvy 2 May, 2018 @ 4:15am 
Download Link[drive.google.com]
Current File
Nuq 2 May, 2018 @ 4:47am 
War Paints are not allowed as submissions, because we can not showcase them in any way.
Last edited by Nuq; 2 May, 2018 @ 4:50am
Pie_Savvy 2 May, 2018 @ 5:02am 
These are full texture replacements, not patterns like traditional warpaints.
You can showcase them by replacing the default weapon texture and replacing its vmt with the sample vmt given in download.

Unless there is an issue with that.
A moderator of this forum has indicated that this post answers the original topic.
JugadorXEI 2 May, 2018 @ 5:41am 
The reason this submission wouldn't be allowed is because there is no way to replace the textures on the models code-wise (at least there's none that I know of) which would allow the textures to be shown to everyone (aka having it being serverside). Warpaints are indexed and hard-coded to specific material files, so it's not possible to add new custom ones using SourceMod.

You can put it on your tf/custom folder, sure, but that means it's only visible to the player using it, not the rest, and the event is meant to showcase content made by creators to everyone, therefore being redundant if you can only see it yourself.
Hydrogen 2 May, 2018 @ 5:53am 
tl;dr (short answer): Basically what Jugador said. We have Valve limitations we cannot overcome which is why we're not accepting war paints.

Long technical answer:

The war paint textures are hard-coded inside some file starting with protobuf (forgot the filename) on the client. The way war paints are rendered is the item has an attribute (protobuf_def_index) with a number that either the item server or the mvm server relays to the client, which the client then looks up that number in the client-side file to find out which texture to render.

As the above paragraph implies, it is impossible to make players load your war paint texture because this logic is entirely client-side. Even if we made the client download your files from fastdl, the tf/downloads folder takes the lowest priority (it's /custom first, VPKs second, root third, and finally downloads last) in the mounting order so they would find and load the stock texture first. Lastly, even if that did work, some people may not be happy to see their favorite skin got replaced by yours (without their consent) so it's a no-go in any case.

And like Jugador said (and implied), forcing clients to manually install content is a crapshoot and they may not want your paint to render outside of our campaign servers (which it would render in every game the player is on since it's installed in their client).

Weapons and hats work because the client grabs the name of the model from the server (NOTE TO SM PEOPLE: this is not strictly correct, it's the model index but it's the same thing in effect) and renders that, so we can showcase items. The client does not do that for war paints, so we cannot showcase them.

One way to hack your way around this limitation is to bake your war paint skin into every weapon possible and compile a model for each one (and make the mdl reference a custom vmt file), but not only is this tedious and obnoxious but also it will make the fastdl payload even larger. Feel free to explore this option if you want. Maybe you can make war paint models of some (but not all) common TF2 weapons in this way? (e.g. stock weapons or weapons popular for MvM) If you have no idea how to go about the modeling idea, then ask someone to collab with you to do that modeling recompiling tidbit (which shouldn't be much work).

If you go through the model recompilation grind and the payload isn't massive (don't have a number in mind, but I'd say over 5 MB is excessive), we can give you medal points for your war paint and feature it on the server. If you choose to grind that, I recommend sticking to stock and common MvM weapons and not doing it for every weapon possible. (You might even be able to put your paint on weapons that currently don't support war paints in this way.)
Last edited by Hydrogen; 2 May, 2018 @ 6:03am
Menoly 2 May, 2018 @ 1:01pm 
I actually feel bad as he prob worked hard on this.
Pie_Savvy 2 May, 2018 @ 1:06pm 
It took me two days to do the twelve weapons. As I said the textures aren't the projected patterns like normal warpaints, but actual retextures for stock weapons.

But if warpaints aren't allowed then no worries, I just thought that map makers would like to have used the textures on the robot weapons perhaps, but admittedly it would take changing the material paths in models which I haven't done.
Menoly 2 May, 2018 @ 1:13pm 
as a back up you could try and get it officially added lol.
Pie_Savvy 2 May, 2018 @ 1:16pm 
it's on the workshop and its doing rather well for a warpaint.
I have no worries.
< >
Showing 1-9 of 9 comments
Per page: 1530 50