Source Filmmaker

Source Filmmaker

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Paintable Medic - Material and Texture Files Only
   
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Universe: Team Fortress
Material
Tags: SFM
File Size
Posted
11.552 MB
21 Jan, 2017 @ 12:38am
1 Change Note ( view )

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Paintable Medic - Material and Texture Files Only

In 1 collection by Pte Jack
The Paintable Team
10 items
Description
The entire team is available as a collection here...

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846886649

Guide for use found here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=846730540

These materials and their textures replace TEAM skins for both the Player and HWM models.

If asked to replace existing materials when you subscribe, answer Yes To All or these may not work after downloading.

Place the player folders containing the VMT and VTFs into a mod folder that has a higher priority than TF_Movies or give your Workshop folder a higher priority than TF_Movies to use.

If you have other skins that use the TF2 files naming conventions and paths in your workshop or folders with higher priorities, these may not work. The same if these are given the highest priority, the others may not work.

There are No Guarantees that there aren't broken bits and pieces (seam bleeds), but if you find any, let me know in the comments. I tried to be as thorough as possible with these and killed any seam bleeds I could find.

Yes, some of the textures look a little weird, but that was necessary in order to get the paint to flow properly and offset the red and blue tint in the unpaintable areas.

Both red and blue skins are paintable and work on both the Player and the HWM models.

The red picture above shows the colors that the models will spawn with, the blue shows the colours the models will take if you switch from skin 0 to skin 1. (Again, both are paintable). The white and black pictures show you that you have complete control of the colour range.

To use, add an Override materials to the model and sent it to the element viewer, Find the material you want to paint and expand it. Use the $colortint_base colour swatch to paint.

If the swatch doesn't exist in the material you selected, then it is not paintable.

You can also you Doc Ock Roc's Color script to paint these. Just make sure you select the Colortint_base attribute to change, Not Color or Color2.

NO, I will not be doing the invulnerabilty, zombie or blood/cast/or whatever skins other than what are here.

One last thing...

These errors you see in the Console window for these materials are perfectly normal and can be ignored...

{sample Error Mesage}
Material materials\models\player\spy\hwm\spy_head_blue.vmt has var referencing non-existent shader param $colortint_base!

Includes:
models\player\medic\medic_backpack_blue.vmt
models\player\medic\medic_backpack_red.vmt
models\player\medic\medic_blue.vmt
models\player\medic\medic_red.vmt
models\player\medic\medic_sfm_hands_blue.vmt
models\player\medic\medic_sfm_hands_red.vmt
models\player\medic\medic_shirt.vmt
models\player\medic\medic_shirt_blue.vmt
18 Comments
Luigi 7777 27 Mar, 2022 @ 1:59pm 
I see, and how do I fix it?(thanks in advance. You're being very patient with me and I appreciate it.)
Pte Jack  [author] 27 Mar, 2022 @ 7:46am 
Luigi,(Long Answer)

Any time you get that pop up regarding the file conflict, you must click "YES to all" every time it pops up, if you don't the files will not download properly for that particular workshop item.

If you are downloading a different workshop item that uses the same paths and file names as this one, those files are going to replace this one or vice versa if you download this one and replace the files of a different workshop item and they are located in the workshop mod folder.

The way you get around the conflict is to move the path/files to a different mod folder after the workshop item has downloaded then unsub the item so you're not bugged every time you start SFM.

These files are VMT material files and are the files that control the way the textures look and contain the codes for how they are controlled (ie the color swath for painting them)
Pte Jack  [author] 27 Mar, 2022 @ 7:45am 
I'll use the medic_backpack_blue.vmt from this package as an example.

This files come down to the game\workshop mod folder when you sub the item and settles in the materials\models\player\medic\ path. This file is meant to replace the original file found in your game\TF (and the extracted TF2 game files) found in the materials\models\player\medic\ file path. This is a required path obtained from the model and ANY material VMT files that paints this portion of the model MUST be in this exact mod folder\materials\models\player\medic\ path to work.

So, what this means is that any workshop item that you download that uses the medic_backpack_blue.vmt material will want to replace that file if one already exists in the workshop\materials\\models\player\medic\ path, hence the conflict and the reason for the pop up.
Pte Jack  [author] 27 Mar, 2022 @ 7:45am 
So, why you're experiencing the missing color tool (in simple terms) is, because SFM inspects the files it downloads from the workshop by path\filename and doesn't do a file size or file content inspection to see if things are different, if it queries subscribed items and finds the correct path\filename combinations for the subs it's looking at, it thinks this are correct and moves on and doesn't bug you to redownload the sub. So in your case, if you replaced my files with another workshop item, SFM is using that other workshop item's files.

Personally, the way I avoid these workshop conflicts is by creating new mod folders for these generic material and texture files and move the downloaded file paths and names from the workshop folder into them then give that mod folder prioity for the session it in.
Pte Jack  [author] 27 Mar, 2022 @ 7:44am 
Like I have a ptejack modfolder, all my custom models, materials, textures, particles and sound files go into that folder after I download them from the workshop (this is how I know my workshop files actually work). I also have a ton of other mod folders that I move workshop downloads into. After I've moved the files and make sure they work, I unsub the workshop item so I don't get bugged to redownload them. Before I start a SFM session, I'll give the mod folders I need for the session the priority they need for that session so they'll work.

It is a pain in the butt to set up sometimes, but I don't have the conflict pop up jumping up everytime I sub a new item and I'm not replacing files when I sub new workshop items (especially the generic ones like this.)
Luigi 7777 26 Mar, 2022 @ 5:06pm 
I don't know if its because I checked the file integrity, turned it off for a different project or because I tried downloading a different addon that might've conflicted(as said by the thing that comes up that says "Do you want to replace so and so files with the new ones you're trying to download that conflict or keep the old") but, the secondary color control that actually controls the color is gone for all the options except for the hands! I tried re-checking the integrity of the files, turning on and off the tab in the SDK path thing, making sure the path file was at the top like you said in your tutorial video of how to get it working in the first place, making sure I had the correct model, etc, each time leaving and re-entering SFM and checking with no luck! Please help!
Pte Jack  [author] 8 Mar, 2022 @ 11:38am 
Not easily, you would have to completely redo the model and create new materials for it so they can be individually painted using a 3D Editor then recompile the model as a custom model.
Luigi 7777 7 Mar, 2022 @ 11:22am 
Is there a way to separately paint the Medic's pants and undershirt(in his regular look, not the one that's only the undershirt and vest)? I want him to look like my Gmod Medic model who has darker green pants and a light green undershirt.
Pte Jack  [author] 3 Dec, 2021 @ 9:28pm 
Excellent, thanks for letting me know.
ᛒᛚᚨᚲᚲᚹᛟᛚᚠᛖ 3 Dec, 2021 @ 2:51pm 
It fixed itself don't know what happend but i can use it again