Source Filmmaker

Source Filmmaker

Paintable Medic - Material and Texture Files Only
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
Pte Jack  [author] 3 Dec, 2021 @ 7:08am 
If you followed the tutorials correctly then the color patch should show up. Chance are you are trying to add it to the wrong material?? One that isn't paintable??

Make sure you right click on the correct material.
ᛒᛚᚨᚲᚲᚹᛟᛚᚠᛖ 3 Dec, 2021 @ 1:44am 
For some Reason $colortint_base is not showing in the Element Viewer I did both of your Tutorials even deleted some files but still nothing can you tell me what I do wrong ?
Pte Jack  [author] 20 Oct, 2020 @ 2:22pm 
These are VMT changes only, they have nothing to do with the model itself as far as bone and mesh deforms go. So if the deforms are pooched, it is not a result of subbing this workshop item.

If you're model is not texturing properly after unSubbing this, then you have other Materials (and/or Textures, VMTs/VTFs) for the medic sitting in folders that have higher priorities than your T2 game cache exports or the TF folder (most likely some materials or textures you've thrown into the usermod (or workshop folder if it has a higher priority.)
✚PINKY✚ 20 Oct, 2020 @ 1:12pm 
after un-subscribing The head and hands are broken and textured wrong and iv'e been struggling to find the problem any ideas?
Pte Jack  [author] 15 Sep, 2019 @ 7:22pm 
The only thing I touched on the backpack was the cross itself, so you must have another texture interfering with this one... maybe...
Godzilla3000 15 Sep, 2019 @ 2:48pm 
I got 2 problems, the emblem of the medic mix colors with the vest color and the RED Backpack, is all red, the BLU Backpack is fine, I made all the instructions correctly, is it normal?
Dracomatt 4 Apr, 2018 @ 12:07pm 
The skin works like a charm, but I can't seem to tchange the colors of the medic's gloves seperately.
Carbon 27 May, 2017 @ 4:52am 
Wait What