
Don't panic! This is normal, and I guess kind of cool looking if you're, like, 13 years old.Ĭlick in the blank space to the right of the word $basetexture, and enter in the path to your modified vtf file, with the file extension and the "materials" folder removed. You'll notice that our animationset's body has turned completely black. Now, right click the material's name (not the mtlName parameter) and select Add Attribute > String. You'll see another sub-list, of some cloaking-related parameters. Click the "+" next to the one you want to override (in this case, soldier_red). A sub-list will open, giving a list of materials used by your model. Don't worry! Hold my hand and we'll get through this together.Ĭlick the "+" next to "Materials" at the bottom of the list. Welcome to the Element Viewer, a place typically intended for experts only. Both time-consuming and annoying!Īs of 9.8.6, however, this issue has been fixed and you can now change texture paths more or less on a whim.

Whatever reason you wanted to do this, doing so before version 9.8.6 of SFM was a real pain - material overrides did not support changing texture paths, so either you'd have to temporarily replace one of the existing skins on the model, or you'd have to hex/recompile a duplicate with the skins you want. Or maybe you want to go completely nuts with the Resizable Texture Panels and have access to more than 16 textures. Maybe you want to give two Scouts different hair colours. Maybe you want to change the text on a billboard without changing it on other billboards. Maybe you want to use alpha layers to punch a hole in a zombie to expose it's gooey innards, Left 4 Dead style.


There are a lot of reasons why you'd want to change the texture on one specific instance of a model without changing it for all of the others.
