Team Fortress 2

Team Fortress 2

Decked Out - Stickered Version
2
Award
Favorite
Favorited
Unfavorite
Other: War Paint, Summer
File Size
Posted
Updated
5.452 MB
17 Mar, 2022 @ 11:14am
1 Mar, 2023 @ 7:47pm
1 Change Note ( view )

Would you like to see this item officially accepted and supported in Team Fortress 2?

Yes
No thanks /
Not interested
Ask me
again later
In 1 collection by Renim ☕
Renim's Smissmas 2022 Collection
14 items
Description
Sk8 or Die



Mannaha Co. sticker created by @alliwaise on Twitter
Professional League sticker created by @TheShaymoo on Twitter
(I got permission from both creators ahead of time.)





=======
https://imgur.com/a/WFMZrqj - In-Game shots
https://imgur.com/a/UJVayfF - Renders
Decked Out uses Yeti Coated as a base.

deck replaced yeti_fur
darkerwood replaced yeti_white
brushed_steel replaced yeti_purple
griptape replaced yeti_skin01
JimiJam replaced yeti_eye_angry_l and yeti_eye_angry_r
BonkCosmic replaced yeti_eye_happy_l and yeti_eye_happy_r
mannaha_pro replaced yeti_gun_oil
mannaha_logo replaced yeti_park Logo (See technical information to understand why)

I disabled yeti_eye_open and the third yeti_gun_oil by using patterns/stickers/blank
along with using patterns/blank_white to disable the gradient.



Technical information:

Included in this war paint is a custom albedo texture, it is an exact copy of deck.vtf, but I have included it just in case someone wants to use the completely unique sticker placements used for all the weapons without the issue of the primary texture is the same as the wear.

I have enabled the p__albedo texture with the same variables as the "necromanced" War Paint.

I have universally changed all of sticker_3 to the following:

"name": "sticker_3_base_1",
"value": "patterns/yeti/stickers/yeti_gun_oil"
"name": "sticker_3_base_2",
"value": "patterns/yeti/stickers/yeti_gun_oil"
"name": "sticker_3_base_3",
"value": "patterns/yeti/stickers/yeti_gun_oil"

to:

"name": "sticker_3_base_1",
"value": "patterns/yeti/stickers/yeti_gun_oil"
"name": "sticker_3_base_2",
"value": "patterns/yeti/stickers/yeti_park_logo"
"name": "sticker_3_base_3",
"value": "patterns/stickers/blank"

yeti_park_logo is not part of the actual war paint itself, I just chose yeti_park_logo as a standin for easy renamability on your end.

I have changed this variable for all weapons except for "gatling_gun" to:
"name": "texture_layer_2_scale_uv",
"value": "1.0"
to
"value": "3.0 3.5"

Except on "gatling_gun", I have changed it to:

"variable": "texture_layer_3_scale_uv",
"string": "3.5 4.0"
to
"variable": "texture_layer_3_scale_uv",
"string": "5.0 6.0"


Along with changing:

"variable": "texture_layer_2_scale_uv",
"string": "1.0"
to
"variable": "texture_layer_2_scale_uv",
"string": "4.0 5.0"


along with this, I have modified every single sticker location using loadout.tf's War Paint Editor.

All these changes have been compiled for you with the .JSON files included in the "premodified code changes" folder.

Included is that folder are 2 different versions, one with the original yeti coated header data, and a version that is just the variables due to not knowing how the importing process for war paints works. Otherwise both documents are the exact same.
No actual texture filenames have been replaced outside of sticker filenames for the Holy Mackerel to implement the new sticker placement easier, and disabling yeti_gradient and yeti_eye_open using the files specified above

along with the code changes I have included a notepad document with the raw pixel locations for the 3 variables tl, tr, bl for each weapon in order of how they are in the code for easy copy-pasting, just in case you cannot import it.