Source Filmmaker

Source Filmmaker

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[Tutorial] SFM - Apply custom textures to models without overwriting the original texture
By Dhalucario #StopKillingGames
In this guide you will get an Step by Step explaination how to use custom textures in SFM and how to apply them in SFM without overwriting the original texture.
   
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The actual tutorial
0. What do we do before we start? Start SFM, load the map and model. First your screen should look like this:


1. You got this? good. Now we want to "Add" and "Overwrite Material"

2. Now we want to edit the model with the overwrite material in the Element Viewer. We open it like this:

3. Now we got this materials tab which allows us the manipulate the model material:

4. Now we want to add an string attribute to our Lucario material (This Lucario model has 2 kinds of materials. One for the eye texture and one for the actual body. Im going to use the body texture.)
5. A small window is now popping up where we can create it with more details. you want to add "$basetexture" as name without the "". (What we are basily doing here is editing the basetexture of the material on the fly. It wont change anything on the model file.)

6. Now your model should be checkered like this. This is actually an error/debug texture. We selected no skin for the basetexture yet.

7.I already created a texture called "lucario_red". The original texture was called "lucario" I edited the VMT and VTF so they fit my needs. "models\apcmodels\pokemon\" is actually the the path of your model. When you have the texture in the same folder then you just have to edit the name of your custom texture. You change the $basetexture content to the texture path you created

Example: From "models\apcmodels\pokemon\lucario" to "models\apcmodels\pokemon\lucario_red"


Links to other tutorials
[Tutorial] SFM - Recolor/Alpha for Models without texture replacement: http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=593656845
22 Comments
Willow 7 Oct @ 8:43am 
Now how do you upload those textures into the Sfm workshop so others can use i have the Vtf and Vmt done
iMscary 29 Aug @ 11:13pm 
lucario awesomesauce
Dhalucario #StopKillingGames  [author] 20 Mar @ 2:02pm 
Damn put that shit away, nobody want to see that
MAVRIK 17 May, 2024 @ 11:55am 
Thank you very much. I was having issues with all the L4d2 car models being the same color. Now I can make multicolored cars!
Nexus8846 15 Mar, 2024 @ 6:19pm 
When I add the $basetexture string attribute theres no box next to it. I did everything you said though?
Paper Hat Society 🧩 [INFJ-T] 25 Feb, 2023 @ 1:27pm 
Is there a way to do this with vmt files?
☣♥a random Aussie♥☣ 5 Oct, 2022 @ 11:52am 
danke:demoticon:
NARbluebear 20 May, 2022 @ 12:46pm 
Not sure why, but if you have two of the same model in same model in a shot, both models will be changed despite only setting the textures for one. I'm also unsure if adding override materials for the second model will fix this.
Mystic Monkey 19 Dec, 2021 @ 7:58am 
That's good. I'm hoping someone will get back to me on this because I'd like to use condensation for a model and don't want to have to decompile it to use it... if I ever get a condensation texture.
Dhalucario #StopKillingGames  [author] 19 Dec, 2021 @ 7:52am 
If the skin and the overlaying texture are seperate and they both have a seperate material I think that should work.