Getting your TF2 hat in game as a Physics prop Many of you in the TF2 contribute thread have been having trouble getting your hat in game to view so I've decided to make a short tutorial on how to get your hats in game. This tutorial won't cover how to get your hat in game for other players to wear but it will get your hat…
What I had to do was delete all my sourcesdk stuff and reinstall it. Anyone have a tutorial on how to get stuff actually inside the game? (without overwriting the current stuff?). I've been browsing google for a bit but it's not all that easy to find a good tutorial. I'm mainly thinking weapons here.
I prob should have posted this here then instead of the other thread Ok I am done with my model, heres the problem, i have no idea really what to do next. I am a modeler and havnt done much animation or rigging yet. All the tutorials i see for this are in Max and the latter half of this project does not seem to translate…
Awesome tutorial just read over it. Only one minor thing. You actually have to make sure it's the same name as your .vmt shader file. It doesn't look up the names of the vtfs, those are all defined in the vmts.
You can't use the hat you compiled through this tutorial as a hat replacement. To use it as a hat replacement you'd have to recompile it attached to a bone called bip_head and have it positioned correctly in Max so that it will be on the players head when it's used. The easiest way to do that is to decompile a hat model…
Great job ! You don't have to put the .vtf in max, it's defined in qc and vmt. So you can use your psd directly in max for example, as long as it has the right name. Now just add some lines to explain how to replace an official hat in-game and i think it's totaly overcomplete :) Basicaly, just by renaming in the qc…