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…
If you set up the bone/bones right, not really. You just replace the .mdl in the items_game.txt file for a weapon/hat you want to replace and then your model will be in game in place of that hat's model.
I re imported it and all the skinning and bones information was intact. All vertices accounted for. I have a feeling that I should try replacing a different hat. Right now I jimmy rigged the 'parasite hat' to be my model. I'm going to try a different one. If there's anything else you can think of, I would appreciate it!
OK! Thanks Zipfinator! I'll give that a shot when I get home. Also... is there any way to unlock hats in-game without earning them? I tried last night to get unlock the Ghastly Gibus, but I'm such a noob I can't dominate $#!% let alone a guy wearing a specific hat. I'm 3 years behind in TF2 skills. Thanks for your help!
You could also overwrite the halo if you have it. I don't know of any way to unlock them otherwise. Even if you don't have any unlocked, you can test their attachment in HLMV (half-life model viewer) pretty easily. Just load up a character model (in models\players), then go to file -> load weapon and choose your hat model.…
Hey All, First off, THANKS for the sweet tutorial. I was able to get everything working on the first try! My problem is now viewing the model in-game. I've followed the instructions on this page: http://www.polycount.com/forum/showthread.php?t=74078&highlight=compile and I'm able to get my hat into the game by replacing…
anyone actually tried the test item/map thingy thats just out? preety keen - got my tf2model/hat to work in the model viewer, is there much of a jump to put stuff for realz into the game?
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…
Just delete the extra bone. You only have to link the bone to the object through the skin modifier if it's a single bone. The physics mesh should use the same bone as the in game one. If the bones are what's causing trouble, you can just not use any bones and remove the line $keyvalues { prop_data { "base" "cloth.Small" }…