User:Plutonium/HLMV Guide

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This is a tutorial on how to set up HLMV, plus some additional tips. This guide will mainly cover the basics, and serves as an updated version of the Cosmetic Images help article.

For additional tips, see Gabrielwoj's HLMV setup help and tricks..

Getting started

Hello, and welcome to Plutonium's HLMV guide. This guide is a demonstration on how to create cosmetic item images for the wiki. For this tutorial, HLMV++ is highly recommended, as the original HLMV requires a bit of tinkering in order for it to work in modern Team Fortress 2. If you are content with this, simply following what's on Help:Model Viewer, and subsequently, Help:Cosmetic Images.

Programs

HLMV++ (optional, but highly recommended)

Download (bundled with Hammer++. If you do not want it, simply delete Hammer++ and keep HLMV++.)

HLMV++ is a fan-made remaster of the original HLMV, that patches long-standing bugs (such as the screenshot feature not outputting corrupted images), alongside other quality-of-life improvements. Its download is slightly different compared to the original HLMV (with TF2's 64-bit update), which will be covered in the next section.

How to install HLMV++

  • Download the .zip, extract it, and then open the HLMVPlusPlus-main folder inside it.
  • Extract the Team Fortress 2.zip within the folder.
  • Place the 2 items (the .exe and its .dll) inside TF2's bin/x64 folder.
GIMP

Download

GIMP is a beneficial tool for cropping images automatically. We will use this later for our images.

TFMV

Download

TFMV is an ease-of-access program used as an alternative to HLMV++. We will use this for painting items, as it can allow us to do that.

GCFScape

Download

GCFScape allows us to look inside .vpk files, for finding the location of items' models. Used for editing VMTs as seen in Painting items.

Fixes

You will need some mods before you start working on image creation. These are all quality-of-life improvements for the software that will be needed first. All credits go to the fixes' creators.

Fire Overlay Fix (by Gabrielwoj)

Download A fire overlay normally appears on all models. This fix makes the texture invisible. The only caveat of this fix is that you won't have the fie overlay when someone's burning from a Pyro. The flames and afterburn still appear as normal.

A preview of the fire textures being shown (top), and no fire textures when using the texture replacement (bottom).
Cubemaps Fix (by Gabrielwoj)

Download This replaces the sunrise-looking cubemap (images that appear on reflective objects) to one that is easier on the eyes. This is used for items such as the Macho Mann, with its reflective lenses.

The default HLMV cubemaps on the left, and the modified cubemaps on the right.
Stretchy Models Fix (by Gabrielwoj)

Download With some cosmetics on Scout, Demoman or Heavy, some models may appear stretched. This pack fixes it by renaming the problematic bones that causes the stretch. This may affect in-game as the bones that don't work on HLMV do work in Team Fortress 2.

A screenshot with an affected model by the issue (left), a screenshot with the hlp_forearm fix applied (right).
Gray Cornea Fix (by Gabrielwoj)

Download Only download this if you are having gray-looking eyes on the classes. If the eyes/cornea are white, then this fix is not needed. If you install this fix with the cornea being white, the eyes will become incredibly bright.

Screenshots taken on HLMV while using an ATI Graphics Card (top), a NVIDIA Graphics Card (middle), and with the gray cornea texture fix applied while on a NVIDIA Graphics Card (bottom).

Modelling

Now that you have set up HLMV++, open up hlmvplusplus.exe.

First of all, you need to apply the correct settings to create images. Take a look at the settings in the 'Render' tab at the bottom, and change it to those shown in the image on the right.

Your settings should look like this.

Now, let's spawn in a model. At the top bar, click on File, then (Steam) Load Model.

Pictogram comment.png Note: Do not click on Load Model, as it does not let you access TF2's files, but rather, puts you into a normal File Explorer window.

You should now be seeing a large amount of folders in the pop-up window. These are TF2's files, alongside custom ones from community servers you have visited. Now, look for the player folder, then the hwmfolder.

Pictogram comment.png Note: Do not use the normal models not in the hwm folder. The only exception to this is full-head cosmetics (such as the Chicken Kiev or Kathman-Hairdo), or items that blend with the character's face texture (such as the Vampire Makeover or Make Ogre.)

Now, inside the hwmfolder, select soldier.mdl, then 'Open'. You should now see a Soldier in your model viewer.

Ta-da! A Soldier!

Bodygroups

Some hats tend to hide certain bodygroups, so we need to remove them.

Pictogram comment.png Note This is only necessary if the hat you want to apply hides a bodygroup. If it does not, skip to the Submodels section.
  • Click on the 'Model' tab at the bottom section of the model viewer.
  • In the first-drop down menu, select hat.
  • In the drop-down menu next to that, select Submodel 2.

This will hide the Soldier's helmet. We can now give him the hat.

Submodels (cosmetic items)

Now, we will give him the Team Captain.

  • In the bottom section of the model viewer, click on the Submodels tab.
  • From there, click on Add (Steam).

Valve-made cosmetics are found in \player\items and community made ones are found in \workshop\player\items In this case, we go to \player\items.

  • Inside \player\items\soldier, then find soldier_officer.mdl, and open it.

Your Soldier is now wearing the Team Captain.

Changing skins

You may need to change the team colours of your model and subsequently, the submodel (granted it is different depending on team colour.) for styles and painted variant images. To do so;

  • Go into the 'Model' tab at the bottom of the model viewer.
  • Select the drop-down menu with Skin 1. (RED)
  • Change it to Skin 2. (BLU)

For submodels;

  • Go into the 'Submodels' tab at the bottom of the model viewer.
  • Click on the assigned submodel.
  • Select the drop-down menu with Skin 1.
  • Change it to Skin 2.

You do not need to do this for infobox images; they are always on Skin 1.

Weapons

If you are using a pose that uses a weapon, you generally need to add said weapon to the model (granted the pose uses the weapon, as some many not actually require the weapon). Most older weapons are located in \weapons\c_models, whilst newer ones are in \weapons\c_models, or \workshop_partner\weapons\c_models. Despite this, you should always use stock weapons when creating renders. Similarily, do not add attachments like Festivizers, Botkiller and Australium variants of the stock weapons.

Pictogram comment.png Note: The only exception to this is if you are making a render of an item set that has a weapon with it. If this is the case, you may add the weapon.

Some weapons also change depending on team colour. To switch, simply change the skin as you would with a submodel (see Changing skins)

Painting items

This section is fairly complex and requires good knowledge of VMT files and HLMV.

You can paint items in HLMV, as you would in game, via TFMV and editing .vmt files.

  • Find where your item's .vmt file is located. To do so;
    • Go into TF2's files, and find tf2_misc_dir.vpk. Open it with GCFScape.
    • Open materials, then inside that folder, models
    • Open either the /player/items folder or the /workshop/items folder, depending where your model is. (use items_game.txt, and search up your item to find where it is.) For this tutorial, we will use the Wiki Cap, of which is located at /player/items.
    • Once you know which folder is your model located at, open the class-specific folder inside it, as you would when spawning a model in HLMV.
    • Find the model-specific .vmtyour model uses. For example, the Wiki Cap uses the wikicap.vmt file for the RED variant, and the wikicap_blue.vmt file for the BLU variant respectively.
  • Now that you know where the .vmt is located, we will edit it so it forces the model to show the painted color. To do so;
    • Go back into the /tf folder, then the /custom folder.
    • Inside it, create a folder. Name it anything you like.
    • Go into the newly-created folder and copy the file path of where the .vmt is located. For this tutorial, it would be materials/models/player/items/all_class/wikicap.vmt and/or materials/models/player/items/all_class/wikicap_blue.vmt, if you want the BLU variant as well.
    • Open wikicap.vmt, inside your folder. Now, open the original wikicap.vmt (the one in tf2_misc_dir.vpk) and copy-paste everything inside the original .vmt to the one inside your folder.
  • Now, we can edit the color of the .vmt
    • Set the $detailblendfactor variable to .00, as it removes the faint fire overlay (which can affect black-painted items.)
    • Create a new line under the "$colortint_base" "{NUM}" and type "$color2" "{NUM}". Replace NUM in $color2 with the RGB value of the painted color. See the RGB values here. Save your changes.
  • Now, we can begin to add the model.
    • Open up TFMV.
    • Open the Settings tab, then uncheck Strict item paintability.
    • Open the Items tab, and select your class model, and the item you had painted. Now, simply click Loadout to HLMV. Wait for it to load.

You should now see your painted item in HLMV. As the normal HLMV does not have the 'Make Transparent Screenshot' option unlike HLMV++, you will need to crop using an alternative method. See Gabrielwoj's HLMV Setup Help and Tricks.

Styles

You may need to change the style of items, for style images. If an item includes a style, it will generally appear alongside Style 1, but with style_X next to it.

Pictogram comment.png Note: You do not need to do this for the main infobox image; it is always the default style.

Posing

Now, we will give our Soldier a pose.

  • Make sure to pick a pose that is not too distracting or one that covers the cosmetic.
  • As an example, we will use taunt01, so our Soldier can mock salute.
  • In the bottom section of the model viewer, click on the Sequence tab.
  • Select the first drop-down menu, the one currently set to ref
  • In the drop-down menu, select taunt01.

You will now notice he is standing on the floor. This is the very first frame of the taunt.

  • Now, to get him to stand up, move the Frame slider, and move it until the number on the right of the bar is at frame 60.

You should now see your Soldier move into position.

Lastly, you will need to rotate the Soldier for a better view of the cosmetic item. This is done by clicking and holding MOUSE1 in the center of the view and then dragging the model to rotate it.

Face posing

Now that you have gotten the Soldier into a good pose, you will need to pose his face accordingly, as to make the pose more expressive. To do so;

  • Click on the Flex tab in the bottom section of the model viewer.

In the tab, there will be several sliders, each for different parts of the face. For this tutorial, we will make him smile. To do so, simply locate the left_smile and right_smile sliders, and set it to around the middle of the sliders each (not too high.)

Screenshotting

This step is quite easy, and can be down quickly. Simply click on the Options tab in the top section of the model viewer, then press 'Make Transparent Screenshot'. Save the image wherever you like. You should now see your image wherever you have saved it. But we're not done yet.

Cropping

Now, we will crop our image. This is the final step before we upload our image.

  • Download GIMP (if you haven't already.)
  • Open the application.
  • Open your file in GIMP.
  • When it has opened, right click the image, then hover over the 'Image' drop-down. Select 'Crop to Content'.

You should now see the image being cropped. Now, simply do Shift+Ctrl+E, then 'Export', and then 'Export' again on the second pop-up.

Optionally, you can make this a bit faster using shortcuts.

  • Hover over the 'Edit' tab at the top of GIMP, then click on 'Keyboard Shortcuts'.
  • In the search bar, search for 'Crop to Content'.
  • Double click on the 'Shortcut' part of 'Crop to Content'
  • Press the button you want to assign it to. It can be anything you prefer, but I personally use 1.
  • Now, search up 'Export As'
  • Repeat, and assign a key to 'Export As'. I use 2.

Now, you can simply click those 2 buttons, when on an image, buying a respectable amount of time.

You should now see your final image!

The final image.

Uploading

Now, with your final image, comes the last step; uploading your image to the wiki.

You can do this by uploading it directly, or if the image is an updated version of another, by clicking Upload a new version of this file under the file you want to overwrite.

If you are uploading directly, remember to use the {{classimg}} template when uploading (see documentation on how to use the template.) This will automatically apply the correct categories and license.

Tips

  • If you can't find the model you are looking for, find its name in items_game.txt and look for the model_player variable. This tells where it's located.
  • The Pyro's lenses tend to appear white at certain angles. To fix this, adjust the angle of the model, or change the lighting position, by moving your cursor while holding CTRL.
    • Be careful to not move the lighting too far, as the model may appear too dark.
  • If you accidentally forget to change the name of the image you are uploading, if it helps, consider renaming it to the target final location on the wiki (e.g. naming the file 'Scout Arms Race Participant Medal.png' instead of 'scout image.png' or something similar).
  • Try to avoid having the model face straight ahead, rather than angled to the left or to the right (either or).
  • If making a render for an item with the 'Feet' equip region, always have it focus on the character's feet, rather than the whole model. Take Argyle Ace.png for reference.
  • Similarly, the 'Back' equip region focuses on the back.
  • Can't find an image to make/remake? Monitor the Articles needing images and Images that need improving categories.

Examples

Below are some examples of good images, alongside a few examples of poorly-made ones.

Good

Bad

Troubleshooting

Missing models or textures

If your model appears with a purple and black checkerboard texture, or shows a large flashing ERROR model:

  • Make sure you are using the correct .mdl from the \player or \weapons folders.
  • Verify your game cache in Steam, to ensure models are not missing or corrupted.
Weapons not appearing or are misaligned
  • Always use models from the c_models folder, not v_models.
Black, white, or corrupted screenshots
  • Make sure you are using HLMV++’s Make Transparent Screenshot option. If you do not use HLMV++, rather, follow this guide courtesy of Gabrielwoj.
  • Check that your graphics drivers are up to date, as outdated drivers may affect rendering.
Cosmetic item appears white
  • If using HLMV++, go to the 'Render' tab at the bottom of the model viewer, check 'TF2 Paint Fix', then uncheck it. This should make the colours appear.
Example video with the Cold War Luchador. This bug tends to happen with older items.

See also