Difference between revisions of "Template:Painted variants/Tutorial"

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{{DISPLAYTITLE:Painted variants (tutorial)}}
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{{Help navbar}}
This tutorial will document the current method of painting hats in Photoshop. Note: Please check on [[Template:Painted variants]] which hat's need to be done, and which hats have been done. Please note that the generated images may differ slightly to the hats in-game due to TF2's lighting mechanics.
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 +
This '''painted variants tutorial''' will document the current method of painting hats using '''[[vdc:Model_Viewer|Half-Life Model Viewer]]''' ('''HLMV'''). There is an experimental automation toolset for experienced users, found [[/Automation|here]]. This tutorial assumes that you already have HLMV installed. If you don't, navigate to [[Help: Model Viewer|this page]] and read the information on it.
 +
 
 +
== Other necessary programs ==
 +
For this tutorial, we will utilize GCFScape, which may be downloaded [https://web.archive.org/web/20191003064603/http://www.nemesis.thewavelength.net/index.php?p=26 here,] as either an installer or a portable archive. In addition, if painting cosmetics which have [[Jiggle bones|jigglebones]], it may be useful to remove them by decompiling the model, removing references to the jigglebones, and recompiling a new model file. For this process, you will also need the [https://steamcommunity.com/groups/CrowbarTool Crowbar] tool.
 +
 
 +
== Removing jigglebones from models ==
 +
Cosmetics with jigglebones may prove to be an issue when painting, as their jigglebones may move when you refresh HLMV, in the process of changing paint colors. This may make it difficult to take identical-looking images, in which case, the jigglebones can be removed with the use of the Crowbar tool.
 +
 
 +
=== Decompiling the models ===
 +
# Upon first booting Crowbar, you will be presented with the Set Up Games tab. Here, you may configure which game you would like to use with the program, and enter the location of your Steam executable, so that Crowbar can find the tools it needs to work. Select Team Fortress 2 from the drop down menu at the top, and enter the location of your Steam executable in the {{code|<library1>}} macro section at the bottom.
 +
# Using GCFScape, extract the {{code|.mdl}} file you wish to remove jigglebones from, and all matching {{code|.vtx}} and {{code|.vvd}} files.
 +
# In Crowbar's Decompile tab, you will notice the {{code|MDL input}} field, and the {{code|Output to:}} selector. In the {{code|MDL input}} field, select the {{code|.mdl}} file you extracted previously.
 +
# Set {{code|Output to:}} to the {{code|Work folder}} option, and create a directory where you would like to save the decompiled files on your computer.
 +
# Press the Decompile button. If successful, you should have a {{code|.qc}} file, and {{code|.smd}} files present in your work folder. These files are all necessary to recompile the model, and should follow the same file names as the model file you extracted.
 +
 
 +
=== Removing jigglebones and recompiling ===
 +
# Open the {{code|.qc}} file from your decompilation work folder in a text editor, and remove all references to jigglebones. Save the file.
 +
# Back in Crowbar, select the Compile tab. In the {{code|QC input}} section, select the {{code|.qc}} file from your decompilation work folder.
 +
# Just as before, set {{code|Output to:}} to the {{code|Work folder}} option, and create a directory to save the compiled files to.
 +
# Press the Compile button. If successful, your compilation work folder should now have identical files to the ones you extracted from GCFScape, nested within subfolders.
 +
{{c|note}}: If you run into an error while compiling, it may be that Team Fortress 2, or the location of your Steam executable, was improperly set up in the Set Up Games tab; or that the decompilation process failed to produce the necessary files to recompile the model. Check that you have properly set up Team Fortress 2 and the file paths to its tools, and that you have properly extracted all relevant files from GCFScape.
 +
 
 +
{{c|note}}: Be sure to upload your recompiled files to a file sharing site, and link to them when adding details to the [[Template:Painted variants/Tutorial/Rotations|Rotations]] page! This will help other users to create identical images to yours, should the need arise.
  
 
== Setting up HLMV ==
 
== Setting up HLMV ==
For your images to be of adequate quality for us to accept, you need to set up Half Life Model Viewer so that it generates high quality images. You can force high quality settings in your graphics cards control panel, but this does not work for some people - so I will document the alternate method.
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We want the images to be the best quality possible, so you need to set up HLMV so that it generates high quality images. You can force high quality settings in your graphics cards control panel, but this does not work for some people - so I will document the alternate method.
  
 
=== <code>Dxsupport.cfg</code> ===
 
=== <code>Dxsupport.cfg</code> ===
# Navigate to this directory <code>T:\Steam\steamapps\username\sourcesdk\bin\orangebox\bin</code> (where <code>T:\</code> the folder your Steam folder resides in).
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# Navigate to this directory: {{code|\Steam\steamapps\common\Team Fortress 2\bin\}}.
# Open up <code>Dxsupport.cfg</code> in a text editor of your choice.  If you do not have this file, create it with [http://pastebin.com/8AsEWL19 this content].
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# Open up {{code|dxsupport.cfg}} in a text editor of your choice.  If you do not have this file, create it with the content from [[Dxsupport.cfg.txt|here]].
# Find your graphics card within that file, if it is not listed go to the bottom and use <code>ATI Unknown</code> or <code>NVidia Unknown</code> depending on your graphics card manufacturer.
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# Find your graphics card within that file. If it is not listed go to the bottom and use {{code|ATI Unknown}}, {{code|NVidia Unknown}} or {{code|Intel Unknown}} depending on your graphics card manufacturer.
# Add or modify the following lines in <code>Dxsupport.cfg</code> - within the section for your graphics card, and save it.
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# Add or modify the following lines in {{code|dxsupport.cfg}} within the section for your graphics card, and save it.<br />{{code|"setting.dxlevel" "99"<br />"ConVar.mat_antialias" "8"<br />"ConVar.mat_forceaniso" "8"<br />"ConVar.mat_picmip" "-10"}}
<pre>"DxLevel" "99"
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# Open up a model and ensure there is no aliasing or other quality defects. If there is it's likely your graphics card is not able to render images of high enough quality, or you will need to adjust the settings in your graphics card's control panel.
"ConVar.mat_antialias" "8"
 
"ConVar.mat_forceaniso" "8"
 
"ConVar.mat_picmip" "-10"</pre>
 
  
=== Inside HLMV ===
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=== HLMV options ===
# Open up Model Viewer via the Source SDK.
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# Open up HLMV through the hlmv.exe in this directory: {{code|\Steam\steamapps\common\Team Fortress 2\bin\}}.
# Check (if it's not already checked) the <code>Normal Mapping</code> checkbox.
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# Check (if it's not already checked) the "Normal Mapping" checkbox.
# Set the background colour to white: <code>Options... > Background Color...</code>
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# Set the background colour to white for each item: {{code|Options... > Background Color...}}.
 
# Full-screen HLMV (so you get a nice big image).
 
# Full-screen HLMV (so you get a nice big image).
# Open up a model and ensure there is no anti-aliasing or other quality defects.  If there is it's likely your graphics card is not able to render images of high enough quality.
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# When generating hat images, you should use the red team texture and angle the hat slightly forward and facing left or right (get as much of the hat in view as possible). For example: [[:File:Painted_Tough_Guy's_Toque_7D4071.png]]. All the painted images of a certain hat should be in the same position.
#: When generating hat images, you should use the red team texture and angle the hat slightly forward and facing left or right (get as much of the hat in view as possible). For example: [[:File:Painted_Tough_Guy's_Toque_7D4071.png]]. All the painted images of a certain hat should be in the same position.
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 +
== Taking the images ==
 +
=== Rotations ===
 +
Before you start taking images, check [[/Rotations|rotations]] and see if the item you're painting is noted on there.  If it is, follow the "Setting rotations" section, otherwise when you've finished, follow the "Saving rotations" section.
 +
 
 +
==== Setting rotations ====
 +
# Open regedit.exe (Start - Run).
 +
# Navigate to: {{code|HKEY_CURRENT_USER\Software\Valve\hlmv}}
 +
# For your item, pick the associated directory - these will be listed on the rotations page.
 +
# In the right-panel, double click "Rot" and copy-paste the value in the Rotations page for your item.
 +
#* Also do this for any "trans" and "lightrot" values, if provided.
 +
# Close regedit, and re-open your item in HLMV.
 +
# If there is a "FOV" value on the Rotations page for your item, you can enter this into HLMV - at the bottom left of the "Render" tab.
 +
# You may need to move the item around a bit to get it to show up correctly, and as large as possible. If this happens, read the "Saving rotations" section.
 +
#* Generally, when choosing your own rotations, you'll need to find an angle that shows off the painted area the most.
 +
 
 +
==== Saving rotations ====
 +
If your item does not have an entry on the rotations page...
 +
# Open the item in HLMV.
 +
# Play around with the positioning - positioning it slightly forward, and then left or right - until you get a good view of the hat.  The positioning should show as much of the item as possible.
 +
# Follow the "Setting rotations" section, however instead of replacing the "Rot" value - copy it.
 +
#* Do the same for "trans" and "lightrot" - if they have been adjusted.
 +
# Make an entry in the Rotations page, in the relevant position, documenting your item.  Note the name of the item, it's registry-folder name and the rotation used.
 +
# Commence generating the images, sticking to this rotation.
 +
 
 +
=== VMT Editing ===
 +
# Open {{code|tf2_misc_dir.vpk}} in GCFScape.
 +
# Extract the relevant VMT to the right place. For example, Tough Guy's Toque would use {{code|\materials\models\player\items\heavy\heavy_stocking_cap.vmt}}, and should be extracted to: {{code|\Steam\steamapps\common\Team Fortress 2\tf\custom\folder\materials\models\player\items\heavy}}.
 +
# Open the VMT file in VTFEdit or any text editor, and position the camera in HLMV to take screenshots.
 +
# Near the top of the VMT, change {{code|$detailblendfactor}} to {{code|.00}}. This removes the faint fire overlay (most noticeable on black painted items).
 +
#*There is another option to remove the fire overlay, which is [http://www.mediafire.com/download/2i3das2jx2v5fd6/BlackFirePlusBlackBackground.zip downloading and extracting this texture replacement], and copying the contents to {{code|\Steam\steamapps\common\Team Fortress 2\tf\custom\}}. This will replace the default file texture with a 512x512 black material, effectively nullifying the effect for all models.
 +
# Create a new line in the VMT file underneath {{code|"$colortint_base" "{VALUE}"}} and fill it with this content {{code|"$color2" "{R G B}"}}.  You can find a complete list of colours to copy/paste below.
 +
# Paste the relevant RGB value found in the table below.
 +
# Hit F5 in HLMV and take a screenshot of this color, and paste it into new document in an image editor of your choice.
 +
#* If the image editor you are using supports layers, and you are taking multiple screenshots, paste the first one into a new document. Any screenshots of that image you take after that should then go into a new layer in that document.
 +
# Repeat the previous two steps for each color.
 +
 
 +
<pre>
 +
// Uncomment and re-comment as necessary."
 +
// "$color2" "{}"    // Stock - Copy the value of "$colortint_base" into here."
 +
// "$color2" "{230 230 230}" // An Extraordinary Abundance of Tinge"
 +
// "$color2" "{216 190 216}" // Color No. 216-190-216"
 +
// "$color2" "{197 175 145}" // Peculiarly Drab Tincture"
 +
// "$color2" "{126 126 126}" // Aged Moustache Grey"
 +
// "$color2" "{20 20 20}" // A Distinctive Lack of Hue"
 +
// "$color2" "{45 45 36}" // After Eight"
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// "$color2" "{105 77 58}" // Radigan Conagher Brown"
 +
// "$color2" "{124 108 87}" // Ye Olde Rustic Color"
 +
// "$color2" "{165 117 69}" // Muskelmannbraun"
 +
// "$color2" "{207 115 54}" // Mann Co. Orange"
 +
// "$color2" "{231 181 59}" // Australium Gold"
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// "$color2" "{240 230 140}" // The Color of a Gentlemann's Business Pants"
 +
// "$color2" "{233 150 122}" // Dark Salmon Injustice"
 +
// "$color2" "{255 105 180}" // Pink as Hell"
 +
// "$color2" "{125 64 113}" // A Deep Commitment to Purple"
 +
// "$color2" "{81 56 74}" // Noble Hatter's Violet"
 +
// "$color2" "{47 79 79}" // A Color Similar to Slate"
 +
// "$color2" "{66 79 59}" // Zephaniah's Greed
 +
// "$color2" "{128 128 0}" // Drably Olive"
 +
// "$color2" "{114 158 66}" // Indubitably Green"
 +
// "$color2" "{50 205 50}" // The Bitter Taste of Defeat and Lime"
 +
// "$color2" "{188 221 179}" // A Mann's Mint"
 +
// "$color2" "{168 154 140}" // Waterlogged Lab Coat (RED)"
 +
// "$color2" "{131 159 163}" // Waterlogged Lab Coat (BLU)"
 +
// "$color2" "{59 31 35}" // Balaclavas Are Forever (RED)"
 +
// "$color2" "{24 35 61}" // Balaclavas Are Forever (BLU)"
 +
// "$color2" "{184 56 59}" // Team Spirit (RED)"
 +
// "$color2" "{88 133 162}" // Team Spirit (BLU)"
 +
// "$color2" "{72 56 56}" // Operator's Overalls (RED)"
 +
// "$color2" "{56 66 72}" // Operator's Overalls (BLU)"
 +
// "$color2" "{128 48 32}" // The Value of Teamwork (RED)"
 +
// "$color2" "{37 109 141}" // The Value of Teamwork (BLU)"
 +
// "$color2" "{101 71 64}" // An Air of Debonair (RED)"
 +
// "$color2" "{40 57 77}" // An Air of Debonair (BLU)"
 +
// "$color2" "{195 108 45}" // Cream Spirit (RED)"
 +
// "$color2" "{184 128 53}" // Cream Spirit (BLU)"
 +
</pre>
  
== Pre-painting preperation ==
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=== Styles ===
=== Extracting textures ===
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If the item has an alternate [[Styles|style]] that's not a separate model, rename the style's VMT to the normal VMT. For instance, for the [[Reggaelator]], the normal VMT (and the Original style) is {{code|demo_dreads.vmt}}, and the style VMTS are {{code|demo_dreads_style01.vmt}} for Burst, {{code|demo_dreads_style02.vmt}} for Bones, and {{code|demo_dreads_style03.vmt}} for Designer. To use the Burst style, rename {{code|demo_dreads_style01.vmt}} to {{code|demo_dreads.vmt}} and hit {{key|F5}} in HLMV. The same thing would then be done for each other style, just using the appropriate VMT for it. Everything else on this page will then apply in the same way.
# Open the hat you've chosen to do the images for in HLMV (and follow the Inside HLMV steps above).
 
# In Model Viewer switch to the 'Model' tab, and look under "VMTs Loaded".
 
# Using [http://nemesis.thewavelength.net/index.php?p=26 GCFScape], open up <code>Steam\steamapps\team fortress 2 materials.gcf</code>
 
# Navigate inside this GCF to the the directory listed under "VMTs Loaded".
 
# Extract the red team texture files and put them in the same directory as in the GCF - but in the <code>team fortress 2/tf</code> folder.  For example, Tough Guy's Toque would use <code>heavy_stocking_cap.vtf</code> and <code>heavy_stocking_cap.vmt</code>, and those files should be placed in: <code>T:\Steam\steamapps\username\team fortress 2\tf\materials\models\player\items\heavy</code>.
 
  
=== Readying Photoshop ===
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If an item has an alternate style that is a separate model, the style's model has to be loaded separately. For instance, for the [[Front Runner]], the model for the Stylin' style is {{code|scout_headband.mdl}}, whereas the model for the Indifferent style is {{code|scout_headband_s01.mdl}}. For most items, the registry settings for it can be set exactly the same for each style, and then everything else on this page will apply in the same way.
# Open [http://dl.dropbox.com/u/1961029/Paint/paint%20texture%20template.psd this file] in Photoshop.
 
# Open the .vtf file in Photoshop.
 
# Copy the contents of the texture in to the PSD, above the white background layer.
 
# Back in the texture file, go on to "Channels" and copy over the Alpha channel to the PSD.
 
# In the PSD ctrl+click the thumbnail of the alpha channel, go back into layers and click the group: <code>Tints</code>, and add a layer mask.
 
# Go back into "Channels" and drag the Alpha channel in to the bin.
 
#: ''This all may seem a bit long-winded, but it's necessary to ensure the where you're painting is aligned perfectly. Copy-pasting the alpha channel sometimes causes the layer mask to be misaligned.''
 
# Open up the .VMT file for the texture in a text editor.
 
# Find the line: <code>"$blendtintcoloroverbase"</code>
 
# The value next to that line determines the transparency of your layer mask. <code>"1"</code> would mean the Opacity of the Tints group is 100%.  <code>"0.5"</code> would be 50% opacity, and so on. (There may be some exceptions to this, compare with in-game screenshots if possible.)
 
# Save the PSD where the texture files are located, with the same name as the texture file.
 
# Close the .VTF from Photoshop.
 
  
== Time to get the painted images! ==
+
=== Export and upload the images ===
=== Get the screenshots ===
+
{{c|note}}: This section of the Tutorial assumes you are using Photoshop. Other image editors might not have this option, or might have it named differently or in a different location.
# (In the PSD) Open up the Tints group and toggle on the first colour: ''7D4071''.
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# Go to File... - Scripts... - Export layers to file and set the destination to wherever you see fit, and the file-type to PNG-24.
# <code>File... > Save As</code> and change the file type to "VTF", save and overwrite the existing VTF.
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# Ensure "Transparency" and "Trim layers" are both ticked, and hit "Run".
#:  If you've named the PSD correctly, you can do this really fast with keyboard shortcuts:  Ctrl-Shift-S, Tab, V, Enter, Enter.
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# Upload a new version of the existing files on the Wiki. Use {{tlx|subst=yes|pid}} in the upload summary box when uploading painted item images, and use {{tlx|subst=yes|isd}} when uploading unpainted item images, such as default team color images. These templates will automatically add licensing and proper categories (this saves you from typing out categories or manually selecting a license in the drop down box).
# Switch to Model Viewer and hit F5.  If you've done everything prcoperly, the texture should update.
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{{c|note}}: You may get an error when you try to run this script. If you do, you will have to save all of the images manually yourself. If that is the case, ignore step one and two of this section of the guide, and follow it from step 3.
# Alt-Printscreen the Model Viewer window.
 
# Head back in to Photoshop and Ctrl+N (new file), hit enter and paste the screenshot you just took.
 
# Repeat steps 1 through 4 for all the colours. Do not skip any colours, nor select different layers in the documents for screenshots.
 
  
=== Organise the screenshots ===
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=== Adding the painted variants table to an article ===
Now you should have screenshots for all of the paint colours.  They will be ordered as the colours are in the Tints group.
+
To include the Painted variant table to an article, add this section below the main summary for the page:
# Ctrl+Tab between the PSD and screenshots document and name each of the screenshots to the colour value of the tint (or some other name that you easily associate with the paint colours, such as ''orange'', ''rustic'', ''violet'').
 
# Once they're all named, select the crop tool and crop the document around the hat.
 
# Select the topmost screenshot (it should be called <code>141414</code>).
 
# Using the magic wand tool (A tolerance of around 10 seems to provide the best results), select the white background of the hat and hit delete. Make sure to check for islands of white background present that you might not have selected.
 
# Select each of the layers and hit delete (the selection made with the magic wand tool should not go away).
 
  
=== Export the images ===
+
<pre>
# Go to <code>File... > Scripts... > Export layers to file</code> and set the destination to wherever you see fit, and the file-type to PNG-8.
+
== Painted variants ==
# Ensure <code>Transparency</code> and <code>Trim layers</code> are both ticked, and hit <code>Run</code>.
+
{{Painted variants}}
 +
</pre>
  
== Wiki-work! ==
+
For documentation as to what parameters this template accepts, such as the inclusion of different Styles, see [[Template:Painted variants/doc]].
By now you should have all the images ready to upload to the Wiki... so let's do that!
 
  
=== Implementing the template ===
+
In rare situations, single color paint cans may have different visuals between teams on certain cosmetics, examples include the [[Frenchman's Beret]] and [[Defiant Spartan]]. On cases like these, add this section to the page:
# Open up the article for the hat you've done the images for.
 
# Hit edit and add the following lines above Trivia:
 
<pre>==Painted variants==
 
{{Painted variants}}</pre>
 
:3. Hit show preview, and the template will be in place. Open in new tabs all of the red links for the images needed to be uploaded.
 
  
=== Uploading the images ===
+
<pre>
For each of the tabs do the following:
+
== Painted variants ==
# Select your image to be uploaded.  The file name for the painted images will contain the colour ID that's also listed on the upload page as the file you're uploading, so finding the right image should be easy.
+
{{Painted variants full}}
# Add the following to the Summary: {{tlx|pid|subst=y}}. No need to select a license, it is done automatically.
+
</pre>
# Upload the file!
 
  
=== Amend the appropriate pages ===
+
The [[Template:Painted variants full/doc|documentation]] for this template includes the same parameters as the previous one.
Once all the files are uploaded, do the following:
 
# Hit show preview again on the Hat's article, to ensure all images show up.
 
#: If you still have red links then you've missed a file when uploading.  Just hit the red link and upload.
 
#: If images aren't showing up then just hit show preview again, they should show up this time.
 
# If all is well, save the Hat's article.
 
# Once you've done the above, open up [[Template:Painted variants]] and find the hat you've just done in the table at the bottom of the page, and replace {{tlx|c|2=x|3=<span></span>}} with {{tlx|c|2=done|3=<span></span>}}.
 
# Show preview to check you've changed the correct item.
 
# Save the table.
 

Latest revision as of 13:33, 24 March 2022

This painted variants tutorial will document the current method of painting hats using Half-Life Model Viewer (HLMV). There is an experimental automation toolset for experienced users, found here. This tutorial assumes that you already have HLMV installed. If you don't, navigate to this page and read the information on it.

Other necessary programs

For this tutorial, we will utilize GCFScape, which may be downloaded here, as either an installer or a portable archive. In addition, if painting cosmetics which have jigglebones, it may be useful to remove them by decompiling the model, removing references to the jigglebones, and recompiling a new model file. For this process, you will also need the Crowbar tool.

Removing jigglebones from models

Cosmetics with jigglebones may prove to be an issue when painting, as their jigglebones may move when you refresh HLMV, in the process of changing paint colors. This may make it difficult to take identical-looking images, in which case, the jigglebones can be removed with the use of the Crowbar tool.

Decompiling the models

  1. Upon first booting Crowbar, you will be presented with the Set Up Games tab. Here, you may configure which game you would like to use with the program, and enter the location of your Steam executable, so that Crowbar can find the tools it needs to work. Select Team Fortress 2 from the drop down menu at the top, and enter the location of your Steam executable in the <library1> macro section at the bottom.
  2. Using GCFScape, extract the .mdl file you wish to remove jigglebones from, and all matching .vtx and .vvd files.
  3. In Crowbar's Decompile tab, you will notice the MDL input field, and the Output to: selector. In the MDL input field, select the .mdl file you extracted previously.
  4. Set Output to: to the Work folder option, and create a directory where you would like to save the decompiled files on your computer.
  5. Press the Decompile button. If successful, you should have a .qc file, and .smd files present in your work folder. These files are all necessary to recompile the model, and should follow the same file names as the model file you extracted.

Removing jigglebones and recompiling

  1. Open the .qc file from your decompilation work folder in a text editor, and remove all references to jigglebones. Save the file.
  2. Back in Crowbar, select the Compile tab. In the QC input section, select the .qc file from your decompilation work folder.
  3. Just as before, set Output to: to the Work folder option, and create a directory to save the compiled files to.
  4. Press the Compile button. If successful, your compilation work folder should now have identical files to the ones you extracted from GCFScape, nested within subfolders.

Pictogram comment.png Note: If you run into an error while compiling, it may be that Team Fortress 2, or the location of your Steam executable, was improperly set up in the Set Up Games tab; or that the decompilation process failed to produce the necessary files to recompile the model. Check that you have properly set up Team Fortress 2 and the file paths to its tools, and that you have properly extracted all relevant files from GCFScape.

Pictogram comment.png Note: Be sure to upload your recompiled files to a file sharing site, and link to them when adding details to the Rotations page! This will help other users to create identical images to yours, should the need arise.

Setting up HLMV

We want the images to be the best quality possible, so you need to set up HLMV so that it generates high quality images. You can force high quality settings in your graphics cards control panel, but this does not work for some people - so I will document the alternate method.

Dxsupport.cfg

  1. Navigate to this directory: \Steam\steamapps\common\Team Fortress 2\bin\.
  2. Open up dxsupport.cfg in a text editor of your choice. If you do not have this file, create it with the content from here.
  3. Find your graphics card within that file. If it is not listed go to the bottom and use ATI Unknown, NVidia Unknown or Intel Unknown depending on your graphics card manufacturer.
  4. Add or modify the following lines in dxsupport.cfg within the section for your graphics card, and save it.
    "setting.dxlevel" "99"
    "ConVar.mat_antialias" "8"
    "ConVar.mat_forceaniso" "8"
    "ConVar.mat_picmip" "-10"
  5. Open up a model and ensure there is no aliasing or other quality defects. If there is it's likely your graphics card is not able to render images of high enough quality, or you will need to adjust the settings in your graphics card's control panel.

HLMV options

  1. Open up HLMV through the hlmv.exe in this directory: \Steam\steamapps\common\Team Fortress 2\bin\.
  2. Check (if it's not already checked) the "Normal Mapping" checkbox.
  3. Set the background colour to white for each item: Options... > Background Color....
  4. Full-screen HLMV (so you get a nice big image).
  5. When generating hat images, you should use the red team texture and angle the hat slightly forward and facing left or right (get as much of the hat in view as possible). For example: File:Painted_Tough_Guy's_Toque_7D4071.png. All the painted images of a certain hat should be in the same position.

Taking the images

Rotations

Before you start taking images, check rotations and see if the item you're painting is noted on there. If it is, follow the "Setting rotations" section, otherwise when you've finished, follow the "Saving rotations" section.

Setting rotations

  1. Open regedit.exe (Start - Run).
  2. Navigate to: HKEY_CURRENT_USER\Software\Valve\hlmv
  3. For your item, pick the associated directory - these will be listed on the rotations page.
  4. In the right-panel, double click "Rot" and copy-paste the value in the Rotations page for your item.
    • Also do this for any "trans" and "lightrot" values, if provided.
  5. Close regedit, and re-open your item in HLMV.
  6. If there is a "FOV" value on the Rotations page for your item, you can enter this into HLMV - at the bottom left of the "Render" tab.
  7. You may need to move the item around a bit to get it to show up correctly, and as large as possible. If this happens, read the "Saving rotations" section.
    • Generally, when choosing your own rotations, you'll need to find an angle that shows off the painted area the most.

Saving rotations

If your item does not have an entry on the rotations page...

  1. Open the item in HLMV.
  2. Play around with the positioning - positioning it slightly forward, and then left or right - until you get a good view of the hat. The positioning should show as much of the item as possible.
  3. Follow the "Setting rotations" section, however instead of replacing the "Rot" value - copy it.
    • Do the same for "trans" and "lightrot" - if they have been adjusted.
  4. Make an entry in the Rotations page, in the relevant position, documenting your item. Note the name of the item, it's registry-folder name and the rotation used.
  5. Commence generating the images, sticking to this rotation.

VMT Editing

  1. Open tf2_misc_dir.vpk in GCFScape.
  2. Extract the relevant VMT to the right place. For example, Tough Guy's Toque would use \materials\models\player\items\heavy\heavy_stocking_cap.vmt, and should be extracted to: \Steam\steamapps\common\Team Fortress 2\tf\custom\folder\materials\models\player\items\heavy.
  3. Open the VMT file in VTFEdit or any text editor, and position the camera in HLMV to take screenshots.
  4. Near the top of the VMT, change $detailblendfactor to .00. This removes the faint fire overlay (most noticeable on black painted items).
    • There is another option to remove the fire overlay, which is downloading and extracting this texture replacement, and copying the contents to \Steam\steamapps\common\Team Fortress 2\tf\custom\. This will replace the default file texture with a 512x512 black material, effectively nullifying the effect for all models.
  5. Create a new line in the VMT file underneath "$colortint_base" "{VALUE}" and fill it with this content "$color2" "{R G B}". You can find a complete list of colours to copy/paste below.
  6. Paste the relevant RGB value found in the table below.
  7. Hit F5 in HLMV and take a screenshot of this color, and paste it into new document in an image editor of your choice.
    • If the image editor you are using supports layers, and you are taking multiple screenshots, paste the first one into a new document. Any screenshots of that image you take after that should then go into a new layer in that document.
  8. Repeat the previous two steps for each color.
//	Uncomment and re-comment as necessary."
//	"$color2"		"{}"    		// Stock - Copy the value of "$colortint_base" into here."
//	"$color2"		"{230 230 230}"		// An Extraordinary Abundance of Tinge"
//	"$color2"		"{216 190 216}"		// Color No. 216-190-216"
//	"$color2"		"{197 175 145}"		// Peculiarly Drab Tincture"
//	"$color2"		"{126 126 126}"		// Aged Moustache Grey"
//	"$color2"		"{20 20 20}"		// A Distinctive Lack of Hue"
//	"$color2"		"{45 45 36}"		// After Eight"
//	"$color2"		"{105 77 58}"		// Radigan Conagher Brown"
//	"$color2"		"{124 108 87}"		// Ye Olde Rustic Color"
//	"$color2"		"{165 117 69}"		// Muskelmannbraun"
//	"$color2"		"{207 115 54}"		// Mann Co. Orange"
//	"$color2"		"{231 181 59}"		// Australium Gold"
//	"$color2"		"{240 230 140}"		// The Color of a Gentlemann's Business Pants"
//	"$color2"		"{233 150 122}"		// Dark Salmon Injustice"
//	"$color2"		"{255 105 180}"		// Pink as Hell"
//	"$color2"		"{125 64 113}"		// A Deep Commitment to Purple"
//	"$color2"		"{81 56 74}"		// Noble Hatter's Violet"
//	"$color2"		"{47 79 79}"		// A Color Similar to Slate"
//	"$color2"		"{66 79 59}"		// Zephaniah's Greed
//	"$color2"		"{128 128 0}"		// Drably Olive"
//	"$color2"		"{114 158 66}"		// Indubitably Green"
//	"$color2"		"{50 205 50}"		// The Bitter Taste of Defeat and Lime"
//	"$color2"		"{188 221 179}"		// A Mann's Mint"
//	"$color2"		"{168 154 140}"		// Waterlogged Lab Coat (RED)"
//	"$color2"		"{131 159 163}"		// Waterlogged Lab Coat (BLU)"
//	"$color2"		"{59 31 35}"		// Balaclavas Are Forever (RED)"
//	"$color2"		"{24 35 61}"		// Balaclavas Are Forever (BLU)"
//	"$color2"		"{184 56 59}"		// Team Spirit (RED)"
//	"$color2"		"{88 133 162}"		// Team Spirit (BLU)"
//	"$color2"		"{72 56 56}"		// Operator's Overalls (RED)"
//	"$color2"		"{56 66 72}"		// Operator's Overalls (BLU)"
//	"$color2"		"{128 48 32}"		// The Value of Teamwork (RED)"
//	"$color2"		"{37 109 141}"		// The Value of Teamwork (BLU)"
//	"$color2"		"{101 71 64}"		// An Air of Debonair (RED)"
//	"$color2"		"{40 57 77}"		// An Air of Debonair (BLU)"
//	"$color2"		"{195 108 45}"		// Cream Spirit (RED)"
//	"$color2"		"{184 128 53}"		// Cream Spirit (BLU)"

Styles

If the item has an alternate style that's not a separate model, rename the style's VMT to the normal VMT. For instance, for the Reggaelator, the normal VMT (and the Original style) is demo_dreads.vmt, and the style VMTS are demo_dreads_style01.vmt for Burst, demo_dreads_style02.vmt for Bones, and demo_dreads_style03.vmt for Designer. To use the Burst style, rename demo_dreads_style01.vmt to demo_dreads.vmt and hit F5 in HLMV. The same thing would then be done for each other style, just using the appropriate VMT for it. Everything else on this page will then apply in the same way.

If an item has an alternate style that is a separate model, the style's model has to be loaded separately. For instance, for the Front Runner, the model for the Stylin' style is scout_headband.mdl, whereas the model for the Indifferent style is scout_headband_s01.mdl. For most items, the registry settings for it can be set exactly the same for each style, and then everything else on this page will apply in the same way.

Export and upload the images

Pictogram comment.png Note: This section of the Tutorial assumes you are using Photoshop. Other image editors might not have this option, or might have it named differently or in a different location.

  1. Go to File... - Scripts... - Export layers to file and set the destination to wherever you see fit, and the file-type to PNG-24.
  2. Ensure "Transparency" and "Trim layers" are both ticked, and hit "Run".
  3. Upload a new version of the existing files on the Wiki. Use {{subst:pid}} in the upload summary box when uploading painted item images, and use {{subst:isd}} when uploading unpainted item images, such as default team color images. These templates will automatically add licensing and proper categories (this saves you from typing out categories or manually selecting a license in the drop down box).

Pictogram comment.png Note: You may get an error when you try to run this script. If you do, you will have to save all of the images manually yourself. If that is the case, ignore step one and two of this section of the guide, and follow it from step 3.

Adding the painted variants table to an article

To include the Painted variant table to an article, add this section below the main summary for the page:

== Painted variants ==
{{Painted variants}}

For documentation as to what parameters this template accepts, such as the inclusion of different Styles, see Template:Painted variants/doc.

In rare situations, single color paint cans may have different visuals between teams on certain cosmetics, examples include the Frenchman's Beret and Defiant Spartan. On cases like these, add this section to the page:

== Painted variants ==
{{Painted variants full}}

The documentation for this template includes the same parameters as the previous one.