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How To Make Custom Uniforms / Skins

Jul 16, 2010 by eXtine

This article will cover the process of how to obtain the player texture files from your TF2 folder, how to convert them between file formats for editing/playing, and includes GIMP image files that will give you a head start on easily creating your own uniform set.

Freeware Programs:

I used the above programs to make my skins. I am apparently a graphic artist since I did make skins myself, but I’m not very skilled. I’m sure there are better ways to do what I did and with better results (Photoshop has a .vtf plugin). I hope more skilled artists will be interested in making these skins and distributing them publicly for eXtv and teams to use.

File Structure

The desired end result after editing images is a file structure that facilitates easy installation and the capability to change individual teams, thus red and blu folders. I structure my files for distribution to be dropped into the tf\ folder directly. The directory where the player texture files are found is \materials\models\player\

Nestled in the \player folder there are folders for each class containing their texture files for both teams. If we make the file structure, and segregate our edited textures into red and blu folders, it is extremely easy to quickly change the uniform of a single team. Drop the files into place, launch TF2 or pull down the console and type mat_reloadallmaterials . Don’t freak out when it hangs for a second as the graphics reload.

Besides the class texture files, I also edit the control point logos. These can be placed/found in the \materials\models\effects folder. There is a materials\effects folder but the cappointlogo files do not go there.

GCFScape can be used to extract the texture files yourself. Feel free to explore.

GIMP


Giving everyone a head start is my collection of the necessary player skin files in the Gimp image format with channel selection masks.

This set of files is the original .vtf files converted to Gimp images with saved Channel Masks. Keep a folder or the .zip file with these gimp images, and copy them into a new folder everytime you make a new uniform set.

The Channel masks will save you a ton of time, enabling you to quickly select areas such as the Demoman’s Vest, Chest Straps, Sleeves, or the Color Coded (Red/Blue) areas. In the case of classes like the Pyro where there is a bunch of different shades, gradients, and shadowing being able to readily select these areas immensely speeds up the process.

Using Gimp open an image of a class (demoman_blue for example) and find the Channels window. Right click which Channel you want (vest, straps, whatever), then click on Channel to Selection. Following this, you must go to the Layers window, and click on the *filename layer (demoman_blue in our example). Without switching which layer you are editing you will only alter the channel (which is simply white space), not the image that lies underneath the channel.

These channels aren’t perfect, and might not have everything delineated that you might wish to edit but still provide a great head start.

VTF EDIT

After editing your first uniform, save your edits in the Gimp Image format but also save a copy in the .tga format. VTF Edit cannot read the Gimp Image format, which we must use for the channel masks, instead preferring the .tga format.

Once a .tga copy has been saved (either through save as or save a copy…) that file can be opened in VTF Edit through the Import command. VTF Edit can then save the image as a .vtf file which is what you need to apply the skin in game. VTF Edit also has the ability to convert an entire folder (in the tools section), which eases the process.

As mentioned before, the .VTF files should be placed in an appropriately structured directory outside of your TF folder which can then be copied into your TF folder for testing purposes.

Testing/GMod

Testing the appearance can be done in the class load out screen for the red team, by creating a server on a map like TR_Walkway, or loading bots into a Koth map.

Alternatively, GMod can actually be used as an easy way to see how things look. Placing the .vtf files in GMod’s file strucutre, you can setup player statues of all 9 classes from both teams, save your game, then reload that game to view whatever .vtf files are currently in place. Here is an example save game. Any volunteer who could make a GMod save game featuring two awesome team poses (Red + Blue) to replace my crappy one would get huge props.

2 Responses to “How To Make Custom Uniforms / Skins”

  1. francois.duguay2 says:

    Hey eXtine,

    I started creating a custom uniform for a team in a small community league.
    I was wondering if its possible to use the custom uniforms and “bind” them to a team. What I mean by that is that the uniforms would switch when the team switches during a match.

    Regards,

    • eXtine says:

      Wow, sorry I didn’t see this comment earlier francois.

      no you cannot “bind” them to a team. You’ll see how I chose to distribute my files, with each team split into different “red” and “blue” sections. You do not have to relaunch the game, you can use the command “mat_reloadallmaterials” after switching the files.

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