- Adobe Photoshop (if you need 2)
- MilkShape 3D (or other similar)
- Jed Half-life model viewer (optional)
Before we begin editing textures, you have to know that only the textures with the name "DM_base" and the textures named "remapX_160_191_223" (where X can be any letter of the alphabet or number) may change color.
1- Make a folder that you name comfortably (in my case ReparacionMilk) put the model you want to edit in there, and decompile.
2- In a completely different folder, put the texture you want to edit as well as another 2 textures of the characters of TFC, in my case, the Pyro (you'll see why)
3- This is important, open the texture you want to edit in paint.net, and only one of the two images you want to edit, DON'T OPEN the other (see below)
4- after opening the texture in paint.net, absorb the color palette with the eye dropper (the red part and / or yellow) and use the tool "change color" to change color part you want to edit,or use "brush" to paint as a last resort, doing this you run the risk of having lower quality texture, but it's easier to use this tool. I recommend that you put the "hardness" 100% and play around with the "tolerance" until you get the right results.
5- Once completed, save it in BMP 8-bit, now, if you think you're done, you're completely wrong (also happened to me), because Paint.net doesn't correctly compile the colors. Don't close Paint.NET yet.
This is where Photoshop comes in. If you try to open the edited texture, you'll get an error, the reason, the paint.net edit the image.
6- copy the image to the clipboard, open the original into Photoshop and paste the edit above our Backup, obviously, after pasting, you cut to size coordinate
7- Once completed, save it (NOT PUT "save as")
8- Once compiled put it in your models folder of TFC and replace the model you want to change when asked.
open your TFC and Try it
Remember: the texture should be named DM_base or remapX_160_191_223 where is the X can be any letter or number
ex. remapB_160_191_223, remapc_160_191_223,
ex. remap1_160_191_223, remap2_160_191_223
note, texture remapA_160_191_223 not seem to work properly, better start from the remapB_160_191_223