Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

Porting TF2 playermodel skins to TF2 Classic - A Tutorial for Team Fortress 2

Before we begin there are a couple resources that you will likely need before we start. Depending on how source/computer savy you are, you may already have some of these.

Linux users will need wine for Crowbar and Nem's tools. For the sake of brevity, I will assume linux users know how to operate wine. I will be using a worst case scenario skin that has both model changes and texture changes. Depending on the scale of the skin, this process may be easier or more difficult.

1) Download the mod you wish to port over and install it to your game's custom folder. If it's in a loose folder, navigate to it. If it is in vpk format, open it with GCFScape and then extract everything inside to a folder inside custom. 

2) navigate to where the playermodel you wish to port is located. The directory will likely be "models/player/[classname].mdl" If you see additional folders called "workshop" or "items" along the way, you can safely delete them. Any model replacer made after 2010 likely has cosmetic replacers. They are not needed for TF2Classic.

3) copy this directory by clicking on the address bar at the top of your file manager and paste it into your text editor for safekeeping. Make sure you have the mdl file at the end of the link

4) open the crowbar tool and go to the decompile tab. Paste the directory you copied earlier into the MDL input tab. In the output tab, make it whatever you want. Just make sure you remember where it is.

5) press the Decompile button and then go to the output folder. The only thing important here is the .qc file. If you cannot see file extensions, go to the "view" tab and check "file name extensions"

6) Open the qc file in the text editor or IDE of your choice. I'll be uing notepad.

7) You will see a lot of fancy jargon in this text file. Be not intimidated. You won't spent long in this qc file. Press Ctrl+F and type "texturegroup" into the prompt.

8) select every line referencing "zombies" and delete them. If there are no lines referencing zombies, proceed to the next step. 

9) Create a duplicate of every line in between the curly brackets. In the image below, I highlighted the original text. The unhighlighted text is the duplicate. The descending order for team skins is as follows...


{red skins are loaded 1st}
{blu skins are loaded 2nd}
{red uber goes here}
{blu uber goes here}

{green skins are loaded here}
{yellow is loaded here}
{green uber goes here}
{yellow uber goes here}


10) Please note that the uber textures are not necessary for weapon skin mods, only for player model replacers. keeping this descending order in mind, rename the duplicated lines to the proper skin colors. 

11) Open crowbar again and navigate to the compile tab. Put the directory to the qc file in "QC input" Output should be the location of the mod. Something like this. "C:\Program Files (x86)\Steam\steamapps\sourcemods\tf2classic/custom/my_custom_stuff/"

If your mod you wish to port is a model edit and uses the vanilla textures, you are finished and do not need to proceed. If the mod does contain new textures, you will need to make the green and yellow textures yourself. I will assume you know how to use the image editor you chose. 

12) Go to the directory where the textures are located. You can find them in "C:\Program Files (x86)\Steam\steamapps\sourcemods\tf2classic\custom\[your mod here]\materials\models\player\[class name]"

13) Open the vtf of the skin you need to make a yellow and green variant of. You will use this as a base to make the new textures. On the top left of the window there is a "file" option. Click on it and click "export" do so to whichever directory you want. (it doesn't matter as long as you can remember it) It is reccomended that you do the export in tga format.

14) Open it and make the texture. I can't help you here, the technique is entirely up to you. 

15) Once you have your exported texture, open up VTF edit and go to "file" and press "import". Select the texture and save with a filename. Keep in mind that the file name has to be exactly what it was in the qc file. 

16) create a copy for the .vmt with the same name as the VTF you used as a base. Then, rename it to whatever you named the new texture. Bear with me. 

17) Open the .vmt with your text editor. On the $basetexture line, put the name of the vtf texture at the end of the line. 

18) Rinse and repeat steps 13-17 until you've completed every texture. Depending on how many textures the original mod uses this can take quite some time. However, to hasten the process, boot up your game in the background with cheats enabled and every time you finish a texture, type "mat_reloadallmaterials" into console to see all the textures getting fixed live. This should make testing your changes much quicker. 

  • Kamez104 avatar
    Kamez104 Joined 5y ago
    600 points Ranked 48,467th
    But...can I do it in reverse? I'd love to have TF2C playermodels in TF2.
    URL to post:
  • urnotzach avatar
    urnotzach Joined 5y ago
    3,195 points Ranked 3,576th
    9 medals 1 rare
    • Returned 1000 times Medal icon
    • One month a member Medal icon
    • 6 months a member Medal icon
    • 1 year a member Medal icon
    • 2 years a member Medal icon
    • Returned 100 times Medal icon
    Do you have a similar guide on how to port a c_model into a v/w_model for TF2C? I'm attempting to port the AWPer Hand to TF2C.
    • Agree x 1
    I'm unoriginal with Mantras. avatar
    I'm unoriginal with Mantras.
    URL to post: