Posted on: Sep 30th 2011 by Pogo
Making items for TF2 may seem a daunting task, and finding help is half the battle. We’ve put together this list of over 30 guides, resources and tutorials to help you get started in making your own weapons, hats or props.
Things you will need:
1. A 3D Modelling Program
Your 3D Modelling Application is the first stop when you begin making a new item. In order to make anything 3D you’re going to need one of these. Preference is usually down to personal choice and they all have a trial, so make sure you find the program that’s right for you. In order to use your models in game, you will need to export a .smd file which can later be compiled into a working in game model.
- Common examples are 3DS Max, Maya, XSI (Softimage), Blender
- Some cost more than others, XSI (Softimage) Mod Tool and blender are free, Autodesk software (including maya and max) is available for free on a 3 year licence to students at http://students.autodesk.com/
- You will also need an smd exporter (and optionally an importer) plugin for your application of choice.
- For Blender (depending on your version), 3DS Max and XSI (Softimage) (Valve Source Add-on)
2. A 2D Art program (and the means to create .vtf files)
Once your model is complete, it will need a texture. Photoshop, paint.net, GIMP or any program able to create .tga images will work. It is recommended to use VTFEdit to convert these files into game ready .vtf images, but a .vtf plugin is generally faster though this lacks the more advanced control of VTFEdit.
3. Source SDK
Source SDK is a collection of tools for creating, viewing and compiling within the Source environment. At it’s face are the Hammer Map Editor and Half Life Model Viewer (HLMV). In order to compile any models, you will need to install this.
- Download through Steam, under the Tools section
- It may be useful to use a program like GUI Studiomdl to help find errors when compiling
Now that you have everything you need, it’s time to start building! Below are tutorials for doing everything you need from learning to model through to testing your new items in game.
- “Beginners Guide to Custom Hat Models” by Mnemo:
- Valve SDK docs (for all documentation):
- TF2 Style Guidelines:
- Using testitem in game to test your items
3DS Max Tutorials
- 3DS Max Beginner tutorials:
- BenHenry’s The complete view model tutorial
- Superaldo’s custom animation tutorial:
- Jigglebones by Sparkwire (3ds max):
- UV unwrapping by Skizot:
- UV unwrapping in Max:
- Smoothing Groups:
- AO in 3DS Max (recommended: Used Method 2):
- Blender tutorials
- HellJumper’s “Complete Modelling Tutorial for TF2” On SPUF
- Blender modelling Tutorial – Fedora
- Blender Cookie
- Procedures for Exporting Working SMDs from Blender by misterdevious
- Ambient Occlusion in Blender
XSI (Softimage) Tutorials
- Decompiling/Recompiling source .smd files
- Recompiling TF2 Models (including team colours)
- How to Hex Hats by Blaholtzen
- Mecha the Slag’s MDL Hexer
- Streamlined exporting and compiling with 3ds Max
- Animator’s Guide to Unique Animations In-Engine
- Swizzle’s Texturing for TF2 Guide
- Swizzle’s Brush stroke guide:
- How to get paint working in the Model Viewer
- VMT Parameter Dictionary
- How to make good LODs (Level of Detail)
- Making Kill icons by NeoDement
- Making Backpack Icons by Shugo
- Loading more than one item onto a player in HLMV
Modding Communities and Discussion Threads
Where to show off your creation, or get advice and critique from other modders.
My model exported and compiled fine but I can’t see it in game or Model viewer
If you have exported and compiled correctly and there is geometry data (select wireframe from the dropdown box in HLMV) then your polys are probably inverted. This is more common in blender. Select the faces you can’t see and invert normals
My Team Colours don’t work D:
Ensure that you have named all the vmt files correctly, all vmt files point to the correct vtf texture, and that you haven’t loaded a weapon (File>unload weapon)
Pink/Black checker pattern on my compiled model
The engine can’t find your vmt and or vtf files. Check that your smd exported from your modelling package is assigned to the correct texture name, your vmt and vtf are named and located correctly, your qc points to the correct directory, and your vmt points to your vtf.
My Jigglebones are funky
Play with the numbers, test and play with the numbers some more. Use pitch/yaw/roll constraints and damping to stop your model from “spazzing out”.
Common Compiling Errors
Error opening c:\program files\…\model_name.mdl! (Check for write enable)
The compiler can’t create folders for you, so make sure all the folders and subfolders exist and are spelled correctly in the qc.
ERROR: cannot find bone ValveBiped.Bip01_L_Toe0 for bbox (or hbox)
If you’re making a weapon or hat this isn’t a problem, hbox and bbox are used for bullet collisions and simple npc navigation, and really aren’t needed. Just remove any $hbox lines from your qc.
ERROR: c:\…\model.qc(1): – could not load file ‘C:blah\blah/model.smd’
WARNING: Leaking 1 elements
As it says, could not load the specified file – make sure that the file is in the correct location and has the correct name, and that your $cd command is pointing to the right folder.
A few miscellaneous tips:
- Have Model Viewer open when you compile – this will ensure that the content and dll’s are up to date.
- Make sure you launch TF2 at least once before launching Source SDK
Thanks to all those who have created these fantastic resources, and those who have helped me to find them.
- Be Valve.
You've "fixed" TF2 / comp mode / have massive update RTG. Just waiting till some preassigned release date.
What do to fill time?
about 4 hours ago
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