
If you want to add TF2 paints to cosmetics in SFM, there are a few methods you can use. One popular method is to use material overrides, and there are also scripts available that can make the process easier. You will need Source Filmmaker installed on your PC, a hat proxy, a list of paint colour codes, and Notepad++. First, load up SFM and load a map, player model, and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click and select None under Set Body Groups to remove it. Then, right-click on the hat in the Animation Set Editor and navigate to Show in Element Viewer > Model. This will open the Element viewer. Right-click on the green text at the top of the drop-down options and add an element_array attribute, renaming it m_nSkin. Finally, choose your desired colour and copy the code next to it. Paste this code into the $colortint_base option in the drop-down box, and your item should now be the colour you chose.
| Characteristics | Values |
|---|---|
| Software | Source Filmmaker |
| Requirements | Source Filmmaker installed on your PC, a hat proxy, a list of paint colour codes, Notepad++ |
| Step 1 | Load up SFM and load a map, player model (not HWM), and item models and get in a place you want. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click and hover over Set Body Groups, Hat and click "None" to remove the hat. |
| Step 2 | Right-click the hat in the Animation Set Editor and click Show in Element Viewer > Model, this will take you to the Element viewer. Right-click on the green text at the top of all the drop-down options and hover over Add Attribute > element_array, then rename the element_array to "m". |
| Step 3 | Choose your colour and copy the code next to it. The code will look something like this: 0.9059 0.7098 0.2314. Paste the code into the bottom option in the drop-down box ($colortint_base), deleting the existing 0 0 0, and click away. |
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What You'll Learn

Choose a colour and copy its code
To add TF2 paints to cosmetics in SFM, you'll need to choose a colour and copy its code. You can find a list of paint colour codes at kingfluffs.deviantart.com. Once you've chosen your desired colour, copy the code next to it. The code will look something like this: 0.9059 0.7098 0.2314.
Now, you need to paste this code into the bottom option in the drop-down box, which should be named $colortint_base. You will see 0 0 0 in the text box next to that; delete this and paste your chosen colour code in its place. Click away, and your item should now be the colour you selected.
You can use this method to make posters, movies, and anything else you desire in Source Filmmaker. It's worth noting that there are also scripts available that can make the process even easier. For example, you can find a script at https://steamcommunity.com/sharedfiles/filedetails/?id=216446685. Additionally, if you're interested in the RGB values of TF2 paints, you can refer to the Wiki at https://wiki.teamfortress.com/wiki/Paint_Can.
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Paste the code into the $colortint_base option
To add TF2 paints to cosmetics in SFM, follow these steps:
First, load up SFM and load a map, a player model (not HWM), and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click, hover over 'Set Body Groups', select 'Hat', and click "None" to remove the hat. Do this for other items, such as the Scout's Essential Accessories, by selecting 'Shoes and Socks' instead of 'Hat'.
Next, right-click on the hat in the Animation Set Editor and select 'Show in Element Viewer' > 'Model'. This will open the Element Viewer. Right-click on the green text at the top of the drop-down options and select 'Add Attribute' > 'element_array'. Rename the element_array as "materials".
Now, a new option will appear. Right-click on it and select 'Import Element'. Locate and select your Hat Proxy, then click 'Open'.
Here's where it gets a bit complicated. Expand all the drop-down options, and you will see something called "mtlName" with "Place Material Here" next to it. This process doesn't always work, so be careful. Click in the text box next to "mtlName", and delete the "Place Material Here" text.
Now, in the top drop-down option, you will see a tag called "modelName". Click in the text box next to it and press CTRL + A to select all, then CTRL + C to copy. Paste the copied text into the text box next to "mtlName". Don't forget to delete the .mdl from the end of the copied text. Your item may turn black if the process worked. If it didn't work, there is an alternative method described in the source, which involves right-clicking on the model in the Animation Set Editor and selecting 'Show Game Model in Explorer'.
Finally, choose the colour you would like to paint your item and copy the code next to it. The code will look something like this: 0.9059 0.7098 0.2314. Paste this code into the bottom option in the drop-down box, which should be named $colortint_base. Delete the existing 0 0 0 in the text box and paste your chosen colour code. Click away, and your item should now be the colour you selected!
Please note that $colortint_base is specifically for paint and doesn't apply to the entire model.
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Delete 0 0 0 and paste your chosen colour code
To add TF2 paints to cosmetics in SFM, you will need Source Filmmaker installed on your PC, a hat proxy, a list of paint colour codes, and Notepad++. Once you have these, follow the steps below:
Load up SFM and load a map, player model (not HWM), and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click, hover over "Set Body Groups", click "Hat", and select "None" to remove it. Do this for other items, such as the scout's Essential accessories, by selecting "Shoes and Socks" instead of "Hat".
Right-click on the hat in the Animation Set Editor and click "Show in Element Viewer" > "Model". This will open the Element Viewer. Right-click on the green text at the top of the drop-down options and hover over "Add Attribute" > "element_array". You will then be asked to rename the element_array. Name it "materials".
Now, choose the colour you would like to paint your item and copy the code next to it. The code will look something like this: 0.9059 0.7098 0.2314. Paste this code into the bottom option in the drop-down box, which should be named $colortint_base. It will have 0 0 0 in the text box next to that, so delete 0 0 0 and paste your chosen colour code. Click away, and your item should now be the colour you selected.
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Use a hat proxy
To add TF2 paints to cosmetics in SFM, one of the things you will need is a hat proxy. Here is a step-by-step guide on how to use a hat proxy to paint items in Source Filmmaker:
Step 1: Load up SFM
Load up SFM and load a map, a player model (not HWM), and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click, hover over 'Set Body Groups', select 'Hat', and click 'None' to remove the hat. Do this for other items, such as the Scout's Essential Accessories, but instead of a hat, remove the shoes and socks.
Step 2: Navigate to the Element Viewer
Right-click on the hat in the Animation Set Editor and select 'Show in Element Viewer' > 'Model'. This will open the Element Viewer. Right-click on the green text at the top of the drop-down options and hover over 'Add Attribute' > 'element_array'. Rename the element_array as "m".
Step 3: Import the Hat Proxy
A new option will appear; right-click and select 'Import Element'. Locate the Hat Proxy file you downloaded, select it, and open it. Expand all the drop-down options.
Step 4: Paste the Model Name
In the top drop-down option, you will see "your_item_GameModel", and next to it, there should be a tag called "modelName". Click in the text box next to "modelName", use CTRL + A to select all, and then CTRL + C to copy. Now, click in the text box next to "mtlName", delete the "Place Materials here" text, and paste the copied text by using CTRL + V. Finally, delete the .mdl from the end of the copied text. Your item may turn black if the process worked.
Using a hat proxy is a more complicated method, and there are alternative, easier ways to paint items in Source Filmmaker.
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Use Notepad++
To add TF2 paints to cosmetics in SFM, you will need Notepad++ as one of the requirements. Here is a step-by-step guide on how to use Notepad++ for this purpose:
Firstly, load up SFM and load a map, player model (not HWM), and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click, hover over 'Set Body Groups', select 'Hat', and click "None" to remove it. Do this for other items, such as shoes and socks.
Next, right-click on the hat in the Animation Set Editor and select 'Show in Element Viewer' > 'Model'. This will open the Element Viewer. Right-click on the green text at the top of the drop-down options, hover over 'Add Attribute' > 'element_array', and rename the element_array as "m".
If the above process doesn't work, go back to the Animation Set Editor and right-click on your model. Click 'Show Game Model in Explorer'. Your item will be highlighted, so right-click again and select 'Edit with Notepad++'. Ignore the weird letters and symbols, and scroll to the end. Locate the material for your model, which will look something like this: models/player/items/sniper/desert_marauder.
Scroll right slowly until you see text that doesn't have a file name extension like .mdl at the end. Once you've found that, enter it into the mtlName text box, and your item should turn black. Now, go to your Paint code spreadsheet on Google Drive, choose your desired colour, and copy the code.
Finally, paste the colour code into the bottom option in the drop-down box, which should be named $colortint_base. Delete the existing 0 0 0 and replace it with your chosen colour code. Your item should now be the colour you selected.
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Frequently asked questions
You will need Source Filmmaker installed on your PC, a hat proxy, a list of paint colour codes, and Notepad++.
Load up SFM and load a map, player model (not HWM), and item models. Attach all the bip_bones from the player to the hat and zero it out. If your player model already has a hat, right-click, hover over "Set Body Groups", click "Hat", and select "None" to remove it.
Right-click on the hat in the Animation Set Editor and click "Show in Element Viewer" > "Model". This will take you to the Element viewer.
Right-click on the green text at the top of the drop-down options, hover over "Add Attribute", select "element_array", and rename the element_array to "m\_nHatProxy". Then, click "Add Attribute" again, select "string", and name it "hat_proxy_model".
Choose your desired colour and copy the corresponding code. Paste this code into the bottom option in the drop-down box ($colortint_base). Delete the existing "0 0 0" and replace it with your chosen colour code.











































