EDIT: There is an update concerning where to put the material and model folders on the next page! Read it before completing this tutorial, or it won't work!
First, I have had a couple of problems with this method: The eyes with the models who have eyes are not 100%, but ok. The other is that I've noticed that GMod has trouble with at least Donner after I did this. I've been using Flatgrass exclusively as I've been working on this, I tried Donner, but the program closed.. I don't know if it's down to the models, though... Just so you're aware of this first...
You'll need the following applications (search google for them, they're all free)
GCFScape
FixVTF
VTFedit
Well, first you have to install GCFScape, a program which can identify and unpack compiled game files. In your Steamapps folder, you will find the .GCF, or Game Cache Files for all your Steam games. Find these two folders with GCFScape:
-Team Fortress 2 Materials
-Team Fortress 2 Content
...extracting these two folders:
-Team Fortress 2 Materials: /tf/materials/models/player
-Team Fortress 2 Content: /tf/models/player
Once you've found the "player" folders, right click and extract them.
OK! Now you have the files for the models and the materials. What now?
Well, tf2 is running on an updated source engine, which garrys mod hasn't got yet. Therefor we have to strip the things that are made for the new engine away. We do that with a program called FixVTF. Once you have that up and running, all you have to do is drag and drop the player-folder into the FixVTF .exe-file (yeah, I know.. Pretty weird) and it fixes them!
So that's done! What's next?
Go to your /valve/steam/steamapps/yourname/garrysmod/garrysmod/models and put the player-folder (or whatever you want to rename it to) from TF2 Content in there.
Now, the next step i'm not sure about, I've done all of the following three, and have been to lazy to find out which one made it work:
1. Go to your /valve/steam/steamapps/yourname/garrysmod/garrysmod/materials/ and put the folders of each individual character in there.
2. Go to your /valve/steam/steamapps/yourname/garrysmod/garrysmod/materials/models and put the folders of each individual character in there.
3. Go to your /valve/steam/steamapps/yourname/garrysmod/garrysmod/materials/models and put the entire "player"-folder in there.
Now, you have to code the spawn-menu for Gmod. Put the following code between the --- and the --- into notepad:
---
"1"
{
"Information"
{
"name" "Team Fortress 2" "1"
}
"Entries"
{
"1"
{
"model" "models//player/demo.mdl"
}
"2"
{
"model" "models//player/engineer.mdl"
}
"3"
{
"model" "models//player/heavy.mdl"
}
"4"
{
"model" "models//player/medic.mdl"
}
"5"
{
"model" "models//player/pyro.mdl"
}
"6"
{
"model" "models//player/scout.mdl"
}
"7"
{
"model" "models//player/sniper.mdl"
}
"8"
{
"model" "models//player/soldier.mdl"
}
"9"
{
"model" "models//player/spy.mdl"
}
}
---
Save it as "TF2 Ragdolls" in the /valve/steam/steamapps/yourname/garrysmod/settings/spawnlist directory
Now the models should be ready to go! Except for one problem, which I haven't been able to solve satisfactory; the eyes of the characters.... with eyes... are problematic... they're just holes.... I kinda solved this by opening the material files for l_eyeball and r_eyeball in VTFedit and removing everything except
"Eyes_dx8"
{
"$basetexture" "models/player/shared/dxlevel80/eyeball_l"
"$iris" "models/player/shared/dxlevel80/iris_blue_l"
}
Now, when you start Gmod and open the spawnmenu, it will have to generate the icons for the menu... this takes a short while, but the program seems to hang while it does it... It doesn't. Then, once you've spawned a model, it's face will be totally messed up. Go to the faceposer, and drag everything to zero... TF2 faces are posed in a totally different way to other Source models, so you cant use the preorder buttons. Also, the bar for expression scale is off, and should be on +/- 0. You can play around with this and find out where exactly...
What I did was turn "Happy1" on max, then carefully adjust the expression bar till I thought it was right... then you've set the default... It is also possible that the eyeballs are looking into the models head or something, and won't appear until you use the eye poser...
WHEW! Well, I hope you're able to extract some useful information for this... the tools are very useful, especially if you're mapping with Hammer and stuff (VTFedit in particular)... Just google the tools to find where to DL them... They're all free...
Cheers,
joeboris