I’m simply trying to make all tris weighted to a certain bone, a different material (i’m trying to make the spy’s knife-blade more shiny :P)
So the simple solution would be to decompile the model, switch the matID and recompile.
However, and I have noticed this before, decompiling Team Fortress 2 models breaks animations (mainly early ones, for some odd reason any animations released recently seem to work fine). By ‘breaks’, I mean it puts seemingly random and massive values where there shouldn’t be. Unless someone can explain why the root bone needs to be 81984 units above you, and 1512 units to the left of you, I don’t see why this would be the case.
If anyone else has experienced this and/or has a fix, please advise?
I may be able to fix it manually but it’d take awhile.