Ok so i'm making my second item, it's a knife for the spy
I don't know if i did the TF2 style correctly
Also for the little pumpkin head, the thexture size is rather low so i thought it would be better to modelise it instead of using a normal map for it, i don't know if it's the best way.
The pumpkin is visible in first person
The weapon is 1500 tris, and the little pumpkin is 488 tris.
I have one low poly mesh for lod and it's 651 tris.
You know, the hunched, sloped-browed guy with the space helmet who doesn't speak a lick of human language whose update was the same as the poopy joe update, who they constantly tease "is he even really a man at all?"
Hello! This is my first time posting, and I was looking to get some help with an item I've been working on (Images provided below).
The model is basically a big pimple for the scout, but the problem I'm having is that on certain areas of the pimple it is transparent. In the VMT I use $translucent "1" where the Alpha layer of the texture is setup to have the outer edge of the model blend into the scout's face through transparency.
The model is fine when $translucent is set to "0". Any suggestions on what could be causing the problem would be greatly appreciated.
Thank you!
P.s. Lots of cool items in this thread, it's inspiring
Translucency is messed up in a lot of games. There's no way to fix that. Try using "Alphatest 1" but it won't give you the smooth transition. You just need to match the color and phong settings to his skin which it looks like you've already done.
Ok so i'm making my second item, it's a knife for the spy
I don't know if i did the TF2 style correctly
Also for the little pumpkin head, the thexture size is rather low so i thought it would be better to modelise it instead of using a normal map for it, i don't know if it's the best way.
The pumpkin is visible in first person
The weapon is 1500 tris, and the little pumpkin is 488 tris.
I have one low poly mesh for lod and it's 651 tris.
Its pretty good! I would recolor the handle a wood color so it blends better (but leave the pumpkin orange), but other than that it is really well done! Call it the "Pumpkin carver".:)
@Psyke
I f**king love it. @mahmoud
I really like the idea you have going. I think you should make the tip of the knife look like it's been sharpened, kind of like a prison shank. I just say this because the tip of pumpkin carving knifes are pretty dull, just sharp enough to poke through the skin of a pumpkin.
running in too bit of a roadblock, wondering if anyone knows what is going on. everytime i load my hat as a weapon in hlmv it works fine but if i try to load it by itself i get this:
cant load it in sfm as it appears to be miles and miles away from the map
@Doughnut Is the model zeroed correctly? When you attach it to a player model it doesn't matter where the origin is because it will just match up the bones, so it would look correct when you load it as a weapon or item.
Ok so i made the wooden handle, and i used the alpha of the base texture to make the wood less shiny than the pumpkin which is plastic, and the blade which is metal
the texture on the model (i also made the tip more pointy as i had made it dull like CidTheNinja said)
in game
Should i try to make it team colored? Are there weapons that are not team colored?
@Doughnut Is the model zeroed correctly? When you attach it to a player model it doesn't matter where the origin is because it will just match up the bones, so it would look correct when you load it as a weapon or item.
to be honest not sure what you mean, this is what it looks like in blender in relation to the pyro model
thanks for posting that, it frustrates when it happens to me so i should have posted the fix. ill have to keep that in mind next time i have a problem i solve
Me and a bud are up to do a misc item requiring doing new legs, but it seems that the original demoman decompiled has the legs welded to the rest of the model.
The shoes however are in a separate file when decompiled so they are not present with the rest of the model as they are switched out with a few items in game, but this is not the case with the legs so what we have to do is remove the current legs and add our own model and then recompile it to test it in-game, is there any way for us to do this without breaking the model during a recompile?
So I have hit a road block, and hopefully someone can advise. When i load my shield into the item test map and replace one of the sniper's other back items this happens;
but if i replace one of his other weapons it will be displayed as:
Here is my current qc file, there are a few bones missing, i just dont know how to get the correct values to enter into the script :poly118:
$upaxis Y
$surfaceprop "metal"
$modelname "player/items/sniper/0x0161e93e/c_shelly/c_shelly.mdl"
i really like how the set looks with the last breathe, not that everything doesnt look sexier with the last breathe . hazmat headcase clips on the back though due to a thicker neck? goggles also float in front of it because there are no eye socket thingies
goggles are now compiled as a seperate item from the hat, updated the ao ob it and the helmet to reflect that change. still shares the texture.
now to pack everything up and get em on the workshop. ill do a download for the items in a bit if anyone is interested
I know you lot hate it when people just come in here saying "plsvoteformythingy" but I've been showing WIP screenshots of these items and taking crit on board and all that so without further ado
plsvoteformythingies
And of course the collection, don't forget to vote that up:
Hello, I'm pretty new for 3d modelling and glad to join Polycount community.
Once I decided to make a toaster for Engineer (maybe you remember "Yeah Toast" video.
Made this in Blender. Now model has 882 faces. Also it contains heating tubules inside (may be, or I need to remove inner details to reduce face count and use textures with normal maps instead tubules?).
@ mahmoud If it's only going to be seen in the highest LOD, it'll be worth it. The serrations look a whole lot better.
Unrelated general question: I noticed while testing a shotgun replacement that in game, the shotgun uses the c_ model for the view and a w_ model for third person, but itemtest only replaces the c_ model. (This possibly extends to other original weapons; I haven't tested.)
Is there an easier way to test stock weapon replacements in itemtest than to compile both the c_ model under its proper name and then compile the w_ model so it overwrites the stock weapon? Aside from being another extra step, I frequently forget to rename/delete the w_ model before I play a real game, and I have an ugly half-baked thing on 3 of the classes.
Should i try to make it team colored? Are there weapons that are not team colored?
I love it when people take my advice There are weapons that remain neutral team colored (regular nice for example) but seeing as you made it a reddish wood color it would make sense to give it a blue texture as well. Just use the color swatch as a reference.
Hi guys. I'm working on a coonskin hat for all classes and will post pictures in a bit. I'm not expecting it to come out too great with my poor modeling skills.
I love it when people take my advice There are weapons that remain neutral team colored (regular nice for example) but seeing as you made it a reddish wood color it would make sense to give it a blue texture as well. Just use the color swatch as a reference.
yes thanks for the advice
I try to make the handle blue, but it doesn't look that good, i think i'll make this a more neutral color and do like the butterfly knife of the spy which has no team color
anyway i could get someone to do me a favor? i'm working on a sniper rifle and want a decompiled version of the standard rifle to use as a base for proportions, to make sure i have my model where it looks correct when in use. i've been tryint to decompile one myself, but the decompiler crashes every time i run it "cannonfodders studiocompiler) if zomeone could decompile the sniper rifle for me in a format i can open in max (even smd is fine) i would be verry apprecitive.
anyway i could get someone to do me a favor? i'm working on a sniper rifle and want a decompiled version of the standard rifle to use as a base for proportions, to make sure i have my model where it looks correct when in use. i've been tryint to decompile one myself, but the decompiler crashes every time i run it "cannonfodders studiocompiler) if zomeone could decompile the sniper rifle for me in a format i can open in max (even smd is fine) i would be verry apprecitive.
thanks.
did you check in Hlmv first to see if its right? Model names can be misleading, and decopiler only crashes for me if the model cant be seen in HLMV.
I am trying to get dynamic eyes working on an item but having a bit of trouble. Getting the eyes positioned and tracking properly in the model viewer was fairly straight forward, but in-game the irises wander about. It seems as though they are fixed on some distant object, and as the player rotates the irises always track it, even if it means they roll back into the head. Sometimes the eyes are looking up and sometimes they are down, so i don't know if there is some orientation problem with the object or a bone or what. If anyone has attempted something similar and didn't have this problem (or were able to fix it) please fill me in .
For now I have just "closed" the eyes and I actually liked the result, but I would still like to get dynamic eyes working in-game.
I am trying to get dynamic eyes working on an item but having a bit of trouble. Getting the eyes positioned and tracking properly in the model viewer was fairly straight forward, but in-game the irises wander about. It seems as though they are fixed on some distant object, and as the player rotates the irises always track it, even if it means they roll back into the head. Sometimes the eyes are looking up and sometimes they are down, so i don't know if there is some orientation problem with the object or a bone or what. If anyone has attempted something similar and didn't have this problem (or were able to fix it) please fill me in .
For now I have just "closed" the eyes and I actually liked the result, but I would still like to get dynamic eyes working in-game.
noors the new studio compiler has the decompiler built in, theres a tab at the top that says decompiler, you click it and it has the complete full cannonfodder decompiler in it.
mcrich
i'll double check, i've tried every sniperriffle mdl i could find in the 3 weapons folders, v_weps c_weps and... the other letter_weps
Replies
Spooky Joe.
Haha, dammit, that's awesome! And I did the living version:
I still have to TF2ify the textures and fix several weightmapping issues.
where can we download this ragdoll for gmod ?
Posted on the workshop. Rate-up if you like them. Thanks.
Nowhere yet, I still have some issues with the weightmapping/rigging to address first (eg, look at his arm in the salute pose).
I don't know if i did the TF2 style correctly
Also for the little pumpkin head, the thexture size is rather low so i thought it would be better to modelise it instead of using a normal map for it, i don't know if it's the best way.
The pumpkin is visible in first person
The weapon is 1500 tris, and the little pumpkin is 488 tris.
I have one low poly mesh for lod and it's 651 tris.
You know, the hunched, sloped-browed guy with the space helmet who doesn't speak a lick of human language whose update was the same as the poopy joe update, who they constantly tease "is he even really a man at all?"
Translucency is messed up in a lot of games. There's no way to fix that. Try using "Alphatest 1" but it won't give you the smooth transition. You just need to match the color and phong settings to his skin which it looks like you've already done.
Its pretty good! I would recolor the handle a wood color so it blends better (but leave the pumpkin orange), but other than that it is really well done! Call it the "Pumpkin carver".:)
I f**king love it.
@mahmoud
I really like the idea you have going. I think you should make the tip of the knife look like it's been sharpened, kind of like a prison shank. I just say this because the tip of pumpkin carving knifes are pretty dull, just sharp enough to poke through the skin of a pumpkin.
Tomorrow i will try the wood texture, i also wonder how it would look like if i did a blu wood texture and red one
for the name i thoiught of "spine carver"
@mahmoud, I like that knife you got there. Very nice halloween item
cant load it in sfm as it appears to be miles and miles away from the map
the texture on the model (i also made the tip more pointy as i had made it dull like CidTheNinja said)
in game
Should i try to make it team colored? Are there weapons that are not team colored?
I think you can get away with more edge loops on that helmet. It's definitely getting in, though. I'm calling that now.
to be honest not sure what you mean, this is what it looks like in blender in relation to the pyro model
also here is the qc
edit: ok fixed it
In this case the idle animation you were using was broken - you can use the reference .smd as an idle animation.
edit:
too many hrs later in sfm and photoshop:
The shoes however are in a separate file when decompiled so they are not present with the rest of the model as they are switched out with a few items in game, but this is not the case with the legs so what we have to do is remove the current legs and add our own model and then recompile it to test it in-game, is there any way for us to do this without breaking the model during a recompile?
but if i replace one of his other weapons it will be displayed as:
Here is my current qc file, there are a few bones missing, i just dont know how to get the correct values to enter into the script :poly118:
$upaxis Y
$surfaceprop "metal"
$modelname "player/items/sniper/0x0161e93e/c_shelly/c_shelly.mdl"
$cdmaterials "\models\player\items\sniper\"
$cdmaterials ""
$body body "ShellyLod0.smd"
$hboxset "default"
$hbox 0 "bip_spine_1" -10.954 -8.030 -10.734 6.092 10.819 3.545
$hbox 0 "bip_spine_2" -10.419 -6.771 -10.711 7.392 9.938 7.888
$hbox 0 "bip_spine_3" 0.000 -3.045 -12.185 9.321 6.497 7.209
// Model uses material "models/player/items/sniper/c_shelly.vmt"
$sequence idle "idle" loop fps 30.00
$collisionmodel "ShellyLod0.smd" {
$automass
}
//
// TODO: FIXME, switchvalue is just LOD * 6
// 2959 : .\itemtest.cpp
//
$lod 6
{
replacemodel "ShellyLod0.smd" "ShellyLod1.smd"
}
*edit*
so i guess that applying to a back item that is the expected behavior, so seems to all good for now, just need to add some jiggle bones
goggles are now compiled as a seperate item from the hat, updated the ao ob it and the helmet to reflect that change. still shares the texture.
now to pack everything up and get em on the workshop. ill do a download for the items in a bit if anyone is interested
@PePoPuWitts Thanks!
plsvoteformythingies
And of course the collection, don't forget to vote that up:
http://steamcommunity.com/sharedfiles/filedetails/?id=93505372
http://steamcommunity.com/sharedfiles/filedetails/?id=93506974
http://steamcommunity.com/sharedfiles/filedetails/?id=93506126
http://steamcommunity.com/sharedfiles/filedetails/?id=93507387
Woooo-Scary
Once I decided to make a toaster for Engineer (maybe you remember "Yeah Toast" video.
Made this in Blender. Now model has 882 faces. Also it contains heating tubules inside (may be, or I need to remove inner details to reduce face count and use textures with normal maps instead tubules?).
P.S.: anyway, sorry for my english
It looks better, but the vertice count goes from 800 to 1400
Unrelated general question: I noticed while testing a shotgun replacement that in game, the shotgun uses the c_ model for the view and a w_ model for third person, but itemtest only replaces the c_ model. (This possibly extends to other original weapons; I haven't tested.)
Is there an easier way to test stock weapon replacements in itemtest than to compile both the c_ model under its proper name and then compile the w_ model so it overwrites the stock weapon? Aside from being another extra step, I frequently forget to rename/delete the w_ model before I play a real game, and I have an ugly half-baked thing on 3 of the classes.
Now on the workshop!
Yuck.
never got around to uploading though so...
I try to make the handle blue, but it doesn't look that good, i think i'll make this a more neutral color and do like the butterfly knife of the spy which has no team color
thanks.
did you check in Hlmv first to see if its right? Model names can be misleading, and decopiler only crashes for me if the model cant be seen in HLMV.
mdl decompiler should be placed here steam\steamapps\youraccount\sourcesdk\bin\ep1\bin\
Anyway:
https://dl.dropbox.com/u/13762052/polycount/tf2_sniperrifle.rar
Thumb it up if you like. Or don't. That works too.
For now I have just "closed" the eyes and I actually liked the result, but I would still like to get dynamic eyes working in-game.
The eyes work fine in the model viewer...
...but wack out in game:
More.
Is Demoman becoming a Smoker?
Looks great! Are you going to submit it to NOTLU2?
http://steamcommunity.com/groups/nightofthelivingupdate
http://halloween.tf2mods.net/
noors the new studio compiler has the decompiler built in, theres a tab at the top that says decompiler, you click it and it has the complete full cannonfodder decompiler in it.
mcrich
i'll double check, i've tried every sniperriffle mdl i could find in the 3 weapons folders, v_weps c_weps and... the other letter_weps
I hope so, he's the guy who made that one awesome Soldier set for the medieval update