So I have my model and textures for an item to fit in the slot that a sandvich normally occupies on a heavy, but this is the first time I've modelled a "weapon" let alone a food item.
My main concern is placement, I don't know where to put the item in relation to the bone compared to hats, which are seemingly easier. Do I need to take a stab in the dark and just guess or is there a better method. All of the tutorials I've seen on modelling are on hats, so I really don't know much.
Replies
The tools you need are:
- GCFScape: https://developer.valvesoftware.com/wiki/GCFScape
- Cannonfodders's mdl decompiler: https://developer.valvesoftware.com/wiki/Mdldecompiler
The mdl file for the sandwich should be inside tf2_misc_dir.vpk.
Good luck!
You'll be using the bone(s) from the sandwich smd file if that's what you mean. You don't need to create new bones if you can get away with using the same bones.
Also, you need to compile the model manually. If you have no idea about that, you should watch something like this:
[ame="http://www.youtube.com/watch?v=TTY0U8UL8Ts"]TF2 3Ds Max Weapon Tutorial + GUIStudioMDL (Complete guide!) - YouTube[/ame]
However, you don't have to use GUIStudiomdl.exe. If it doesn't work for some reason, you can just drag and drop your qc file onto the studiomdl.exe at your "SteamApps\common\Team Fortress 2\bin" folder. You can't read error messages, if any, that way though.
just use regular studiomdl. it's in common/team fortress 2/bin
drag your qc over it
http://gyazo.com/a09026fbddd4b60b992dd60656b7ad0e
A triangle is defined in the part above. You see where the material name goes. If you have lots of different names on that part for different triangles, you probably need to go back to your modeling program and limit your material count to a reasonable number or remove the materials applied by mistake.
EDIT: Nope, every single triangle on the list uses only the one material.