Was there a list of what constitutes a "cosmetic item?" I might have missed it but all I see referenced are hats and I can't download the source art while at work.
Edit : Answer in orange.
The characters support several headgear types:
Hats, scarves, glasses, etc. And these can be set to be user enabled at the same type if they don't cause clipping issues
I was considering making some headgear for DJ Skully. And noticed his head is is split in half and his glasses are a separate mesh. If we wanted to make a helmet that would cover his head/face, can things like his glasses be removed?
I was considering making some headgear for DJ Skully. And noticed his head is is split in half and his glasses are a separate mesh. If we wanted to make a helmet that would cover his head/face, can things like his glasses be removed?
Hey guys,
I've added weapon source art to the UV download link. The source textures are just jpeg for reference, but this should greatly improve custom skin and custom pattern workflow as now you can author and preview them in your 3d software of choice.
I was considering making some headgear for DJ Skully. And noticed his head is is split in half and his glasses are a separate mesh. If we wanted to make a helmet that would cover his head/face, can things like his glasses be removed?
My helmet also covers the face and I'm having an impossible time to get it to the 3000 tris limit. (Around 4200 right now). Is it possible to have it as a face item that lets you use 6000 tris?
Hi everyone,
I apologize for the late answers, I have just returned from vacation and have been getting caught up. Here we go:
Question: I was considering making some headgear for DJ Skully. And noticed his head is is split in half and his glasses are a separate mesh. If we wanted to make a helmet that would cover his head/face, can things like his glasses be removed? Answer: They currently cannot be removed, I am working out a way to mask annoying parts existing on characters faces, like Ana's mohawk and Scully's glasses but it won't be available for this contest time period.
Question: About the wear on weapons, the wear will stay as we set it right ?
Or is it changing somehow randomly ? Answer: Yoshiro was not 100% correct on this. We will decide final wear values.
Question: Question, are we allowed to create a hat/cosmetic that covers the whole characters head? Thinking of creating like a full halloween mask. Answer: Yes
Question: You might have answered this in the guide lines and sorry if you did but do I need to have the game in order to join this challenge? Answer: If you do not own a copy of Killing Floor 2, you can still participate. You will need to first create and have an active WIP thread as described before. Then you will request a temporary key by sending an email with a link to your thread to polycount@tripwireinteractive.com. This key will be deactivated at the end of the contest.
Question: Are entirely new weapon models allowed? Answer: No
Question: Can I use the Tripwire logo on my item's texture? I have a place for a Tripwire-like logo but not sure whether it's allowed or not. Answer: I would advise against it, but you are not prohibited in using it.
Question: Do hats fall off? I'm wondering if I should model out the interior of my helmet.
Thanks in advance! Answer: No, hats do not fall off, but you should cap your interior geometry to make sure we can never see "through" your item.
Question: How can I tag my submission in the workshop? I don't seem to find a way to tag it properly. Thanks in advance. Answer: Currently you can only tag Weapon Skin or Cosmetic Item, the rest of the tagging I have to manually do on steam. We are working on improving tagging on the upload tool, but I'm not sure when that will be available. If you message me with your item and what tags you want that will help me tag your item.
Question: I'd like to know what we should do if we want to submit a weapon pattern for multiple weapons, naming-wise. Answer: EDIT > Getting more info on this, will update it soon
Question: Can we create multiple skins for items? Answer: Yes I would encourage that.
Question: My helmet also covers the face and I'm having an impossible time to get it to the 3000 tris limit. (Around 4200 right now). Is it possible to have it as a face item that lets you use 6000 tris?
The item in question: http://www.polycount.com/forum/showthread.php?t=157812
Answer: The polycounts are there to avoid several combinations of items bloating the polycount too much. If your item is incompatible with other items, since it covers the whole head then I would be ok with making an exception for that type of item. It would need to invalidate the hat, and face slot.
Hi! I was wondering if it's ok to use the exact colors of the BDU's (navy, od, camo, black) that Rob Briar, and Lt. Masterson are wearing? I'm wanting to create a hat that would match their uniforms.
Also, am I correct in assuming that the same hat in all of those various colors are considered a set, or is it still considered a single item?
How are we supposed to tag the items now ? Maybe simply adding [Guns & Gear] to the workshop submission name would be my suggestion
Also what means that you will decide final wear values ? If you change the wear scale, that changes not much for skin creation but if you change wear intensity then that would require a different approach. Is that for every skin or only for skins where you think the wear is inapropriate (such as 0 wear) ?
Also is there a command to change character in first person for testing skins
and one to disable the UI ?
I consider skins and mesh variants made to fit multiple characters heads a single item. A set would be several items of the same theme that go together.
It's totally ok to match exact colors if you want.
If you want to protect an important part of your custom skin, you can use a durability mask in the alpha channel of your custom map to do so. We will likely add several wear intensities to the game for each skin, like light wear and heavy wear. Check out the material reference on the wiki to see how to set up a durability mask.
On the basis of originality, specifically speaking to assets not yet created, and considering that the item's idea and theme is birthed by Tripwire Interactive's IP, is it permissible to create a Horzine Biotech-inspired cosmetic item with custom Horzine Biotech logos?
Thank you.
Hello.I have problem with including my texture into the SDK.
I use this instruction: https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Weapon+Skin+Creation%3A+Getting+Started
But,on the 14 step i dont know what to to.Becouse i dont know how to assign skin material to the parent.Step 17 is saying that i need to do-"Select the mesh and click the green arrow "Use Selected StaticMesh in Content Browser" This will allow you to see your skin on the mesh."
But i have not the green arrow with this text.Only "Skeletal Mesh"
And how i can see my skin on the mesh,if the instruction doesnt say how to add my skin into the programm.Only how to add material.
I hope for your help.
"On the basis of originality, specifically speaking to assets not yet created, and considering that the item's idea and theme is birthed by Tripwire Interactive's IP, is it permissible to create a Horzine Biotech-inspired cosmetic item with custom Horzine Biotech logos?
Thank you."
Making Horzine themed items and skins fit with the game's art direction and are totally cool with this contest.
"Can cosmetics have skeletal meshes or are only static meshes currently allowed.
If so how would one implement the skeletal mesh properly into the game for testing?"
You would skin this by "skin wrapping" your item to our characters mesh/skeleton, converting it to a skin and then importing the item as a skeletal mesh. Looks like I need to do some testing how this is easily testable in engine. I will update the documentation soon for this.
"Hello.I have problem with including my texture into the SDK.
I use this instruction: https://tripwireinteractive.atlassia...etting+Started
But,on the 14 step i dont know what to to.Becouse i dont know how to assign skin material to the parent.Step 17 is saying that i need to do-"Select the mesh and click the green arrow "Use Selected StaticMesh in Content Browser" This will allow you to see your skin on the mesh."
But i have not the green arrow with this text.Only "Skeletal Mesh"
And how i can see my skin on the mesh,if the instruction doesnt say how to add my skin into the programm.Only how to add material.
I hope for your help."
Lower in that document. There are a list of material instances for all of the skins. For example MaterialInstanceConstant'WEP_1P_AR15_9mm_SKIN_MAT.Wep_Skin_Init_AR15_MIC' The first line before the period is the package name, the second line after the period is the asset name, if you search on the left side of the content browser for the package you should be able to find it and fully load it. If the asset is loaded you can find the asset name by searching in the field on the top of the content browser.
You would skin this by "skin wrapping" your item to our characters mesh/skeleton, converting it to a skin and then importing the item as a skeletal mesh. Looks like I need to do some testing how this is easily testable in engine. I will update the documentation soon for this.
Что бы участвовать в конкурсе, я должен опубликовать пост в данной теме? и указать ссылки на WIP и steamworshop? я правильно понимаю?:) http://www.polycount.com/forum/showthread.php?t=157577
_______________________________________________________________________
To participate in the competition, I should publish a post in this topic? and provide links to WIP and steamworshop? I understand correctly? http://www.polycount.com/forum/showthread.php?t=157577
Question trying to setup my item following the tutorial and getting stuck on this:
With your material instance open, locate this material in the content browser. KFGame\Content\Packages\MaterialLib\Item_Mat_Lib.upk Material'Item_Mat_Lib.CHR_Item_PM'
Can't seem to find Material'Item_Mat_Lib.CHR_Item_PM'
Hi.Why when i press on the green button("15.Assign it to the parent of your new mic.")i have mistake-Filed to assign.
And when i must parent my material to the mesh i have not green arrow,like in instruction(Use Selected StaticMesh in Content Browse)
Hey guys, so I'm rigging something that is bound to most of the upper body of a character
but I'm afraid I'll be stuck doing trail and error for days just trying to get the rigging right, plus I'm unaware of how the upper arm twist corrective joints will work in game.
if you guys could supply us with a few fbx animations for us to test rigging, that'd be really helpful.
Something like the gear loadout idle animation.
Replies
Was there a list of what constitutes a "cosmetic item?" I might have missed it but all I see referenced are hats and I can't download the source art while at work.
Edit : Answer in orange.
The characters support several headgear types:
Hats, scarves, glasses, etc. And these can be set to be user enabled at the same type if they don't cause clipping issues
The characters support several headgear types:
Hats, scarves, glasses, etc. And these can be set to be user enabled at the same type if they don't cause clipping issues
Shiv, I will try and find out the answer to that and get clarification for you as soon as possible.
Or is it changing somehow randomly ?
EDIT: There is! You just have to tick the unmarked boxes in the input fields of the reflection/lens switches.
It will stay as you set it.
Yes, you can do that.
I believe this can be done, will follow up.
I'd put your 'Set' in to one single thread under the name of the Set. So your thread title would look like:
[KF2] Item Set Item Set name
I'll add it to the rules page shortly.
Thanks in advance!
I've added weapon source art to the UV download link. The source textures are just jpeg for reference, but this should greatly improve custom skin and custom pattern workflow as now you can author and preview them in your 3d software of choice.
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Weapon+UV+Template+Download
Cheers!
Interested in knowing the answer to this as well.
The item in question: http://www.polycount.com/forum/showthread.php?t=157812
I apologize for the late answers, I have just returned from vacation and have been getting caught up. Here we go:
Question: I was considering making some headgear for DJ Skully. And noticed his head is is split in half and his glasses are a separate mesh. If we wanted to make a helmet that would cover his head/face, can things like his glasses be removed?
Answer: They currently cannot be removed, I am working out a way to mask annoying parts existing on characters faces, like Ana's mohawk and Scully's glasses but it won't be available for this contest time period.
Question: About the wear on weapons, the wear will stay as we set it right ?
Or is it changing somehow randomly ?
Answer: Yoshiro was not 100% correct on this. We will decide final wear values.
Question: Question, are we allowed to create a hat/cosmetic that covers the whole characters head? Thinking of creating like a full halloween mask.
Answer: Yes
Question: You might have answered this in the guide lines and sorry if you did but do I need to have the game in order to join this challenge?
Answer: If you do not own a copy of Killing Floor 2, you can still participate. You will need to first create and have an active WIP thread as described before. Then you will request a temporary key by sending an email with a link to your thread to polycount@tripwireinteractive.com. This key will be deactivated at the end of the contest.
Question: Are entirely new weapon models allowed?
Answer: No
Question: Can I use the Tripwire logo on my item's texture? I have a place for a Tripwire-like logo but not sure whether it's allowed or not.
Answer: I would advise against it, but you are not prohibited in using it.
Question: Do hats fall off? I'm wondering if I should model out the interior of my helmet.
Thanks in advance!
Answer: No, hats do not fall off, but you should cap your interior geometry to make sure we can never see "through" your item.
Question: How can I tag my submission in the workshop? I don't seem to find a way to tag it properly. Thanks in advance.
Answer: Currently you can only tag Weapon Skin or Cosmetic Item, the rest of the tagging I have to manually do on steam. We are working on improving tagging on the upload tool, but I'm not sure when that will be available. If you message me with your item and what tags you want that will help me tag your item.
Question: I'd like to know what we should do if we want to submit a weapon pattern for multiple weapons, naming-wise.
Answer: EDIT > Getting more info on this, will update it soon
Question: Can we create multiple skins for items?
Answer: Yes I would encourage that.
Question: My helmet also covers the face and I'm having an impossible time to get it to the 3000 tris limit. (Around 4200 right now). Is it possible to have it as a face item that lets you use 6000 tris?
The item in question: http://www.polycount.com/forum/showthread.php?t=157812
Answer: The polycounts are there to avoid several combinations of items bloating the polycount too much. If your item is incompatible with other items, since it covers the whole head then I would be ok with making an exception for that type of item. It would need to invalidate the hat, and face slot.
Also, am I correct in assuming that the same hat in all of those various colors are considered a set, or is it still considered a single item?
Also what means that you will decide final wear values ? If you change the wear scale, that changes not much for skin creation but if you change wear intensity then that would require a different approach. Is that for every skin or only for skins where you think the wear is inapropriate (such as 0 wear) ?
Also is there a command to change character in first person for testing skins
and one to disable the UI ?
It's totally ok to match exact colors if you want.
Here is a tutorial for testing your skin in game in first person.
https://tripwireinteractive.atlassian.net/wiki/plugins/servlet/mobile#content/view/25723065
Thank you.
My apologies if this has already been addressed.
I use this instruction:
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Weapon+Skin+Creation%3A+Getting+Started
But,on the 14 step i dont know what to to.Becouse i dont know how to assign skin material to the parent.Step 17 is saying that i need to do-"Select the mesh and click the green arrow "Use Selected StaticMesh in Content Browser" This will allow you to see your skin on the mesh."
But i have not the green arrow with this text.Only "Skeletal Mesh"
And how i can see my skin on the mesh,if the instruction doesnt say how to add my skin into the programm.Only how to add material.
I hope for your help.
If so how would one implement the skeletal mesh properly into the game for testing?
Thank you."
Making Horzine themed items and skins fit with the game's art direction and are totally cool with this contest.
If so how would one implement the skeletal mesh properly into the game for testing?"
You would skin this by "skin wrapping" your item to our characters mesh/skeleton, converting it to a skin and then importing the item as a skeletal mesh. Looks like I need to do some testing how this is easily testable in engine. I will update the documentation soon for this.
I use this instruction:
https://tripwireinteractive.atlassia...etting+Started
But,on the 14 step i dont know what to to.Becouse i dont know how to assign skin material to the parent.Step 17 is saying that i need to do-"Select the mesh and click the green arrow "Use Selected StaticMesh in Content Browser" This will allow you to see your skin on the mesh."
But i have not the green arrow with this text.Only "Skeletal Mesh"
And how i can see my skin on the mesh,if the instruction doesnt say how to add my skin into the programm.Only how to add material.
I hope for your help."
Lower in that document. There are a list of material instances for all of the skins. For example MaterialInstanceConstant'WEP_1P_AR15_9mm_SKIN_MAT.Wep_Skin_Init_AR15_MIC' The first line before the period is the package name, the second line after the period is the asset name, if you search on the left side of the content browser for the package you should be able to find it and fully load it. If the asset is loaded you can find the asset name by searching in the field on the top of the content browser.
Thank you kindly.
http://oi60.tinypic.com/2hqqfr7.jpg
https://tripwireinteractive.atlassian.net/wiki/display/KF2SW/KF2+Cosmetic+item+Material+Tutorial
The parent material for cosmetics does not include a transparency channel.
Only question I have now is if we'll eventually be able to make character skins?
Head/body skins?
I know it's not for this comp, but it would be great for the future.
http://www.polycount.com/forum/showthread.php?t=157577
_______________________________________________________________________
To participate in the competition, I should publish a post in this topic? and provide links to WIP and steamworshop? I understand correctly?
http://www.polycount.com/forum/showthread.php?t=157577
- With your material instance open, locate this material in the content browser. KFGame\Content\Packages\MaterialLib\Item_Mat_Lib.upk Material'Item_Mat_Lib.CHR_Item_PM'
Can't seem to find Material'Item_Mat_Lib.CHR_Item_PM'any clues?
And when i must parent my material to the mesh i have not green arrow,like in instruction(Use Selected StaticMesh in Content Browse)
example I have a hat with its own texture and a mask with its own texture.
thanks
but I'm afraid I'll be stuck doing trail and error for days just trying to get the rigging right, plus I'm unaware of how the upper arm twist corrective joints will work in game.
if you guys could supply us with a few fbx animations for us to test rigging, that'd be really helpful.
Something like the gear loadout idle animation.
this is on the jaw attachment