Yup I've seen it on Interlopers, in fact I think you promised us petty humans a tutorial on getting them damn weapons in the game. :poly124:
Yeah, I know. I couldn't finish it, though. Somewhere in the model import pipeline (which, for weapons, is stupidly convoluted) I broke something and I don't know what it is. As such, I can't get that custom model back in the game and it'd take a crap-ton of work to figure out what I'm doing wrong because there are so many things that can go wrong when importing into Source.
Because they link to RapidShare and DepositeFiles which are trying really really hard to get people to sign up, so they dick you around for 8 years when you use their "free" download option.
When I finish downloading, I'll mirror them in my dropbox...
I downloaded half of them the crappy way, luckily I decided to check up on this thread while dling them to save me through the hassle of the other half!
Thanks Vig
I dont actually know if I'm even gonna make anything, but dling the files makes me feel like I've productively wasted the time.
FYI If you guys check the game files with the 3d viewer there are more hats that have yet to be released, I saw a darth vader one in there, and a welding mask for engy.
FALSE INFORMATION
You probably downloaded those at some point or another, possibly from a server running some mods. I checked a vanilla install of TF2 about an hour ago and those were nowhere to be found. However, the hats you describe are available from a thread on Facepunch.
ah damn... that's what happens if you don't have all the hats your self, you don't see them think i'll finish mine though and send it as a replacement (given I can pull of enough quality.
ah damn... that's what happens if you don't have all the hats your self, you don't see them think i'll finish mine though and send it as a replacement (given I can pull of enough quality.
You can still view them in the model viewer. It doesn't download them as you find them in-game.
Does anyone have the character models as obj's with the textures?
Thats a good idea. I had a few min on my lunch break so I saved out .obj's and .fbx and added them to archives.
FBX captured the skeleton and the skin weights, but it looks like whatever .smd importer the person used, jacked up the skeleton (joints in the right places) and the skin weights appear to be the default skin modifier envelopes. If you plan on using the skeletons, probably recreate it using the existing joints as a guide.
Does anyone know anything about the weapon submissions? Like, First person view. We are going to have to reanimate for each of the animations the weapon has? Or are they looking for weapons that fit into/attach to the hand animations exactly like the stock ones?
If we are having to reanimate and then export the animations as well as the hands, how does one get the original animations out?
ZacD, I have a dive helmet as a prop in my map, I modified it slightly and put it on as a hat and the chest piece clips into the body, there isn't a way to keep the head still or attach it to the upper spine and keep it a hat... Anything that bridges the neck gap is going to be hard to do.
oXY, I imagine they'll look over whatever you submit and if it all checks out they'll roll with it?
When you decompile the .mdl files it gives you two types of .smd files:
Reference (meshes and lods), every other .smd is a skeleton with animation.
If you want them all applied to one file, you can then open each smd, save out the animation and load it onto the reference skeleton/mesh. There aren't that many animations for weapons so it shouldn't take that long.
I'm thinking of doing some engineer or medic goggles, kind of like this but TF2-ified.
I'm glad to see that even top talent like Valve has issues with candy wrapper arms and buttons clipping...
ha vig.. this is an performance issue i guess.. the l4d rig has a lot more support bones to help avoid the problem with the arms - for example.
But of course there are only 4 of these rigs running around.
Without a special rig this is simply impossible to avoid (at least I haven't seen one working solution)
Is JakeB a Polycounter? I haven't seen that one posted around here.
He isn't a PCer as far as I know, but he posts at Steam Forums (at least when I was posting there) and at Interlopers. I'm sure he lurks around HL2-related forums.
hello everyone I made a hat for the scout character and I want to submit it to the tf2 contribute but I dont know how to export my files correctly. I am using 3d max 9 and I was asking if there is a simple tutorial that I can follow ?
Just finished my Ect-OH goggles. I'm not going to have time to put it in engine...thought i'd throw it up here. There is a grey version and a green. It does fit the medic face but it looks cooler on the forehead. The texture is very simple, it's really all about the ao.
Poly count is slightly over at 820 and 256 texture.
Oh, forgot to add that I had this idea before I saw Vig's goggles, we were talking about this one at work. Good stuff everyone, cant wait to see more.
Just finished my Ect-OH goggles. I'm not going to have time to put it in engine...thought i'd throw it up here. There is a grey version and a green. It does fit the medic face but it looks cooler on the forehead. The texture is very simple, it's really all about the ao.
Poly count is slightly over at 820 and 256 texture.
Oh, forgot to add that I had this idea before I saw Vig's goggles, we were talking about this one at work. Good stuff everyone, cant wait to see more.
The model looks great but the green colour doesn't really fit imo.
yea, that's just one color variant. This one is closer to the "ghostbuster" goggles look and this particular green isn't that far away from the TF2 palette.
My original color was grey and taken directly from the color example. I'll include all colors in the upload
Replies
http://3d-studio-max-free.blogspot.com/search/label/TEAM%20FORTRESS%202%20-%203D%20MODELS
Yeah, I know. I couldn't finish it, though. Somewhere in the model import pipeline (which, for weapons, is stupidly convoluted) I broke something and I don't know what it is. As such, I can't get that custom model back in the game and it'd take a crap-ton of work to figure out what I'm doing wrong because there are so many things that can go wrong when importing into Source.
/cue self-flagellation
You sir, are awesome.
+5 points
When I finish downloading, I'll mirror them in my dropbox...
Here are all the 3dsmax files, rigged, skinned and with textures.
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/scout.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/soldier.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/pyro.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/engineer.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/heavy.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/demoman.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/medic.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/sniper.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/spy.rar
All in one:
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/TF2CharacterSourceFiles.rar
Don't ever say I didn't do anything for ya.
Vig...
[ame]http://www.youtube.com/watch?v=CHXA4_O-MXM[/ame]
Thank you Vig
Thanks Vig
I dont actually know if I'm even gonna make anything, but dling the files makes me feel like I've productively wasted the time.
FALSE INFORMATION
You probably downloaded those at some point or another, possibly from a server running some mods. I checked a vanilla install of TF2 about an hour ago and those were nowhere to be found. However, the hats you describe are available from a thread on Facepunch.
thanks vig for the models
http://tf2wiki.net/wiki/Vintage_Tyrolean
I was just thinking that. Valve already made one!
I'm going to try to make something over the next few weeks. This would be a great motivator for me to get better at modeling.
We should start up a thread to post our TF2 contributions in, WIP's and finals.
You can still view them in the model viewer. It doesn't download them as you find them in-game.
FBX captured the skeleton and the skin weights, but it looks like whatever .smd importer the person used, jacked up the skeleton (joints in the right places) and the skin weights appear to be the default skin modifier envelopes. If you plan on using the skeletons, probably recreate it using the existing joints as a guide.
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/scout.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/soldier.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/pyro.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/engineer.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/heavy.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/demoman.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/medic.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/sniper.rar
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/spy.rar
All in one:
http://dl.dropbox.com/u/1306131/TF2CharacterSourceFiles/TF2CharacterSourceFiles.rar
Willies gives me an idea.
Please tell me this hasn't been done before and total head replacement is okay.
If we are having to reanimate and then export the animations as well as the hands, how does one get the original animations out?
oXY, I imagine they'll look over whatever you submit and if it all checks out they'll roll with it?
When you decompile the .mdl files it gives you two types of .smd files:
Reference (meshes and lods), every other .smd is a skeleton with animation.
If you want them all applied to one file, you can then open each smd, save out the animation and load it onto the reference skeleton/mesh. There aren't that many animations for weapons so it shouldn't take that long.
I'm thinking of doing some engineer or medic goggles, kind of like this but TF2-ified.
Someone beat you to it. ^_^
it's for the Pyro tho I think.
Done by JakeB.
ha vig.. this is an performance issue i guess.. the l4d rig has a lot more support bones to help avoid the problem with the arms - for example.
But of course there are only 4 of these rigs running around.
Without a special rig this is simply impossible to avoid (at least I haven't seen one working solution)
He isn't a PCer as far as I know, but he posts at Steam Forums (at least when I was posting there) and at Interlopers. I'm sure he lurks around HL2-related forums.
I'm doing a blueprint one right now.
you can see the item I made at this url http://rockriderz.deviantart.com/art/Meet-the-Mcfly-hat-151011504
:thumb151011504:
Poly count is slightly over at 820 and 256 texture.
Oh, forgot to add that I had this idea before I saw Vig's goggles, we were talking about this one at work. Good stuff everyone, cant wait to see more.
The model looks great but the green colour doesn't really fit imo.
My original color was grey and taken directly from the color example. I'll include all colors in the upload