question.. I'm trying to make a misc item have an idle animation. I've got the main body of the item skinned to a pelvic bone, works fine. Then i have two seperate bones linked to that bone, and each has a simple 10 frame animation. They're named seperate as well. I exported my _idle file with a sequence from 0-10. So I get it in game and the bones don't seem to be animating. What am i doing wrong?
@oobersli: Last I checked--which was a looong time ago--animations don't work for hats/misc items unless Valve turns it on in the code. The animation should still work in the model viewer when viewing just the model itself, though.
hah... well that makes sense. I'm an idiot for not checking in the mv... thanks. Guess I should just scrap the idea of bone animations in a hat then. atleast the animated textures work.
No, don't scrap the idea. When I mentioned that I checked if it was possible, what I meant was that I emailed Robin and asked. He said that if they liked the model, they could easily enable animations on it. The Hot Rod has animations enabled so that it can flip down when the engi builds stuff, so they've already done it.
What kind of animation are you talking about? Stuff like the hot rod which is tied to player actions isn't possible without valve stepping in but items that animate on their own should be just fine. [ame="http://www.youtube.com/watch?v=cjRDy7YhBNQ"]Like this[/ame]
Try adding something like this in the QC
$sequence idle "idle" loop autoplay fps 4.00
What kind of animation are you talking about? Stuff like the hot rod which is tied to player actions isn't possible without valve stepping in but items that animate on their own should be just fine. Like this
Try adding something like this in the QC
$sequence idle "idle" loop autoplay fps 4.00
@Octocat - is that a new hairpiece to go with the moustache? I liked the old one better, it definitely looked more Stalin-like
@BenHenry - Lol I knew it was only a matter of time before someone made a Combustible Lemon Launcher. I think you may want to rework the texture on the barrel, it looks more like a pattern than brush strokes
But the texture needs a lot of work, espeically the wood, it looks to realistic to me.
Also the stock butt is gonna go right into the pyros arm, and he also uses a front grip which yours doesn't have, so it will look like its floating above his left hand.
Almost done. Painted the texture but very very subtly since its going to be covered by glare and shine anyway. Added a blu version but not really loving it. i'll probably need help compiling this. Again to those who are willing to help me lik Psyke did would get shared creadit for the submittion. Is this any different to compile than with a hat? Do i really need to make the LOD versions as what the qc file suggests?
I actually really like the wood, it was made with tons of brush strokes and a smudge tool. The details on the metal are very small and you could probably see them if you looked long enough. Right now I am working on highlights in the metal and wood.
I knew from the beginning that the stock was going to collide with the pyro's arm, but I figured I would just modify the animations a little.
Ben I actually based my flaregun model on the exact same concept you used, though I ended up making massive silhouette changes as I progressed. I found the stock clipped, the button setup for the hammer looked boring in first person, the pivot point for the barrel wouldn't animate correctly, the trigger was too far from the pyro's fingers, and a forward grip was needed in the end.
Your materials are coming along though your brush strokes end up looking like brushes on a flat color rather than coming together as one coherent material, if you want I can get you a good example psd of tf2 brushing.
Made this to go with my shiny grenade launcher. Figured it would look good as a policeman pack or something. With this hat, it's now possible to wear your eyepatch under this shades that is under the dangereque! lol. also intent to make a band on the patch that goes over that fro.
Hi everyone, I tried posting some of my stuff a few days ago, and I got a message saying it had to be approved first. Since it's been a few days, i thought I'd try again. I've recently been working on a Conquistador helmet for the soldier (unrelated to the one that was posted a couple days ago) and I was hoping to get some feedback on it.
@Lamchop
The biggest thing is that the Soldier's eyes are visible. As seen with the earlier one, that type of helmet works really well when it's tilted to hide the eyes.
@roninsmastermix
When I saw those sunglasses, I was inspired and had to make a thing
Hi everyone, I tried posting some of my stuff a few days ago, and I got a message saying it had to be approved first. Since it's been a few days, i thought I'd try again. I've recently been working on a Conquistador helmet for the soldier (unrelated to the one that was posted a couple days ago) and I was hoping to get some feedback on it.
two things...
1. DAMMIT another bastard clone of one my hats that will probably get accepted. see below.
2. tilt it forward so you can see the soldiers eyes. that's his gimmick. lack of sight. it's dumb, i know, but whatever. Gives better chances of being accepted.
@Lamchop
The biggest thing is that the Soldier's eyes are visible. As seen with the earlier one, that type of helmet works really well when it's tilted to hide the eyes.
@roninsmastermix
When I saw those sunglasses, I was inspired and had to make a thing
Nice one there man. I'm glad i could inspire anyone. Love the hoody.
@roninsmastermix i would work on making a nice texture for it, the shine isnt gonna blur it out. try to copy in style some of the existing textures in game. also you might wanna take a look at this good tutorial by Swizzle. it gives you a good idea on making a tf2 style texture http://www.polycount.com/forum/showthread.php?t=73559
Hey guys, haven't posted a hat model in awhile! My tf2 completely shat it self for the past 5 days and i have been unable to work on the tf2 Medieval map. So in the mean time i thought i would put together a engineer hat.
Little detail done to the texture like some rust. Other that that it really is in base colors (I believe the normal map for the brain from the high poly mesh is done, unless someone comes up with a reason to redo it, the texture for the brain itself how ever is not done).
Here is a video of the jigglebones + animations in action!
I was looking through the default character models, and noticed a lot of the topology of the characters was not connected and was just overlapped(soldier's helmet straps). Is this practice acceptable for our own submissions? Or should I try to integrate the two parts into one piece? I want to hold off on showing it until I have the items done with a preliminary texture applied.
I need someone to compile this for me so it can work in-game. I'll share the credit as co-creator to whoever can compile it for me so I can tweak the texture and test it in game. Message me here please. Thanks.
I'm sorry, I promise I wasn't trying to copy anyone. I gave it a quick shot at tilting it forward, do you guys think this is better?
The Tilting is a good start. I think now you need to play with the form a little to make it more appealing. If you shorten the length of the brim at the sides and then extend the points upwards and generally exaggerate the design I think you'll wind up with a nicer looking model.
For example:
If that one was pulled right down so that just his nose was poking out, maybe reducing the height of the bell a smidgen to compensate, I reckon it'd look pretty good on the Soly. Th seams where the metal is joined are something you could also add to your texture to add a little more detail.
I need someone to compile this for me so it can work in-game. I'll share the credit as co-creator to whoever can compile it for me so I can tweak the texture and test it in game. Message me here please. Thanks.
If you do look at the second one, try to put something in the comments saying "I can't wait until the compiling one comes out" that will speed up the editors to publish the rest!
now that I can get stuff in game much easier and I've figured out some of their scripting more, soooo much faster to get my ideas cranked out. Just a first pass on this, but a swordfish dagger!
Hey guys, haven't posted a hat model in awhile! My tf2 completely shat it self for the past 5 days and i have been unable to work on the tf2 Medieval map. So in the mean time i thought i would put together a engineer hat.
Little detail done to the texture like some rust. Other that that it really is in base colors (I believe the normal map for the brain from the high poly mesh is done, unless someone comes up with a reason to redo it, the texture for the brain itself how ever is not done).
Here is a video of the jigglebones + animations in action!
I am calling it the Mecha-Oblongata for now unless someone can come up with a better name.
Thanks!
just one question,
why is the brain so small? All jokes aside. if it was my model, i would've made the brain super big and made the 'brain jar' alot taller to accomodate for the large size. Emphasis on ALOT taller
Not 100% finished, still tweaking the texture but I'm calling the mesh done. Once I'm done with the texture I'll upload a video. The small wheels/gears animate and the belt moves as well. The light glows in the dark too. Sorta wanted to challenge myself on figuring out source.
Replies
Update. Color Scheme testing. Your input is welcome as usual. White parts would be silverish with phone and spec tweaks. Barrel part needs work.
heres my qc file.
$modelname "blah/blah.mdl"
$model "Body" "blah.smd"
$cdmaterials "\models\blah"
$hboxset "default"
$hbox 0 "bip_pelvis" -1.078 -1.626 -8.955 0.989 6.847 26.726
$attachment "Large_wheel" "L_wheel" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$attachment "Small_wheel" "S_wheel" -0.00 -0.00 0.00 rotate -0.00 -0.00 0.00
$surfaceprop "metal"
$illumposition 8.886 -0.044 2.611
$sequence idle "blah_idle.smd"
Try adding something like this in the QC
$sequence idle "idle" loop autoplay fps 4.00
If that didn't help, check here,
$sequence idle "fishidle" autoplay loop fps 20.00
and in action:
[ame]http://www.youtube.com/watch?v=cQlDM3U1AR4[/ame]
sure just give me a email or something and ill send it right away
My first model is done, I'm happy, I had fun modeling it.
Alright, so I've been working on a new flaregun for pyro, and this is what I've got.
Yes, Cave Johnson, Lemons, Combustible...
@BenHenry - Lol I knew it was only a matter of time before someone made a Combustible Lemon Launcher. I think you may want to rework the texture on the barrel, it looks more like a pattern than brush strokes
But the texture needs a lot of work, espeically the wood, it looks to realistic to me.
Also the stock butt is gonna go right into the pyros arm, and he also uses a front grip which yours doesn't have, so it will look like its floating above his left hand.
Almost done. Painted the texture but very very subtly since its going to be covered by glare and shine anyway. Added a blu version but not really loving it. i'll probably need help compiling this. Again to those who are willing to help me lik Psyke did would get shared creadit for the submittion. Is this any different to compile than with a hat? Do i really need to make the LOD versions as what the qc file suggests?
I knew from the beginning that the stock was going to collide with the pyro's arm, but I figured I would just modify the animations a little.
Your materials are coming along though your brush strokes end up looking like brushes on a flat color rather than coming together as one coherent material, if you want I can get you a good example psd of tf2 brushing.
Final Product
Made this to go with my shiny grenade launcher. Figured it would look good as a policeman pack or something. With this hat, it's now possible to wear your eyepatch under this shades that is under the dangereque! lol. also intent to make a band on the patch that goes over that fro.
The biggest thing is that the Soldier's eyes are visible. As seen with the earlier one, that type of helmet works really well when it's tilted to hide the eyes.
@roninsmastermix
When I saw those sunglasses, I was inspired and had to make a thing
two things...
1. DAMMIT another bastard clone of one my hats that will probably get accepted. see below.
2. tilt it forward so you can see the soldiers eyes. that's his gimmick. lack of sight. it's dumb, i know, but whatever. Gives better chances of being accepted.
that was done and submitted almost TWO YEARS ago.
these are my tf2 hats, see if any look familiar!
Nice one there man. I'm glad i could inspire anyone. Love the hoody.
Anyway, this is what I have been working on recently:
Comments/Crits?
Don't worry about it. It's not like they went back in time and designed that helmet to begin with.
The model looks great, my only gripes about it is the texture. Try to also give it some metallic shine.
Little detail done to the texture like some rust. Other that that it really is in base colors (I believe the normal map for the brain from the high poly mesh is done, unless someone comes up with a reason to redo it, the texture for the brain itself how ever is not done).
Here is a video of the jigglebones + animations in action!
[ame]http://www.youtube.com/watch?v=jP43RrOEutY[/ame]
Here are some screen shots of it for ya!
I am calling it the Mecha-Oblongata for now unless someone can come up with a better name.
Thanks!
Looks awesome, I would suggest some animated bubbles rising every few seconds, just the add that something extra.
Defiantly going to do it. Just trying to figure out the best way to go about it.
For example:
If that one was pulled right down so that just his nose was poking out, maybe reducing the height of the bell a smidgen to compensate, I reckon it'd look pretty good on the Soly. Th seams where the metal is joined are something you could also add to your texture to add a little more detail.
Still need to fix the smoothing on the ears. I'm at 300 poly right now and almost done!
Modeling is really fun!
An update on the lemon launcher should be coming soon.
Hey, I would consider, if I were you, to look at this tutorial: [ame]http://www.youtube.com/watch?v=9t-c0obJ8zA&feature=relmfu[/ame]
Or, you could wait for the compiling tutorial for this one(its my tutorial): http://cg.tutsplus.com/tutorials/game-dev/3d_cg_game_dev_source_sdk_valve_halflife_team_fortress_mod_modding/
If you do look at the second one, try to put something in the comments saying "I can't wait until the compiling one comes out" that will speed up the editors to publish the rest!
Around 2 weeks.
Nice man! and you've already figured out UV mapping?
apple hat, yellow is for blue, red is for.. red
currently replaces the halo, will submit it tonight.
Yeah, it's really long and really boring. :poly141:
Klansman Heavy?
lol
or maybe it's Candleja
just one question,
why is the brain so small? All jokes aside. if it was my model, i would've made the brain super big and made the 'brain jar' alot taller to accomodate for the large size. Emphasis on ALOT taller