@Masich: I haven't touched Source in a while but dont you just place an alpha map in the 32 bit channel of the diffuse?
That's what I thought too, and then you just add one line into VMT, but apparently it's more complicated than that now.
Passerby will be helping me get the damn things working. I've already readjusted the rigging so that it doesn't clip with the Spies eyebrows (I think).
HLMV shots of the demo and engie garrison hat. 1 more left. I need your help on this, i have no clue what to do with the SPY's badge. Suggestions with pics is very much appreciated. Thanks to all that supported this btw.
Tricky one. I don't have a useful reference to hand, but maybe a French Resistance badge would be suitable... if such a thing exists.
Failing that maybe something like SPECTRE from James Bond
40 minutes later and this is what i have. Wanted to wrap the a snake from the hand to the knife but i fear its going to make it too cluttered now. May add text on the outer frame of the triangle. Your thoughts?
@roninsmastermix: The first thing that comes to mind is a classy spy silhouette, like in the openings to the old Bond movies... Or maybe something knife-focused... It's a conundrum for sure... I'm kinda picturing the base as more of a police badge/shield-shape than the badges you've done so far, or possibly using some spirals like that "looking down the gun barrel" thing from the Bond intros. Possibly both.
@Ruskeydoo: You could slash with one... I mean... I know it's not ideal, but it's doable... or so I've heard.
I've been trying to figure out what else he could get as a melee since you pointed that out. I could imagine some sort of cruder, blunter, more shovelesque melee weapon, taking the gladiator helmet and running more with Gladiator than Legionnaire. Perhaps a club or a morning star.
I haven't had much luck finding reference of a standard issue Legion shovel. On the other hand, there's always the entrenching tool of the Ancient Romans: The Dolabra, which would make it a direct (or indirect) descendent of the type of shovels used by modern RED and BLU Soldiers. The Deadliest Warrior Wiki, at least, points out that it could probably make a handy melee weapon in a pinch. "Dolabra" would also be fun to alliterate with when it comes time to name it.
Creators of custom spy knifes, please help with my .qc file, whatever i do spy hands with my knife in blue team got red team hands, tryed searching, but only answers was developer wiki internet pages, or threades whith creators that forget add } brackets in ther .qc files. My .qc (one from many i tried):
@re.wind: As someone who frequently plays the subclass "Combat Medic", I want you to give that to me. Now!
I think if I had to change anything, I'd lose the antenna. It doesn't really serve any function other than to try and create some silhouette similarity between the Shock Therapy and the Ubersaw/Vita-Saw with their needles. See what losing the antenna does to your silhouette and maybe make the sawblade sexier from there. Other than that, maybe a nice thick rubberized grip would be handy for protecting the user (or maybe not since the Medic's already got those giant rubber gloves...)
Over the weekend I unearthed a bunch of TF2 weapons (C-models) and character models I had de-compiled along time ago. Hopefully most of you know how to extract models and de-compile them but it can be a lot of work.
The character models made their way around the web when the Polycount TF2 contest was kicking off, but I never got around to posting the weapon models until now. Someone in another thread asked for them so I dug them up. I figured I should post them here also...
Over the weekend I unearthed a bunch of TF2 weapons (C-models) and character models I had de-compiled along time ago. Hopefully most of you know how to extract models and de-compile them but it can be a lot of work.
The character models made their way around the web when the Polycount TF2 contest was kicking off, but I never got around to posting the weapon models until now. Someone in another thread asked for them so I dug them up. I figured I should post them here also...
update on the badge again. I need to fix the frame, the stretching killed the design a bit so i had to make the frame much broader so the text wont be stretched. I'm going to rebake it later.
Very nice. I wonder if it might read better from a distance if the eye and face holes of the mask on the badge were open so we would be identifying a Spy in that Fleur-de-lis by the background color revealing his eye holes rather than just seeing AO... Just a thought.
update on the badge again. I need to fix the frame, the stretching killed the design a bit so i had to make the frame much broader so the text wont be stretched. I'm going to rebake it later.
I'm not sold on the half-spyface, I think it would look better to have his whole head and the rest of his shoulder on the badge
Apologies for the quick hackjob, but hopefully you get the idea
Garrison Cap is done and will be submitted later today. Thanks to all that supported it and for all the input i received that helped me make this hat. Let's all hope it gets in.
Note:
Styles to come later. (Badge worn as medal, Camouflage style and Reverse color scheme are planned)
Texture file still has room for sunglasses for the soldier and medal ribbon for all classes.
Thank you ronin and I hope to see this ingame soon.
Infact I'm sure the good people at Tf2mods and Gamebanana could use a little garrison cap related love *nudge nudge wink wink*.
I dont frequent those sites but i do intend to release the files after i send it in to valve. Someone else will need to post it there for me. Thanks for the interest.
Garrison Cap is done and will be submitted later today. Thanks to all that supported it and for all the input i received that helped me make this hat. Let's all hope it gets in.
Note:
Styles to come later. (Badge worn as medal, Camouflage style and Reverse color scheme are planned)
Texture file still has room for sunglasses for the soldier and medal ribbon for all classes.
Thanks. Right now i'm pretty open to suggestions. If you guys have any good/badss ideas for a hat, just post here and i'll try and see if i can model it or something.
Apart from the logo, it looks too modern.
In the 80s people were really keen on sharp edges and cheap plastic in their designs.
It looks like aperature stuff in the 21st century with 80s logo.
I'd suggest looking into some kids toys and what people in the 80s thought the future would look like plus common electronics from that time.
The shell on the gun is thin and going to be made look like plastic. I did look at toys and electronics from the 80s. The handle was based on the NES Zapper (granted, it is a rather common looking handle). The challenge really was to make it look like something ahead of its time but from the 80s. It also was heavily influenced by old portal gun concepts and 1980s cars as well.
If you have any suggestions of things to add or take away, I'd be most appreciative.
Hye guys I'm very new (I mean completely and utterly new) and i was wondering if anyone could help me off starting, I really would like to learn how to start designing items etc
Looks great Oobersli. I'm not sure about that bending on the end of the tooth though. I wouldn't expect a tooth to ever deform like that and it doesn't look too great from first person.
Thanks. Right now i'm pretty open to suggestions. If you guys have any good/badss ideas for a hat, just post here and i'll try and see if i can model it or something.
Here's some of mine that no-one has claimed yet:
Kill Bill Eyepatch for Medic
Engy Prospector's Beard
Engy Flintlock Pistol
Medic Eye Bandage and Scar
Medic Monocle and Scar
Scout Navy Issue and Temporary Tattoo
Some other idea's I'm tooling around with but haven't had a chance to Mock up:
Bride of Frankenstein Wig for Medic
Bandoleer of various Spanners/Tools going across Engy's chest like Heavy's bullets.
Can we get a bird's nest in that great big bushy beard for the Engie? Just a couple eggs in a little hollow would totally make it for me. Would go great with that bird's nest hat someone was making for the Sniper...
For my screenshots I found a noglasses medic skin on fpsbanana/gamebanana and used that. I'm not certain how it would be accomplished by Valve, but its not the first time they've removed items, IE: Flare Casings for Stockbroker's Scarf, Grenades for Lumbricious Lid, and the scout's legs legs for Essential Accessories, so I'm assuming they could do the same for the Medic's glasses in a patch.
So I think I'm going to name my cowbell as "Burner's Bell" and a description as "Just what the doctor ordered". Thanks for the help with the naming. Any last crits before I submit it?
Does the bell always sit above the cannisters on his sash? Or does it move and is just coincidentally sitting in about the same spot in each screenshot?
Also, in that second screenshot, it's like solid black. It looks like it's missing a texture file. I wonder if the black cowbell is too dark for the dark parts of maps and maybe should be a different metal (I know black is a popular color, but I'd buy it if it were brass or copper or aluminum or whatever else they might be made of)
As much as i like looking through this thread, i know i'll probably never have the technical know-how to create hats in the game.
So i thought i'd throw out some ideas from time to time for items i'd like to see in the game.
For Soldier/Heavy:
The Beard would be a misc. item. It could be called "Furlough Fuzz" or "Fuzzy Furlough" and the description could read "I ain't got time to groom," a reference to Predator.
The head-wrap, sandstorm goggles, mic combo would be for the head slot and the style would set the goggles on either the head or eyes.
The afghan scarf might be a bit much on the soldier/heavy, so maybe it work better on the Sniper.
Oh wow ... I'm just gonna facepalm for a few minutes now..
I did open up the model viewer before, but then closed it again because I figured it only had to create a few files by starting for the first time. But leaving it open while compiling did the trick...
Thanks a lot Pogo
It's weird that it used to work fine without opening the model viewer before though.
Does the bell always sit above the cannisters on his sash? Or does it move and is just coincidentally sitting in about the same spot in each screenshot?
Also, in that second screenshot, it's like solid black. It looks like it's missing a texture file. I wonder if the black cowbell is too dark for the dark parts of maps and maybe should be a different metal (I know black is a popular color, but I'd buy it if it were brass or copper or aluminum or whatever else they might be made of)
If it was jiggleboned it wouldn't collide with the cannisters, it would go through them. It's placed there by hand.
It would need to be animated.
Also, missing textures in source games have black and pink chessboard texture applied to them automatically.
One of the complete guides in here should do the trick.
In short you need to
make the model, unwrap, bake textures etc etc
Export .smd files for the mesh and sequences
create/edit a .qc file
compile using studiomdl. I recommend downloading GUIstudiomdl because it makes finding errors so much easier.
Create textures, export as vtf files, create a vmt for the texture.
Oh nice tf2guide.html you got there Pogo, I shall be going through that tonight.
Soon I'll be starting on my textures and after that I'll have to make and export custom weapon animations, so that's gonna be a fun nice challenge.
@ TheBoxman You might want to pull the hat down a bit at the back of the head. I know you're going for the Edd hat there, but in the cartoon it touches the ears of Edd and since the engie's ears are way lower it just makes it feel as if the hat is gonna pop off any second. But maybe it's just me. I instantly recognized it as the Edd hat, so good job there
Replies
That's what I thought too, and then you just add one line into VMT, but apparently it's more complicated than that now.
Passerby will be helping me get the damn things working. I've already readjusted the rigging so that it doesn't clip with the Spies eyebrows (I think).
Failing that maybe something like SPECTRE from James Bond
40 minutes later and this is what i have. Wanted to wrap the a snake from the hand to the knife but i fear its going to make it too cluttered now. May add text on the outer frame of the triangle. Your thoughts?
@Ruskeydoo: You could slash with one... I mean... I know it's not ideal, but it's doable... or so I've heard.
I've been trying to figure out what else he could get as a melee since you pointed that out. I could imagine some sort of cruder, blunter, more shovelesque melee weapon, taking the gladiator helmet and running more with Gladiator than Legionnaire. Perhaps a club or a morning star.
I haven't had much luck finding reference of a standard issue Legion shovel. On the other hand, there's always the entrenching tool of the Ancient Romans: The Dolabra, which would make it a direct (or indirect) descendent of the type of shovels used by modern RED and BLU Soldiers. The Deadliest Warrior Wiki, at least, points out that it could probably make a handy melee weapon in a pinch. "Dolabra" would also be fun to alliterate with when it comes time to name it.
$cd "C:\cFTP\3ds\output v knife"
$modelname "weapons\v_models\v_knife_spy.mdl"
$includemodel "animations\vknife.mdl"
$model "v_knife_spy" "v_knife_spy.dmx.smd"
$cdmaterials "\models\weapons\v_knife\"
$cdmaterials "\models\player\spy\"
$texturegroup skinfamilies
{
{"spy_hands_red" "knife"}
{"spy_hands_blue" "knife"}
}
$hboxset "default"
$hbox 0 "bip_upperArm_R" -2.150 0.000 -3.420 2.880 14.560 1.990
$hbox 0 "bip_lowerArm_R" -2.200 0.000 -2.620 2.620 13.180 3.260
$hbox 0 "weapon_bone" -1.500 -0.500 -2.000 12.500 0.500 1.000
// Model uses material "models/player/spy/spy_hands_red.vmt"
// Model uses material "models/weapons/v_knife/knife.vmt"
// Model uses material "models/player/spy/spy_hands_blue.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$surfaceprop "default"
$illumposition 19.078 -6.452 -12.038
Note: i'm aware that the coils & antennae are illogical.
I think if I had to change anything, I'd lose the antenna. It doesn't really serve any function other than to try and create some silhouette similarity between the Shock Therapy and the Ubersaw/Vita-Saw with their needles. See what losing the antenna does to your silhouette and maybe make the sawblade sexier from there. Other than that, maybe a nice thick rubberized grip would be handy for protecting the user (or maybe not since the Medic's already got those giant rubber gloves...)
The character models made their way around the web when the Polycount TF2 contest was kicking off, but I never got around to posting the weapon models until now. Someone in another thread asked for them so I dug them up. I figured I should post them here also...
The character models can be found in the first post of this thread, if the link isn't valid you can get them here:
http://dl.dropbox.com/u/2336353/TF2CharacterSourceFiles.rar
The Weapon C_Models can be found here:
http://dl.dropbox.com/u/2336353/TF2WeaponC_ModelSouceFiles.zip
And the source files for a bunch of props I created for CTF_Decker can be found here:
http://dl.dropbox.com/u/2336353/PropsPackSource/ctf_laynedecker_SourceFiles.zip
E !!
update on the spy badge for the garrison cap
From WW2?
Got my Flare gun ingame with AO, I know there is clipping, and I still need to sort out the bodygroups (damn flare):
Went with the square barrel as per request by Gamebanana.
AWESOME!
Are you a wizard? yes it is. any sugestions to make it better or more different?
also can you add me as a friend in steam? need some help with some stuff...
update on the badge again. I need to fix the frame, the stretching killed the design a bit so i had to make the frame much broader so the text wont be stretched. I'm going to rebake it later.
I'm not sold on the half-spyface, I think it would look better to have his whole head and the rest of his shoulder on the badge
Apologies for the quick hackjob, but hopefully you get the idea
What do you guys think?
nice cant wait to be buring people with lemons.
Apart from the logo, it looks too modern.
In the 80s people were really keen on sharp edges and cheap plastic in their designs.
It looks like aperature stuff in the 21st century with 80s logo.
I'd suggest looking into some kids toys and what people in the 80s thought the future would look like plus common electronics from that time.
E... definitely E :poly124:
Metal -> Camera Beard
Camera Beard + Noble Amassment(untradeable) -> Rubber Plunger
Rubber Plunger (now untradeable) + Magistrates Mullet -> Pyro Beanie
I now have an untradeable Pyro Beanie to forever mock me, damn.
Garrison Cap is done and will be submitted later today. Thanks to all that supported it and for all the input i received that helped me make this hat. Let's all hope it gets in.
Note:
Infact I'm sure the good people at Tf2mods and Gamebanana could use a little garrison cap related love *nudge nudge wink wink*.
I dont frequent those sites but i do intend to release the files after i send it in to valve. Someone else will need to post it there for me. Thanks for the interest.
keep up good work ronin :thumbup:
Thanks. Right now i'm pretty open to suggestions. If you guys have any good/badss ideas for a hat, just post here and i'll try and see if i can model it or something.
The shell on the gun is thin and going to be made look like plastic. I did look at toys and electronics from the 80s. The handle was based on the NES Zapper (granted, it is a rather common looking handle). The challenge really was to make it look like something ahead of its time but from the 80s. It also was heavily influenced by old portal gun concepts and 1980s cars as well.
If you have any suggestions of things to add or take away, I'd be most appreciative.
Here's some of mine that no-one has claimed yet:
Kill Bill Eyepatch for Medic
Engy Prospector's Beard
Engy Flintlock Pistol
Medic Eye Bandage and Scar
Medic Monocle and Scar
Scout Navy Issue and Temporary Tattoo
Some other idea's I'm tooling around with but haven't had a chance to Mock up:
For my screenshots I found a noglasses medic skin on fpsbanana/gamebanana and used that. I'm not certain how it would be accomplished by Valve, but its not the first time they've removed items, IE: Flare Casings for Stockbroker's Scarf, Grenades for Lumbricious Lid, and the scout's legs legs for Essential Accessories, so I'm assuming they could do the same for the Medic's glasses in a patch.
Also, in that second screenshot, it's like solid black. It looks like it's missing a texture file. I wonder if the black cowbell is too dark for the dark parts of maps and maybe should be a different metal (I know black is a popular color, but I'd buy it if it were brass or copper or aluminum or whatever else they might be made of)
So i thought i'd throw out some ideas from time to time for items i'd like to see in the game.
For Soldier/Heavy:
The Beard would be a misc. item. It could be called "Furlough Fuzz" or "Fuzzy Furlough" and the description could read "I ain't got time to groom," a reference to Predator.
The head-wrap, sandstorm goggles, mic combo would be for the head slot and the style would set the goggles on either the head or eyes.
The afghan scarf might be a bit much on the soldier/heavy, so maybe it work better on the Sniper.
For Sniper:
Hitman's Head-wrap/Solar Scarf
The only thing I changed to the model are the UVs and a new texture. I didn't change any of the names or moved any of the files.
When I try to compile it doesn't give me any errors or anything it just gives me this and then does nothing:
It was working fine before. Any help would be appreciated.
I did open up the model viewer before, but then closed it again because I figured it only had to create a few files by starting for the first time. But leaving it open while compiling did the trick...
Thanks a lot Pogo
It's weird that it used to work fine without opening the model viewer before though.
If it was jiggleboned it wouldn't collide with the cannisters, it would go through them. It's placed there by hand.
It would need to be animated.
Also, missing textures in source games have black and pink chessboard texture applied to them automatically.
One of the complete guides in here should do the trick.
In short you need to
make the model, unwrap, bake textures etc etc
Export .smd files for the mesh and sequences
create/edit a .qc file
compile using studiomdl. I recommend downloading GUIstudiomdl because it makes finding errors so much easier.
Create textures, export as vtf files, create a vmt for the texture.
Soon I'll be starting on my textures and after that I'll have to make and export custom weapon animations, so that's gonna be a fun nice challenge.
@ TheBoxman You might want to pull the hat down a bit at the back of the head. I know you're going for the Edd hat there, but in the cartoon it touches the ears of Edd and since the engie's ears are way lower it just makes it feel as if the hat is gonna pop off any second. But maybe it's just me. I instantly recognized it as the Edd hat, so good job there