Spent like an hour getting the jigglebones working right on this thing. I eventually got it to the point I wanted which was to have the cape flow behind him as he walks but also not clip on his feet when walking backwards.
Got it at 258 triangles with 6 bones (3 bone merges onto the spy skeleton and 3 for the jigglebones.) and two team coloured 256x256 textures with a shared normal.
Texture needs a bit of work but its getting there.
Someone remind me, is the max filesize upload for submissions just 3MB? Cause my flamethrower with the compiled files and the team coloured TGA's is 20 mb >_>
Pogo: Yeah I know but this is without PSD's. It's basically 4 .TGA's at 1024 and 512. Should I save in another format because this isn't going to fit. I mean, it's just for testing right? Then they'll ask for the real files I assume?
Another question, I'm trying to get team colours to work but Model Viewer always complains that there's 1 or more VMT's it cant read. I refer to the textures in the QC as texturefamilies and everything has a VMT / VTF. Is there some tutorial?
In 3DS max I applied a multi-sub material with c_extinguisher_red in slot 1, pilotlight in 2 and the second red texture for the bottom of the extinguisher.
Pogo: Yeah I know but this is without PSD's. It's basically 4 .TGA's at 1024 and 512. Should I save in another format because this isn't going to fit. I mean, it's just for testing right? Then they'll ask for the real files I assume?
They won't ask you for the "real files" later. They very rarely contact anyone other than for payment info. The bare minimum you have to submit is the TGA files and if you can't get the 1024s to fit under 2mb then lower them all to 512. They'll often lower any 1024s down to 512 anyway when they put them in game even if it looks like shit.
First, I think they changed something and I'm not sure what. A few days ago I looked at an old model I made 8 months ago . It had 2 textures (base and a glass).
The skins worked fine 8+ months ago. The red and blu swapped, the glass remained.
Now the blu skin wont load and in the model viewer the textures are listed as thus
redtex
glass
blutex
I also had this issue with my clown accessories and had to combine them into one tex so the skin would swap. So I think they've introduced a problem with multiple materials on a model. But if the original flame thrower has a seperate flame I'm not sure where the problem lies.
Though typically skins are like this
==================
$texturegroup skinfamilies
{
red tex
blu tex
}
===============
I haven't seen 2 skin families like you have.
you also don't need .vmt on there.
And I'd remove the flame tex from the skin families all together. If it's not going to swap it doesn't need to be there.
I don't think you can have two families, but it would make more sense to me that this would work better.
Basically you want to list the red tex, then the blu one that would swap with it.
Baddcogg: Thanks for trying but it doesn't appear to work. I tried in-game to make sure it wasn't just Model Viewer. It just complains it can't find certain VMT's even though they're clearly there.
Ronin: That's a beast.
edit: Nah didn't work, tried making a multi-sub within a multi-sub but wouldn't export.
@Ronin, great idea, not sure about the wheels though.
obviously that's just the rims, no tires. But it it 4 rims or two? I've never worked on a plane, but typically rims have a wider gap in the middle, I think it would also help the shape/look.
How is it in player view? The powerjack is already pretty large. That's quite a bit larger yet.
umm, just another guess. Did you try 'center view model' in the model viewer?
I'm sure it's pretty big. I'll them when i get home back from work. It's just 2 wheels/rims. It's modeled after a boeng liner landing gear but that obviously too large for the pyro (one tire is a big as a full grown man) so i shrunk it to spitfire-fighter plane proportions. These WWII planes usually come with just a wheel per landing gear but to make it hammer like looking, i had to retain the other wheel. Of course, don't tell Valve about that.
If you submit items themed around an upcoming game, could Valve use your items for a preorder bonus? (Assuming they like them)
I'm wondering cause I was going to make an item set themed around RAGE.
I was thinking perhaps that's how the Deus Ex items got in.
As Habboi said, Rob did those items because he was hired to. I don't think there's ever been a promotional item that was a community contribution. Also there is already a rage TF2 item.
@Cbast, looks great. The only thing I don't like on it is that trigger guard. It doesn't match the rest of the weapon in my opinion. Also the gold (Is it gold?) looks more like yellow plastic than gold. Also I'd advise against doing a custom animation. Valve has said that they don't have a streamlined way to put community animations in so if you submit it with one I'd guess it'd either not be used or just lower the chances of it being put in.
So, I made some cigarettes to replace the Snipers bullets. Question is: how to get it in the game? I can't think of anything to replace it with...
It depends what you're attempting to replace. If you mean the actual bullet that fires from his gun, that's just a line; not a 3D model.
If you mean (and I assume it's this) the round he loads in/out when reloading then that will probably require a decompile & recompile of the weapon model.
There's his pocket of bullets though, you could replace those relatively easily as a hat/misc.
I mean the Pocket Bullets, but if I use an all_class model then every class will have floating bullets on their chests, and I don't have a Sniper specific hat/misc items. I tried it with the Potato hat, GUIStudioMDL gets angry.
Replies
quick unwrap and ao bake, still lots of work to go, thinking of having the fuel source for the ignition system be a wine bottle
Name suggestions? I was thinking "The Goulish Gams."
Got it at 258 triangles with 6 bones (3 bone merges onto the spy skeleton and 3 for the jigglebones.) and two team coloured 256x256 textures with a shared normal.
Texture needs a bit of work but its getting there.
I will try and make one tomorrow (Assuming I can get jigglebones working in-game.)
Little update, the chain ups the polycount to 590 which is still pretty low for an item. Colour change looks better as well. Almost finished id say!
http://www.youtube.com/watch?v=HTxds-Mszg0&feature=related
edit:
Someone remind me, is the max filesize upload for submissions just 3MB? Cause my flamethrower with the compiled files and the team coloured TGA's is 20 mb >_>
Another question, I'm trying to get team colours to work but Model Viewer always complains that there's 1 or more VMT's it cant read. I refer to the textures in the QC as texturefamilies and everything has a VMT / VTF. Is there some tutorial?
The first skin will be the name of what you used in 3d. Typically ...
spy_cloak
spy_cloak_blu
is how the textures and vmt's are named.
$model "c_extinguisher" "c_extinguisher_ref.smd"
$cdmaterials "models\weapons\c_models\c_extinguisher"
$cdmaterials "models\effects\pyro\"
$texturegroup skinfamilies
{
{"models/weapons/c_models/c_extinguisher/c_extinguisher_red.vmt"
"models/effects/pyro/pilotlight.vmt"
"models/weapons/c_models/c_extinguisher/c_bottom_red.vmt"
}
{"models/weapons/c_models/c_extinguisher/c_extinguisher_blue.vmt"
"models/effects/pyro/pilotlight.vmt"
"models/weapons/c_models/c_extinguisher/c_bottom_blue.vmt"
}
}
$hboxset "default"
$hbox 0 "weapon_bone" -9.428 -17.595 -15.792 8.475 8.078 72.991
$hbox 0 "weapon_bone_1" -0.054 -3.035 -7.678 1.333 1.690 0.844
$attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$illumposition 28.599 -0.477 -4.758
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
In 3DS max I applied a multi-sub material with c_extinguisher_red in slot 1, pilotlight in 2 and the second red texture for the bottom of the extinguisher.
They won't ask you for the "real files" later. They very rarely contact anyone other than for payment info. The bare minimum you have to submit is the TGA files and if you can't get the 1024s to fit under 2mb then lower them all to 512. They'll often lower any 1024s down to 512 anyway when they put them in game even if it looks like shit.
I'm not an expert here so bear with me.
First, I think they changed something and I'm not sure what. A few days ago I looked at an old model I made 8 months ago . It had 2 textures (base and a glass).
The skins worked fine 8+ months ago. The red and blu swapped, the glass remained.
Now the blu skin wont load and in the model viewer the textures are listed as thus
redtex
glass
blutex
I also had this issue with my clown accessories and had to combine them into one tex so the skin would swap. So I think they've introduced a problem with multiple materials on a model. But if the original flame thrower has a seperate flame I'm not sure where the problem lies.
Though typically skins are like this
==================
$texturegroup skinfamilies
{
red tex
blu tex
}
===============
I haven't seen 2 skin families like you have.
you also don't need .vmt on there.
And I'd remove the flame tex from the skin families all together. If it's not going to swap it doesn't need to be there.
I don't think you can have two families, but it would make more sense to me that this would work better.
Basically you want to list the red tex, then the blu one that would swap with it.
$texturegroup skinfamilies
{
{"models/weapons/c_models/c_extinguisher/c_extinguisher_red.vmt"
"models/weapons/c_models/c_extinguisher/c_extinguisher_blue.vmt"
}
{"models/weapons/c_models/c_extinguisher/c_bottom_red.vmt"
"models/weapons/c_models/c_extinguisher/c_bottom_blue.vmt"
}
}
hope that helps
I like the chains. I started another Halloween project last night and it has chains too which look very similar
Ronin: That's a beast.
edit: Nah didn't work, tried making a multi-sub within a multi-sub but wouldn't export.
obviously that's just the rims, no tires. But it it 4 rims or two? I've never worked on a plane, but typically rims have a wider gap in the middle, I think it would also help the shape/look.
How is it in player view? The powerjack is already pretty large. That's quite a bit larger yet.
I fixed my jigglebone error with my current hat, but the compiled model still is invisible. Does anyone have any ideas for fixing this?
Thanks,
I'm sure it's pretty big. I'll them when i get home back from work. It's just 2 wheels/rims. It's modeled after a boeng liner landing gear but that obviously too large for the pyro (one tire is a big as a full grown man) so i shrunk it to spitfire-fighter plane proportions. These WWII planes usually come with just a wheel per landing gear but to make it hammer like looking, i had to retain the other wheel. Of course, don't tell Valve about that.
$texturegroup skinfamilies
{
{ "c_extinguisher_red" "c_bottom_red" }
{ "c_extinguisher_blue" "c_bottom_blue" }
}
Finished and contributed under the title;
"The Touching Story"
Ah cool, now that I look back I don't see why having the paths there didn't raise an alarm. (not at home either so was kindof guessing, no refs)
What a horrible way to go... Bludgeoned to death by a Segway!
I'm wondering cause I was going to make an item set themed around RAGE.
I was thinking perhaps that's how the Deus Ex items got in.
Isn't there already some Rage TF2 stuff though?
*edit* too slow
haven't heard back from Robin yet
if you haven't got the reference its the Bloodseekers headdress from dota 2
I worked on a little something for the spy. I hope I'll manage to make custom animation.
edit:nvm got it
some more progress, some stuff to do especially around the trigger area, most likely will be unwrapping/texturing tomorrow
It depends what you're attempting to replace. If you mean the actual bullet that fires from his gun, that's just a line; not a 3D model.
If you mean (and I assume it's this) the round he loads in/out when reloading then that will probably require a decompile & recompile of the weapon model.
There's his pocket of bullets though, you could replace those relatively easily as a hat/misc.
been answered already