Robot, I've never seen the entire idea of community contributed mann-conomy items better summed up in a single image. Brilliant. I hope Valve picks that and you get enough stacks to make furniture out of.
So uhhh...
Before I follow along with TexDstZ's tutorials is there any advice or warnings I should be given about custom animation?
they are nice looking models. And I guess the engine and landing gear fit but I'm not getting that 'match up' with the shotty. I guess part of that is just seeing a promo page too.
High Poly modeling work on a Spy revolver with a silencer. The idea in mind was that it's a lot quieter than a normal revolver, so that an emergency firefight won't attract attention to your presence.
whats with the baking normal maps for weapons trend for TF2 these days? you guys do know that there is a very high chance they will not use the normal map right? TF2 only uses normal maps for organic looking stuff.
Well,then I do the low poly with diffuse & spec for the game,& then I can use the normal for portfolio purpose
Edit: About the low poly,can I have holes in the mesh or gives problem in the engine? (I ask this so I can delete some hidden geometry of the low poly mesh)
well,there are always some benefit in using normal maps,even if smalls,for example in the 90° corners (but even in all other corners) with some strong specular light,without them you have a visible hard edge (unless I don't use more edges for the corner,but this end up with a model with too much polygons)
in this case,if I use normal I am pretty sure that I can make the low poly looking 100% identical to the high poly,but...if Valve don't look for that quality...fine,I forget about normals
lol,maybe is better don't use normal,otherwise it become a weapon ready for TF 3 & is not required in the 2
well,there are always some benefit in using normal maps,even if smalls,for example in the 90° corners (but even in all other corners) with some strong specular light,without them you have a visible hard edge (unless I don't use more edges for the corner,but this end up with a model with too much polygons)
in this case,if I use normal I am pretty sure that I can make the low poly looking 100% identical to the high poly,but...if Valve don't look for that quality...fine,I forget about normals
lol,maybe is better don't use normal,otherwise it become a weapon ready for TF 3 & is not required in the 2
Mainly the TF2 asthetic is just simpler textures. Not a lot of detail (which is what normal maps are good for). They only rarely use them for anything, like the ambassador for the fine engraving because it's such a strong part of the gun.
For the pistol the only things that would really benefit imo are for the screws, the bullets and shape on the handle. The majority of which will barely be seen from users view in game anyway.
They definitely don't shy away from poly usage though, and most models have beveled corners. So might as well incude them in the high poly LOD anyway.
Then their low poly LOD's and really basic and rough, ugly even. Turn on low detail and have a look around, hard edges, missing polys, funky shapes are the norm there.
Not sure about the mummy as others have said.
Might be weird to have her mask wrapped, but that would be weird too.
The bonus is the pyro have no face morphs so you can go any size shape, no worries.
The spy with the saharan kit would make a great mummy, but the wrap would need to be big enough to engulf all the face morphs (dealing with this issue with my Heavy Orc. at least with an orc a huge nose/jaw makes sense). Then again the spy is more reserved and his face poses might be less drastic than the heavies.
Decided to post my progress on this thing here too! woop woop.
The mesh is based on the mask I made for the night of the living update (http://i.imgur.com/wALa3.png), I thought it would go well on a shield so I went with it.
I wanted to get my item in as a replacement for the birthday hat, in order to capture some gameplay of it.
So, i replace the model path in the games_item.txt, and it works. I can see my item instead of the bday hat on the loadout screen, and when I connect to an online server. Cool ! But I had stuff to do at the moment, so I quitted the game and thought i'd make a replay later.
Later, it doesn't work anymore... I've tried restarting the game, re-extracting the games_item.txt file, remodifiying it and reputting it in, but no, it just doesn't work anymore. Now the bday hat shows up on the loadout screen, and on online servers. It works on local servers, okay, but I can't make a replay out of it so it's useless, and I already have the itemtest map to test locally anyway.
So ? Any idea why it worked only once ? Can I do it again by changing another item's path ?
Yes, but I think it's a 200, not 500, less orange. Funny money fits fine I think.
@Contre, why not just compile it under the bday hat name? No need to mess with item txt
Yeah, that's what I figured out a few minutes after my post. Anyway, bummer : the replay rendering doesn't animate jigglebones. Heh. So my replay is cool and jiggly, but once rendered it's stiff as anything else.
So, it seems i'm going to have to fraps my replay or something xD
Edit : wait what ? capturing with fraps during replay playback disables jigglebones... Like, I can literally trigger jigglebones on and off by pressing F9 multiple times while watching... Oo'
I think life hates me
Replies
GENTLEMEN, BEHOLD!
What's the inspiration for this? Poltergeist? Maybe call it Pyrogeist or Terrorvision?
@Dinksink
awesome, maybe you should also give him a little gibus
@Napy
excellent, interesting how it can be a hat or misc slot from the look of it.
@ThreeEyedRanger
this is why we need Noors' chainsaw in-game.
[ame]http://www.youtube.com/watch?v=2djT5eAfM68&feature=related[/ame]
So uhhh...
Before I follow along with TexDstZ's tutorials is there any advice or warnings I should be given about custom animation?
The pyro melee is not completely textured yet. Looking to see how the whole set looks. Comments and crits are welcome.
Slight personal things that really aren't THAT important, the round covers over the flame thrower engine make it look a little modern in my opinion.
The melee weapon reminds me a lot of the powerjack, which I thought was a tad out of place/too bulky.
Well,then I do the low poly with diffuse & spec for the game,& then I can use the normal for portfolio purpose
Edit: About the low poly,can I have holes in the mesh or gives problem in the engine? (I ask this so I can delete some hidden geometry of the low poly mesh)
In saying that, the pistol looks very modern dislike its lack of tf2 styling
here a low poly i do some time ago with the normal
http://img202.imageshack.us/img202/6239/rifleo.png
in this case,if I use normal I am pretty sure that I can make the low poly looking 100% identical to the high poly,but...if Valve don't look for that quality...fine,I forget about normals
lol,maybe is better don't use normal,otherwise it become a weapon ready for TF 3 & is not required in the 2
The mummy Pyro
Any suggestions ?
Any
EDIT: the mummy pyro doesn't really look TF2 styled? it's not even in the pyro's head shape
Sorry, but if you can make a two-way joke, you just have to.
Riot Shield + Gas Granade launcher + Baton
Considered making a set
Thanks,
Mainly the TF2 asthetic is just simpler textures. Not a lot of detail (which is what normal maps are good for). They only rarely use them for anything, like the ambassador for the fine engraving because it's such a strong part of the gun.
For the pistol the only things that would really benefit imo are for the screws, the bullets and shape on the handle. The majority of which will barely be seen from users view in game anyway.
They definitely don't shy away from poly usage though, and most models have beveled corners. So might as well incude them in the high poly LOD anyway.
Then their low poly LOD's and really basic and rough, ugly even. Turn on low detail and have a look around, hard edges, missing polys, funky shapes are the norm there.
Not sure about the mummy as others have said.
Might be weird to have her mask wrapped, but that would be weird too.
The bonus is the pyro have no face morphs so you can go any size shape, no worries.
The spy with the saharan kit would make a great mummy, but the wrap would need to be big enough to engulf all the face morphs (dealing with this issue with my Heavy Orc. at least with an orc a huge nose/jaw makes sense). Then again the spy is more reserved and his face poses might be less drastic than the heavies.
Ok, when cleaning it up I saw the problem
No end quote in the blu tex
{ "\models\player\items\pyro\tv_blue.vmt" "\models\player\items\pyro\tv_static.vmt }
should be
{ "\models\player\items\pyro\tv_blue.vmt" "\models\player\items\pyro\tv_static.vmt"}
That would be pretty boss. Maybe some demoman-altered riot club, mask, and a tear-gas-style grenade launcher?
I love my friend NassimO, he is a genius.
The mesh is based on the mask I made for the night of the living update (http://i.imgur.com/wALa3.png), I thought it would go well on a shield so I went with it.
Last time I checked, money isn't yellow!
I think it's monopoly money.
I wanted to get my item in as a replacement for the birthday hat, in order to capture some gameplay of it.
So, i replace the model path in the games_item.txt, and it works. I can see my item instead of the bday hat on the loadout screen, and when I connect to an online server. Cool ! But I had stuff to do at the moment, so I quitted the game and thought i'd make a replay later.
Later, it doesn't work anymore... I've tried restarting the game, re-extracting the games_item.txt file, remodifiying it and reputting it in, but no, it just doesn't work anymore. Now the bday hat shows up on the loadout screen, and on online servers. It works on local servers, okay, but I can't make a replay out of it so it's useless, and I already have the itemtest map to test locally anyway.
So ? Any idea why it worked only once ? Can I do it again by changing another item's path ?
Lame. XD
Monopoly money it is indeed.
@Contre, why not just compile it under the bday hat name? No need to mess with item txt
This texture good?
You are the sexiest man alive.
Yeah, that's what I figured out a few minutes after my post. Anyway, bummer : the replay rendering doesn't animate jigglebones. Heh. So my replay is cool and jiggly, but once rendered it's stiff as anything else.
So, it seems i'm going to have to fraps my replay or something xD
Edit : wait what ? capturing with fraps during replay playback disables jigglebones... Like, I can literally trigger jigglebones on and off by pressing F9 multiple times while watching... Oo'
I think life hates me
Give names plox.
Got the model unwrapped, rigged, and I've baked the AO. I'll be starting on the texture tomorrow.