Way to fix Steam Workshop:
1. Way to report theft
2. developers see likes and dislikes rather than stars
3. voting is done by random popups of a submission and people either vote up or down, and then it moves on to the next item
4. top rated can be browsed by class, hat, misc etc.,
5. way to report joke items and whatnot being submitted
Hm, really wish it was easier to get into the top rated. My items are well recieved, but never get rated because they're down on pages 15-30
I noticed this as well; it is easier to maintain a high spot than to climb into it. Filtering by Most Recent leaves high quality models with no exposure other than when they were brand new. My idea was to have an "Up and Coming" category that would be like top rated, but have a time limit on how long ago they were submitted. That way the best Most Recent ones can be brought to the first few pages of a new category and actually have a chance to crack the overall Top Rated.
I got feedback on the format of the zip files. Not the item itself :I And since I tried to make modification to ease their process I didn't get a word from them.
When I submitted, I followed the game folder structure like what you would do for a weapon replacement with everything in the correct folder. I made sure to include the materialsrc, model, and material folders, too. Today I got a comment from Valve on a weapon I made saying they highly recommend following the itemtest directory convention (along with feedback on the item itself). However, the itemtest output always goes to the player folder, even if it's a weapon. So when you submit a weapon, it should be in the player folder is what I am getting from their message. Or do I just need to include the Steam ID folder (named like 0x12345678) somehow? Has anyone else experienced this?
I'll reply to the private dev comment and report what I'm told if no one else has heard anything.
crazy-g - I'm guessing they're using our Steam IDs to separate the submissions by ownership in some sort of massive model dump they keep on their end for any items that they're interested in. The whole player/items/ structure is just so they can quickly separate the items by class - rather than it being dependent on you naming the item files with a class name.
You can try using the template zip in my signature (it's built to be as close to the itemtest as possible); see if that gets any reaction? (I'd like to know if I need to tweak it myself at all too.)
Thanks, that was quite helpful. One difference with your zip and the one generated by itemtest is the QC is in the "models" folder and there is no "modelsrc" folder. Coincidentally, in my original submission I actually did include a "modelsrc" folder with SMDs, OBJs and the QC just as you show, even though itemtest does not put that in the generated zip. Maybe they didn't like that I added that folder and moved the QC to it, too. Thanks for the info about the player folder as well, putting weapons there was a bit unintuitive.
I can't find my chainsaw WTF
I can still access it from the url but no way from the menu, unless i use the "heavy" filter.
I swear it was in the first pages some hours ago.
Am i going slightly mad ?
I can't find my chainsaw WTF
I can still access it from the url but no way from the menu, unless i use the "heavy" filter.
I swear it was in the first pages some hours ago.
Am i going slightly mad ?
You're not the only one. My item which was topping in the first pages, is missing as well.
I love the fact that they released the MB rigs for the characters..... But why couldn't they have given us the blend shapes too? I don't feel like modeling out the phonemes for these guys if I ever want to animate them....
I can't find my chainsaw WTF
I can still access it from the url but no way from the menu, unless i use the "heavy" filter.
I swear it was in the first pages some hours ago.
Am i going slightly mad ?
I can't find my chainsaw WTF
I can still access it from the url but no way from the menu, unless i use the "heavy" filter.
I swear it was in the first pages some hours ago.
Am i going slightly mad ?
IMO its the files in the middle of the workshop that miss out a lot. Anything more than 20 pages from the best rated or newest is quickly pushed into the middle section that is impossible to reach without continuous clicking.
I'd suggest a "show random page" with options to filter out certain tagged elements. Along with "top rated/viewed/commented items of the day/week/month"
IMO its the files in the middle of the workshop that miss out a lot. Anything more than 20 pages from the best rated or newest is quickly pushed into the middle section that is impossible to reach without continuous clicking.
I'd suggest a "show random page" with options to filter out certain tagged elements. Along with "top rated/viewed/commented items of the day/week/month"
I think once the file reaches 1000 ratings and 5 stars it should automatically leave the frontpage and go to another page. Those items already got the approval from the community, no further voting should really be necessary.
apparentley number of supporter votes doesn't determine where the item is placed, the items I made with Jzeeba and Ronin had more votes than some of the other submissions yet they are placed pages after them then they jump around. it might be something with the workshop page . Also if you have a hat that also be submitted as a miscellaneous item, that also screws things up because you are adding another category altogether. I dont know about weapons.
some progress on the soldier Viking shield. Rather pleased with the wood, for a change, but worried that it might not be stylized enough. texture's a whole bunch of wip and under construction. C&C welcome though.
Max renders.
Model is at a light 1132 triangles. Will be using those to soften the edges of the shield, and make a lod0 from this.
aesthetically, i mean there s another round shield in the game, that look quite different, but here the pattern is almost identical, don't you think ? The nails fix are cool though.
I'd say it's too similar to the Targe just because there's no identifying trait to make it seem different, like some strange spike replacement, or a painted design or something.
I think my english grammar and processing skills are dying. I can't understand the first sentance thatt i wrote in my last post. :-|
What i meant, noors, was that just because the demoman has a shield (demoknight) doesn't mean that the soldier can't also have a shield. I should explain what i mean more often, shouldn't I?
Now that i've taken a step back, cut down my pride by a meter or two, made this quick reference sheet comparing current shield, targe, and typical viking shields, I see what you meant by similarity. I'm also seeing problems with it outside of the simply similarity issue.
So i can only thank you two for making me a bit sensible again.
I'm finding this submission process to be very annoying. If you zip stuff up like the new compiler would organize it then you have to redo your vmt's so the path is correct for the extra folders under user name.
The manifest makes no sense other than telling Valve where you like to keep your files.
It just uses the base model for the collision, so you can't even optimize that.
If you have a z up program, then you can't use the auto skin without major hassles. If you don't use the auto skin it doesn't compile correctly. If you do use it you can only use head bone, no jiggle bones, etc...
Using it doesn't compile vmt's with color swap info.
It's just a very raw, un thought out process imo.
Why can't we just compile it under a name, test it, zip what it needs and call it good? If we give them a good vtf, why do they need a tga, it's the same exact thing.
The atuo compile doesn't zip up PSD's and TGA's don't have layers...
ARGHHHHHHHHHHHHHHHHHHHHH
lol, then on top of that..
my 2 new submissions don't show anywhere right now. One of my submissions from last week is on the 'new submissions' page with 0 stars, but on my page it still has 5 stars and 40 some votes.
@Cbast
it's interesting for sure... might be a bit too bulky, but I quite like it.
maybe a GTA reference for the name?
you could call it "The Hellenbach"
@Doughnut
looks utterly fantastic. and I see you took my advice with the 3 on the helmet.
it looks really really cool, maybe try a different style with the Pyro logo on the side of the helmet.
and the flamethrower looks awesome.
I'm liking the whole hot rod theme you got going on.
Baddcog - Well, I imagine the compile you provide to Valve is just a starting point before they do their own optimizations and whatnot; the TGA I imagine is just to have a texture without compression artifacts.
But yes, the program is extremely young and I have no idea why Valve only thought of people making hats if they expected everyone to use it.
this would be pretty entertaining as an unusual... flies, fire, orbiting planets ("NOW WE ALL KNOW THAT THE MOON IS NOT MADE OF GREEN CHEESE. BUT WHAT IF IT WERE MADE OF BARBEQUE SPARE RIBS, WOULDJA EAT IT THEN?")
EDIT: also, I believe that that hat is a reference to the Greenbay Packers. since the team is from Wisconsin, the fans wear hats shaped like big wedges of cheese (hence the name "Cheese Head").
Two questions regarding my remodeled Pray-n-Spray flamethrower:
1. I tried to give the chassis a bit more flair and continue with the bike parts theme. Better than the original?
2. I'm not happy with the texture. I agree with one of the comments on the submission page that it's too dull. Part of the problem is that the tube is supposed to be shiny steel, almost chrome, which does not translate well to TF2. I also cannot for the life of me find a tank hue that works that isn't a direct rip off of the Degreaser. Texture HALP! (P.S. I'm not done with the alpha map yet.)
New:
Old:
Also, any ratings/comments on this or my other items (including the rest of the pack) are greatly appreciated. Thanks!
Me and a friend of mine had been bumping around an idea to make a Cosmonaut set for heavy for a while, but neither of us really have all that much experience with 3D modeling. Only basic stuff really. We were wondering if there are any good tutorials we could get, or if the idea has already been done. Any tips?
http://forums.steampowered.com/forums/showthread.php?t=1536668
Helljumper's Blender tutorial is a great place to start, with free modeling software. I taught myself modeling using HJ's tut about 6 months ago and the items posted right above yours were all made using what I learned.
I've seen them all scattered all over the place. I saw one with the chainsaw for the heavy waaay back in like the 200's of top rated, and the 30's of latest submitted. And also, 'ello. First time poster, long time stalker I mean watcher of the polycount forums. I guess we have to post stuff we're working on right? Well, here, something me and someone who does post on these forums have been working on for a while. Done in Google Sketchup (Silence! I keel you for laughing!)
Replies
1. Way to report theft
2. developers see likes and dislikes rather than stars
3. voting is done by random popups of a submission and people either vote up or down, and then it moves on to the next item
4. top rated can be browsed by class, hat, misc etc.,
5. way to report joke items and whatnot being submitted
I noticed this as well; it is easier to maintain a high spot than to climb into it. Filtering by Most Recent leaves high quality models with no exposure other than when they were brand new. My idea was to have an "Up and Coming" category that would be like top rated, but have a time limit on how long ago they were submitted. That way the best Most Recent ones can be brought to the first few pages of a new category and actually have a chance to crack the overall Top Rated.
When I submitted, I followed the game folder structure like what you would do for a weapon replacement with everything in the correct folder. I made sure to include the materialsrc, model, and material folders, too. Today I got a comment from Valve on a weapon I made saying they highly recommend following the itemtest directory convention (along with feedback on the item itself). However, the itemtest output always goes to the player folder, even if it's a weapon. So when you submit a weapon, it should be in the player folder is what I am getting from their message. Or do I just need to include the Steam ID folder (named like 0x12345678) somehow? Has anyone else experienced this?
I'll reply to the private dev comment and report what I'm told if no one else has heard anything.
You can try using the template zip in my signature (it's built to be as close to the itemtest as possible); see if that gets any reaction? (I'd like to know if I need to tweak it myself at all too.)
I can still access it from the url but no way from the menu, unless i use the "heavy" filter.
I swear it was in the first pages some hours ago.
Am i going slightly mad ?
http://steamcommunity.com/sharedfiles/filedetails/?id=2837
I'm really not a good modeler or texturer at all so I decided to do something simple that could still look nice. (...?)
Votes appreciated!
Perhaps any criticism?
Valve, what are you trying to say to us ? Send a sign almighty Gods !
My workshop contribution here:
http://steamcommunity.com/sharedfiles/filedetails/?id=2842
What do you say guys?
I'm not cool modeler, and so to say this is my first work.
I've seen this somewhere before.
Oh and that Pyro eyebrow face is hilarious. I want one.
edit: hehe, didn't take him long to delete them.
edit2: Heh, now they're writing broken English and slagging off my work
I look forward to the report button so I can nuke this guys work.
Same thing happening here. :-S
[ame="http://www.youtube.com/watch?v=lS3cx4Bqd74"]New Pyro Hat[/ame]
weird because I'm able to get to it through a link, but it definitely was in the top page not long ago
I'd suggest a "show random page" with options to filter out certain tagged elements. Along with "top rated/viewed/commented items of the day/week/month"
I think once the file reaches 1000 ratings and 5 stars it should automatically leave the frontpage and go to another page. Those items already got the approval from the community, no further voting should really be necessary.
Edited, now its look less wood and solid
http://steamcommunity.com/sharedfiles/filedetails/?id=3050
P.S. Why some of my works not showing in most recent?
NICE Goggle!
It reminds me of the Cylons in the original Battlestar Galactica.
"By Your Command" or some such reference would be good.
Best
Mark
[ame="http://www.youtube.com/watch?v=Ia9N_wZaoa4"]Binary Solo - Flight of the Conchords - YouTube[/ame]
binary solo !
Links to the submissions. Rate them if you are so kind!
http://steamcommunity.com/sharedfiles/filedetails/?id=2573
http://steamcommunity.com/sharedfiles/filedetails/?id=2340
http://steamcommunity.com/sharedfiles/filedetails/?id=2762
Went over my tex for the helmet to look more like worn metal. Thoughts?
some progress on the soldier Viking shield. Rather pleased with the wood, for a change, but worried that it might not be stylized enough. texture's a whole bunch of wip and under construction. C&C welcome though.
Max renders.
Model is at a light 1132 triangles. Will be using those to soften the edges of the shield, and make a lod0 from this.
second, why don't you look at the Chargin' Targe texture to copy the wood style ?
The first reason is a load of hogwash as far as i'm concerned.
aw, plz, don't be that way. You asked for crit.
version 3
What i meant, noors, was that just because the demoman has a shield (demoknight) doesn't mean that the soldier can't also have a shield. I should explain what i mean more often, shouldn't I?
Now that i've taken a step back, cut down my pride by a meter or two, made this quick reference sheet comparing current shield, targe, and typical viking shields, I see what you meant by similarity. I'm also seeing problems with it outside of the simply similarity issue.
So i can only thank you two for making me a bit sensible again.
Here, have a flamethrower made out of a coffin
goggles and helmet ingame, still working on the textures
I'm finding this submission process to be very annoying. If you zip stuff up like the new compiler would organize it then you have to redo your vmt's so the path is correct for the extra folders under user name.
The manifest makes no sense other than telling Valve where you like to keep your files.
It just uses the base model for the collision, so you can't even optimize that.
If you have a z up program, then you can't use the auto skin without major hassles. If you don't use the auto skin it doesn't compile correctly. If you do use it you can only use head bone, no jiggle bones, etc...
Using it doesn't compile vmt's with color swap info.
It's just a very raw, un thought out process imo.
Why can't we just compile it under a name, test it, zip what it needs and call it good? If we give them a good vtf, why do they need a tga, it's the same exact thing.
The atuo compile doesn't zip up PSD's and TGA's don't have layers...
ARGHHHHHHHHHHHHHHHHHHHHH
lol, then on top of that..
my 2 new submissions don't show anywhere right now. One of my submissions from last week is on the 'new submissions' page with 0 stars, but on my page it still has 5 stars and 40 some votes.
it's interesting for sure... might be a bit too bulky, but I quite like it.
maybe a GTA reference for the name?
you could call it "The Hellenbach"
@Doughnut
looks utterly fantastic. and I see you took my advice with the 3 on the helmet.
it looks really really cool, maybe try a different style with the Pyro logo on the side of the helmet.
and the flamethrower looks awesome.
I'm liking the whole hot rod theme you got going on.
But yes, the program is extremely young and I have no idea why Valve only thought of people making hats if they expected everyone to use it.
Why not blue cheese? http://www.google.com/search?um=1&hl=en&client=opera&rls=en&biw=1887&bih=1082&tbm=isch&sa=1&q=blue+cheese&oq=blue+ch&aq=0&aqi=g10&aql=1&gs_sm=e&gs_upl=3186l4416l0l5876l7l7l0l0l0l0l186l954l1.6l7l0
EDIT: also, I believe that that hat is a reference to the Greenbay Packers. since the team is from Wisconsin, the fans wear hats shaped like big wedges of cheese (hence the name "Cheese Head").
I really like your designs, but I think your texture work on the weapons is really letting you down.
http://steamcommunity.com/sharedfiles/filedetails/?id=1247
Vote up if ya dig!
Vote down if ya don't.
1. I tried to give the chassis a bit more flair and continue with the bike parts theme. Better than the original?
2. I'm not happy with the texture. I agree with one of the comments on the submission page that it's too dull. Part of the problem is that the tube is supposed to be shiny steel, almost chrome, which does not translate well to TF2. I also cannot for the life of me find a tank hue that works that isn't a direct rip off of the Degreaser. Texture HALP! (P.S. I'm not done with the alpha map yet.)
New:
Old:
Also, any ratings/comments on this or my other items (including the rest of the pack) are greatly appreciated. Thanks!
http://steamcommunity.com/id/sgtr007/mysharedfiles
Helljumper's Blender tutorial is a great place to start, with free modeling software. I taught myself modeling using HJ's tut about 6 months ago and the items posted right above yours were all made using what I learned.
Leaving this here before i go to bed. Probably making the heavy bag bigger tomorrow.
I've seen them all scattered all over the place. I saw one with the chainsaw for the heavy waaay back in like the 200's of top rated, and the 30's of latest submitted. And also, 'ello. First time poster, long time stalker I mean watcher of the polycount forums. I guess we have to post stuff we're working on right? Well, here, something me and someone who does post on these forums have been working on for a while. Done in Google Sketchup (Silence! I keel you for laughing!)