Could someone tell me how to get a melee weapon with some physics (I think it's called jigglebones) into the game? Itemtest seems to be able to make only hats.
@ Mark, dude the scrap banker hats are superb! Great idea and surely would be popular with the scrap whores out there .
@ Sexy Robot, I love the changes you're making to the minigun, it has more coherence now IMO.
@ Tomm, that reindeer hat is pure EPIC!
@ Microwave, dunno about anyone else but I always tend to make my textures twice the size they need to be because you can always scale them down right at the end of the painting process? Might just be me though!
@Sexy Robot
maybe call the Stovepipe and 'stache "The Dastardly Bastard"
@Tomm
I'm loving the Heavy hat. I said it before and I'll say it again:
"Russian Rudolph" ("They never let him join in any reindeer games. So he killed them and made this festive hat.")
I went back to my chicken to make better LOD's and I wondered if I should make it paintable rather than team based. I say this because I looked through the GFCscape files and a lot of them had been updated to be white for painting. Makes me think every item needs it now?
Considering the giant progress he's made since then, most definitely. Hell, his progress puts me to shame when I look at what I've achieved in that time. But this pack is going to change things. Hopefully. Also, I can has texture crits?
@Mad Mike
I think that metal colour should be a lot darker, metal is not white.. and maybe it's just me, but the handle seems overdetailed to me.
+ shadows are never black, play more with your colours
It might not get added because South Korea's a TF2 market.
Why would that be a concern? If they've got several samurai helms, hairstyles, weapons, the Noh mask and various other Japanese flavoured items I can't imagine that a Samurai face plate is going to be any more of an issue.
Finally had time to finish modeling item #2. Concepted on one of the most overdone ideas for an alternative Sniper SMG - but at least it fits the the planned theme!
Of course, ample artistic license had to be used in order to shoehorn it into the existing SMG shape and animations.
heavy has too many bullets, Engy kneepads should lose their screws, Spy suit has too many stripes... actually all of them are kinda too detailed in some way or another. Really good though, just, that would improve them a lot.
Finally had time to finish modeling item #2. Concepted on one of the most overdone ideas for an alternative Sniper SMG - but at least it fits the the planned theme!
Of course, ample artistic license had to be used in order to shoehorn it into the existing SMG shape and animations.
@aivanov: Really well executed model, smooth, just the right amount of detail. You better texture it as good as you modelled. @JZeeba: For a quickie item it looks pretty nice, maybe a bit too shiny, and could use some smoke/ash residue to match his suit.
@aivanov: Really well executed model, smooth, just the right amount of detail. You better texture it as good as you modelled. @JZeeba: For a quickie item it looks pretty nice, maybe a bit too shiny, and could use some smoke/ash residue to match his suit.
From me, progress with texturing:
I think you should experiment more with the handle.
I'd suggest making the clip the same color as the black drill chuck (?) on the front and then making the actual handle the same grey that the clip is now.
edit: quick paintover
Whatever you do, I think that you need to somehow create a little more interest
I think you should experiment more with the handle.
I'd suggest making the clip the same color as the black drill chuck (?) on the front and then making the actual handle the same grey that the clip is now.
edit: quick paintover
Whatever you do, I think that you need to somehow create a little more interest
I'm really liking some contrast on the gun.
I just wanted to see this option too:
I can't seem to get my textures to show up in the model viewer. I'm pretty sure I've done everything right -
The TGA texture referenced in the .SMD.
The QC has the correct path - $cdmaterials "/models"
the TGA is in the materialsrc/models directory
the VTF and VMT are in the materials/models directory.
The VTF is referenced in the VMT file. - "$baseTexture" "models/HelpingHand.vtf"
The model compiles fine with working jiggly bones, but no texture. I've tried everything I can think of with no success. Any ideas?
I can't seem to get my textures to show up in the model viewer. I'm pretty sure I've done everything right -
The TGA texture referenced in the .SMD.
The QC has the correct path - $cdmaterials "/models"
the TGA is in the materialsrc/models directory
the VTF and VMT are in the materials/models directory.
The VTF is referenced in the VMT file. - "$baseTexture" "models/HelpingHand.vtf"
The model compiles fine with working jiggly bones, but no texture. I've tried everything I can think of with no success. Any ideas?
Are you sure your model had the correct texture applied before saving/exporting? try wunderboy's Source MDL Texture Info
I'm pretty sure it's not the VTF file.. sounds more like a texture path issue, you should check it again. Same thing happened to me a while ago and it was caused either by wrong texture path or wrong texture referenced in my smd.
The texture info deally says it's looking for the right VMT in the right directory.
Could I have made a bad VTF file maybe? I used the default settings for the "compressed with alpha" template in the Photoshop VTF exporter.
I think what he was asking you is was the name of the texture you had applied to your model before exporting to .smd named the same as your final .vmt file. That's the problem I find most people run into when compiling models for Source.
Replies
Here's the item in question, "The Ol' Chop-Chop"
oh my.
I find things to look just fine for TF2's standards when I use half the resolution I'd normally do.
http://steamcommunity.com/sharedfiles/filedetails/?id=3954
The model is good, though.
Thanks, it saved me some UV space.. so I left it as it is.
and finally finished my stuff
http://steamcommunity.com/sharedfiles/filedetails/?id=3978
http://steamcommunity.com/sharedfiles/filedetails/?id=3980
The Duplicitous Fellow
@ Sexy Robot, I love the changes you're making to the minigun, it has more coherence now IMO.
@ Tomm, that reindeer hat is pure EPIC!
@ Microwave, dunno about anyone else but I always tend to make my textures twice the size they need to be because you can always scale them down right at the end of the painting process? Might just be me though!
maybe call the Stovepipe and 'stache "The Dastardly Bastard"
@Tomm
I'm loving the Heavy hat. I said it before and I'll say it again:
"Russian Rudolph" ("They never let him join in any reindeer games. So he killed them and made this festive hat.")
/Okay, never mind. They're back.
//Disregard that, they're gone again.
Revisited this item. Remodeled. Now has 4 extra styles using 1 texture. 1 style paintable. Click and rate below if you like it. Thanks.
Submitted this in the workshop just now. Suffice to say it will just be a headgear.
Great little idea, nice model, nice colours. I hope they use this.
It might not get added because South Korea's a TF2 market.
I think that metal colour should be a lot darker, metal is not white.. and maybe it's just me, but the handle seems overdetailed to me.
+ shadows are never black, play more with your colours
other than that it looks cool!
Of course, ample artistic license had to be used in order to shoehorn it into the existing SMG shape and animations.
Only LOD's and bite bodygroup left to make
Gorgeous and elegantly made. Well done.
New idea I started laying out. I thought it would be interesting if the Heavy went on a spiritual journey and came back looking like this.
Originally I wanted the demoman but he had too many neck things in the way. Damn TF2 and its neck high clothes.
I hate rigging...
http://steamcommunity.com/sharedfiles/filedetails/?id=4039
VERY NICE! A hippy heavy makes me think of these guys from Star Trek TOS :
Maybe some fancy ear modification for the heavy too...
These guys were the orginal Bronies, just look at that pretty pretty hair.
Don't try to get any tattoos on your head after a heavy night of unwrapping UVs and drinking.
but seriously I like the idea
Best
Mark
@JZeeba: For a quickie item it looks pretty nice, maybe a bit too shiny, and could use some smoke/ash residue to match his suit.
From me, progress with texturing:
Geta Sandals with Psyke
I think you should experiment more with the handle.
I'd suggest making the clip the same color as the black drill chuck (?) on the front and then making the actual handle the same grey that the clip is now.
edit: quick paintover
Whatever you do, I think that you need to somehow create a little more interest
Now also for the scout. Uses only one texture for both models.
I'm really liking some contrast on the gun.
I just wanted to see this option too:
Best
Mark
Vote for it here!
http://steamcommunity.com/sharedfiles/filedetails/?id=4069
The TGA texture referenced in the .SMD.
The QC has the correct path - $cdmaterials "/models"
the TGA is in the materialsrc/models directory
the VTF and VMT are in the materials/models directory.
The VTF is referenced in the VMT file. - "$baseTexture" "models/HelpingHand.vtf"
The model compiles fine with working jiggly bones, but no texture. I've tried everything I can think of with no success. Any ideas?
Are you sure your model had the correct texture applied before saving/exporting? try wunderboy's Source MDL Texture Info
Could I have made a bad VTF file maybe? I used the default settings for the "compressed with alpha" template in the Photoshop VTF exporter.
I think what he was asking you is was the name of the texture you had applied to your model before exporting to .smd named the same as your final .vmt file. That's the problem I find most people run into when compiling models for Source.