Pack is complete now! Textures of the hat and cloak by Blaholtzen, the cloak rig by Sparkwire. I hope you like them! Ol' Rudy Koala Cloak Yuletider Rosehut
Though I think the hat could resemble the original headgear much less. Perhaps widening the crown?. The toga patteern could probably get away with being a little whiter.
Windex I'd continue with the other "toy" ideas. They're all great and would make a nice multiple class item.
Stirrup I love you.
Roninsmastermix I'd immediately think of A Fistful Of Dollars rather than festive/holiday, but it's brilliant. The new pattern is much better. A random thought about differentiating the hat from the default one, I can see the Sniper using a piece of metal to create a bulletproof hat in the same style as the film if you're looking to change it.
The hat will be worked on later. I agree it needs to be more unique and i'll work on that later.
The poncho would be too colorful if i inverted the style. I know too that the item is predominantly a reference to fistful of dollar movies but it wouldn't hurt to try and enter it as a winter wear too.
Hello Polycount! For a while now I've browsed your forums but never posted anything.
I recently submitted my TF2 contribution, I figured I would share my creation seeing as I got help from here on the texture.
Provisional name and picture. If someone could help me to render a good picture of the engie with the goggles I would appreciate it. Also you can suggest names since this one sucks haha.
This is planned for the christmas update and submitted right before the deadline!
Alright, managed to get about 80% of texturing done. Submitted to Steam Workshop 1 minute before deadline. Gonna update it to fully completed ASAP. Also, the oven is my most succesful piece of texture ever.
EDIT: I got ninja'd by two people. Also I think I'm the last to submit a Christmas item. *yay* You guys thought you cut it close? Well, think again.
Provisional name and picture. If someone could help me to render a good picture of the engie with the goggles I would appreciate it. Also you can suggest names since this one sucks haha.
This is planned for the christmas update and submitted right before the deadline!
I tried. We were just running out of time because the deadline and I had to come up with something quick. Anyway I'll try HLMV again later, today is been the first time I use it, seems pretty simple, let's hope I get to know how to make a decent render =P
Thanks JZeeba! I agree with you, they do look a little off... if I can figure out how to make them glow, I'll re-do their texturing. Thanks!
Okay, so let's say this is our main texture loaded in Photoshop:
So we want all the red parts on this to be white for our alpha channel, so that when the VMT sees that we have $selfillum, it'll make those white parts glow:
So we come over here to our channel tab:
Create a new channel in that tab, and name it "Alpha," and ensure it's filled with all black. Now, having your areas selected from before, fill in those sections while the "Alpha" channel is selected, using white, like this:
Then save it as a .TGA, and then import it into VTFEdit to be saved as a VTF. Now that that's done, open up your VMT in Notepad++ or VTFEdit, and make sure the following is somewhere in it:
"$selfillum" "1"
Then save that, and compile like normal. If done correctly, your item should be glowing in those white places!
Thanks JZeeba! I agree with you, they do look a little off... if I can figure out how to make them glow, I'll re-do their texturing. Thanks!
Making them glow would be good, but after thinking about it for a bit, what's off for me is that you're using red and blu at the same time. Maybe try different combinations for red/blu versions. But maybe that's just me... good model anyway
Or maybe if you assign the lights another material pointing to the same vtf and make that material a bit translucent or glow or just play with the vmt settings...
Then save that, and compile like normal. If done correctly, your item should be glowing in those white places!
Yep, worked like a charm! Thanks so much D-D-D-Demon!!!
The only problem after doing that is that the rest of my model appears really dark, even in light. Here is an example(linked so the ugly doesn't ruin other peoples browsing experiences!)
Also, I know the testmap is bugged, but I don't know if I should be worried about half the hand disappearing or not.
Making them glow would be good, but after thinking about it for a bit, what's off for me is that you're using red and blu at the same time. Maybe try different combinations for red/blu versions.
I love that idea!!! I had thought about doing that at the beginning of this project... but forgot about it after stumbling forever getting it to work in game.
ANYWAY, I just did JUST that. I created 3 textures:
Normal texture(Green, Red, and Blue lights)
Red texture(Green, Red, Orange-Red)
Blu texture(Green, Blue, Light Blue)
I also added frosting to the tips of the bulbs(see bad SS above.) I would love to show you the other color schemes... but I have no clue how.
I don't know how to change the texture of the loaded weapon on the heavy. When I load the Deck Them Alls into the model viewer they appear very very far away from the camera and I have to zoom in several times to see them. And when I change the skin it doesn't change the texture. So maybe you guys can help me.
Or, if you're tired of reading about and talking to the new guy and want me to shut up, I understand and will.
You can't actually change the skin of a weapon after it's been loaded on a player model (as far as my knowledge goes at least.) You could just overwrite the RED team skin with the BLU one to view them in HLMV, then switch them back for in-game purposes. Also, as far as the rest of your skin looking dark, does it do that in HLMV? If not, then most likely your illumposition is off.
You can't actually change the skin of a weapon after it's been loaded on a player model (as far as my knowledge goes at least.) You could just overwrite the RED team skin with the BLU one to view them in HLMV, then switch them back for in-game purposes. Also, as far as the rest of your skin looking dark, does it do that in HLMV? If not, then most likely your illumposition is off.
It's not dark in the HLMV, no. And I didn't know you couldn't change the skin of a weapon in HLMV after being loaded onto a character. Good to know!
Also, great suggestion. I'll load up the different textures and get a new render out for you guys. Thanks again for your help Demon.
I think the issue with the hands is you used the boxing gloves as a base? I had that same issue when I made my brass knuckles. (I think they swapped hands that were scrunched or something to hide them from clipping with gloves-not sure)
Instead use the Eviction notice as a base.
Also, just weight the model to the finger bones and you won't get weird clipping/strange issues where they look good in 3rd but not 1st person. And with taunts like the halloween one where his hands open your model will follow.
I actually did use the Eviction Notice as a base. So I'm not sure what to do. I'd like to weight it to the fingers but the only option I have is the hand(bip_hand_R/L)
Yes, at least 1 LOD is required. It should be approx half as many tris as the regular model.
You just export both models (both need rigged to bone, or to be in the same position if you use the new tools) and in the qc put an lod stage.
I mentioned this on Workshop, but I think the guitar case rocket launcher might look better if you balanced the part where the guitar body curves inwards on his shoulder. It's mean you could have a neck which wasn't quite so disproportionately long.
you know, like this:
[ame="http://www.youtube.com/watch?v=qBmwUTjAYes"]Antonio Banderas-Desperado-"Let's play" - YouTube[/ame]
Regardless, it's a nice looking item set.
Some texturing progress on the axe blade. Still some normals issues I'm sorting out, such as on the edges on the blade. I'd really like some critiques on the texture, I'm not quite used to the style for tf2.
I'm also having a curious problem with itemtest, and I'm not sure if other people have been getting it. When I run it through, I have a specmap set in the alpha channel of my diffuse, and it looks rather nice on the blade while viewing in HLMV. The problem is, the normal map doesn't apply. And it only works when I compile the axe again when the setting for "color alpha type" is set to nothing. Is there a way to use the specmap in the Diffuse and the Normal map without having to edit the vmt (I can edit the vmt, I'm just not used to the coding for it and I just like to see how the textures look quickly in the model viewer without having to tweak it)?
That shot gun idea by doughnut bear can you make it fire deer slugs for more damage output put slow fire rate tell me if you like it or not
No. Model designers like us have absolutely no say in stats. It's all up to Valve. It's their choice if they want to make our items a reskin of an existing weapon, or if they want to give our weapons custom stats.
Replies
A Change Of Heart
some progress before i go to bed.
http://steamcommunity.com/sharedfiles/filedetails/?id=4910
"VertexLitGeneric"
{
"$basetexture" "models/weapons/c_items/hammer/hammer"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "3"
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
"$phongfresnelranges""[0.25 0.5 1.0]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "8"
"$rimlightboost" "1"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
Pack is complete now! Textures of the hat and cloak by Blaholtzen, the cloak rig by Sparkwire. I hope you like them!
Ol' Rudy
Koala Cloak
Yuletider
Rosehut
More progress. Think it can be an entry to the holiday event? Comments and crits are welcome.
Looks more like paint than styles
Go vote on workshop!
The QC is
$cd "C:\Users\LeDonne Family\Documents\TF2 Work\Fruit Cake Hammer"
$modelname "/weapons/c_models/hammer/hammer.mdl"
$model "Body" "hammer.smd"
$cdmaterials "\models\weapons\c_items\hammer"
$surfaceprop "metal"
$illumposition -0.019 0.3 80.034
$sequence idle "idle" loop fps 30.00
VMT is
"VertexLitGeneric"
{
"$basetexture" "models/weapons/c_items/hammer/hammer"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "3"
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
"$phongfresnelranges""[0.25 0.5 1.0]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "8"
"$rimlightboost" "1"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
VMT And VTF location is
C:\Program Files (x86)\Steam\steamapps\buzzbrad\team fortress 2\tf\materials\models\weapons\c_items\hammer
Though I think the hat could resemble the original headgear much less. Perhaps widening the crown?. The toga patteern could probably get away with being a little whiter.
Click to vote pls. Thanks. Still open for improvement.
http://steamcommunity.com/sharedfiles/filedetails/?id=5067
Critiques?
Stirrup I love you.
Roninsmastermix I'd immediately think of A Fistful Of Dollars rather than festive/holiday, but it's brilliant. The new pattern is much better. A random thought about differentiating the hat from the default one, I can see the Sniper using a piece of metal to create a bulletproof hat in the same style as the film if you're looking to change it.
The poncho would be too colorful if i inverted the style. I know too that the item is predominantly a reference to fistful of dollar movies but it wouldn't hurt to try and enter it as a winter wear too.
I recently submitted my TF2 contribution, I figured I would share my creation seeing as I got help from here on the texture.
Introducing the Deck Them Alls:
Feedback is highly welcome.
Frost Bite
The Winter Coolness
Both submitted within ten minutes of the deadline.
Scotsman's Snowcap
The Dusk Dueler.
Provisional name and picture. If someone could help me to render a good picture of the engie with the goggles I would appreciate it. Also you can suggest names since this one sucks haha.
This is planned for the christmas update and submitted right before the deadline!
EDIT: I got ninja'd by two people. Also I think I'm the last to submit a Christmas item. *yay* You guys thought you cut it close? Well, think again.
EDIT2: Forgot the Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=5092
Why not just use HLMV?
@Sparkwire - nice stuff, seems like you really don't ever sleep :P
@Kahrel - nice model, color of the lights seems a bit odd to me though
Thanks JZeeba! I agree with you, they do look a little off... if I can figure out how to make them glow, I'll re-do their texturing. Thanks!
Okay, so let's say this is our main texture loaded in Photoshop:
So we want all the red parts on this to be white for our alpha channel, so that when the VMT sees that we have $selfillum, it'll make those white parts glow:
So we come over here to our channel tab:
Create a new channel in that tab, and name it "Alpha," and ensure it's filled with all black. Now, having your areas selected from before, fill in those sections while the "Alpha" channel is selected, using white, like this:
Then save it as a .TGA, and then import it into VTFEdit to be saved as a VTF. Now that that's done, open up your VMT in Notepad++ or VTFEdit, and make sure the following is somewhere in it:
"$selfillum" "1"
Then save that, and compile like normal. If done correctly, your item should be glowing in those white places!
Vote for it or don't!
Making them glow would be good, but after thinking about it for a bit, what's off for me is that you're using red and blu at the same time. Maybe try different combinations for red/blu versions. But maybe that's just me... good model anyway
Or maybe if you assign the lights another material pointing to the same vtf and make that material a bit translucent or glow or just play with the vmt settings...
Yep, worked like a charm! Thanks so much D-D-D-Demon!!!
The only problem after doing that is that the rest of my model appears really dark, even in light. Here is an example(linked so the ugly doesn't ruin other peoples browsing experiences!)
Also, I know the testmap is bugged, but I don't know if I should be worried about half the hand disappearing or not.
I love that idea!!! I had thought about doing that at the beginning of this project... but forgot about it after stumbling forever getting it to work in game.
ANYWAY, I just did JUST that. I created 3 textures:
- Normal texture(Green, Red, and Blue lights)
- Red texture(Green, Red, Orange-Red)
- Blu texture(Green, Blue, Light Blue)
I also added frosting to the tips of the bulbs(see bad SS above.) I would love to show you the other color schemes... but I have no clue how.I don't know how to change the texture of the loaded weapon on the heavy. When I load the Deck Them Alls into the model viewer they appear very very far away from the camera and I have to zoom in several times to see them. And when I change the skin it doesn't change the texture. So maybe you guys can help me.
Or, if you're tired of reading about and talking to the new guy and want me to shut up, I understand and will.
But first, thanks for the feedback and help!
It's not dark in the HLMV, no. And I didn't know you couldn't change the skin of a weapon in HLMV after being loaded onto a character. Good to know!
Also, great suggestion. I'll load up the different textures and get a new render out for you guys. Thanks again for your help Demon.
Improved the textures, made the bulbs illuminate, improved placement of the model, and added team colors!
Once again, thanks for the help and suggestions. Greatly appreciated!
Edit: Updated, fixed the seams, I had them done weirdly in the texture.
You forgot the creeper style.
I'd like to show off what I submitted to the Workshop!
Any comments and/or votes are appreciated!
Link to the set on SteamWorkshop
More pictures and links to mods are on this thread
Thank you!
I think the issue with the hands is you used the boxing gloves as a base? I had that same issue when I made my brass knuckles. (I think they swapped hands that were scrunched or something to hide them from clipping with gloves-not sure)
Instead use the Eviction notice as a base.
Also, just weight the model to the finger bones and you won't get weird clipping/strange issues where they look good in 3rd but not 1st person. And with taunts like the halloween one where his hands open your model will follow.
Thanks!
I saw this last night browsing along with the rest of your set. Outstanding work, gave it good ratings all around!
You have to decompile the heavy model to get it. It has all the hand bones in it.
Yes, at least 1 LOD is required. It should be approx half as many tris as the regular model.
You just export both models (both need rigged to bone, or to be in the same position if you use the new tools) and in the qc put an lod stage.
Ahem, I knew that.
*runs quickly back to blender*
Thanks pal, so just put that into the Qc? replacing smd names of course right? And you don't need a new VTF as well? Thanks again.
I mentioned this on Workshop, but I think the guitar case rocket launcher might look better if you balanced the part where the guitar body curves inwards on his shoulder. It's mean you could have a neck which wasn't quite so disproportionately long.
you know, like this:
[ame="http://www.youtube.com/watch?v=qBmwUTjAYes"]Antonio Banderas-Desperado-"Let's play" - YouTube[/ame]
Regardless, it's a nice looking item set.
Some texturing progress on the axe blade. Still some normals issues I'm sorting out, such as on the edges on the blade. I'd really like some critiques on the texture, I'm not quite used to the style for tf2.
I'm also having a curious problem with itemtest, and I'm not sure if other people have been getting it. When I run it through, I have a specmap set in the alpha channel of my diffuse, and it looks rather nice on the blade while viewing in HLMV. The problem is, the normal map doesn't apply. And it only works when I compile the axe again when the setting for "color alpha type" is set to nothing. Is there a way to use the specmap in the Diffuse and the Normal map without having to edit the vmt (I can edit the vmt, I'm just not used to the coding for it and I just like to see how the textures look quickly in the model viewer without having to tweak it)?
No. Model designers like us have absolutely no say in stats. It's all up to Valve. It's their choice if they want to make our items a reskin of an existing weapon, or if they want to give our weapons custom stats.