Quick question: I'm using itemtest to try out paints, and most display correctly. However Team Spirit, Cream Spirit and The Value of Teamwork use the red texture for both teams.
Is this a known issue or am I doing something wrong in the vmt?
[edit] Nevermind, apparently it's a known issue according to the TF2 wiki. Heh!
Since the Hellhound is quite literally a minor texture change away from finish, I started on the next peice in the Devil's Advocate pack; The Soulstripper.
Better late than never. I finally got my Polypack items compiled and shaded to my satisfaction. This somehow managed to be a painful process for me but I got it done thanks to the gracious help of Sparkwire.
Was wondering what happened to that pack, looks brilliant, Frump! Hope to see it in game, I upvoted all of them.
Managed to get the first piece of my own Spy set finished, the Hellhound now has its final texture. Changed the Engravings to suit the theme I'm going for more, it now has a more demonic, gothique look about it and some cheesy pentagrams instead of the industrial, stamped-out look.
Beyond last-minute refinements or any touch ups Passerby may want to do, I'd say its done. Going to move focus to the Soulstripper now.
@Frump, that pack looks DELICIOUS! I doubt we'll see the knife in game due to it being similar to the other stiletto knife in game which is a shame as it's lovely, though that pistol.. my god..
I love the other 2 models though the watch looks a lot like a reskin of the deadringer so I'm not really a huge fan of that
Hi, it's my first time creating an item for TF2 and I've come up with this little number. I call it the Voters Boater! Just in time for 2012.
It's not perfect, but the crash course in Source SDK has sapped me, I'm happy with it as is. I've already been through the whole fitting and .mdl process, everything is clear (for now) though I have a few questions left.
Each class clearly needs a different rotation for the hat to sit properly, how am I supposed to do this? I made individual .mdl and .zip files for each class that sit perfectly, but when it comes time to submit it to the workshop, I can only send one .zip file. Makes me think that I've missed something. Since I want this hat to be an 'all class' item, how do I have it properly rotated for all classes within one .zip file? (assuming the answer isn't simply putting all 9 class .zips into one big .zip)
k so here are the base colors for the gladius that jzeeba and i are working on
now i have 2 problems, im not sure if i should make the light grey indicating the edge go all the way down the sword or just the tip because gladius were stabbing weapons. second is how to do the dark grey lines indicating grain like the sandman (i've read the texturing tutorial from swizzle but that talks about texturing the wood with light colors not how to make those dark lines that go up and down the texture) any suggestions?
TF logo.
Aren't those square strokes too thin, even for such a small item?
Anyway, I remade the Ol' Chopchop from scratch after learning that Source handles normals just fine.
Now, I'll ask again. What the hell do I do to make this a working weapon? Anything that isn't a hat is still black magic to me.
Needs to be given a skin and a bone, compiled and then set to the Sniper's animations. Not sure how to do that myself as I can't compile things on this computer, but there are plenty of people here who can probably help with it.
Needs to be given a skin and a bone, compiled and then set to the Sniper's animations. Not sure how to do that myself as I can't compile things on this computer, but there are plenty of people here who can probably help with it.
you just need to attach the weapon to weapon_bone (?), preferably using a decompiled machete model to position yours correctly the first time. Then compile as a hat, and the weapon should automatically snap to the character's weapon bone. no animations required, the process is barely more complex than creating a hat manually.
Voted up all on the last few pages, some fantastic work! (Love the spy pack)
Had a spare day this weekend and decided to model something up for fun after noticing these on a TV show called The Bill. Should have probably searched to see if it had been done before (sorry Ronin!) but yeah...:S
The hat and the gun are really nice, though I think you could get away with leaving the wheels off, but keep the axle to suggest larger wheels were removed.
Hey, I haven't had a lot of time to finish up my wrench, but I finally got time to compile, enjoy! Any crits before I release it in the workshop???
Thanks,
Note: Yes i see the weird space in the chain, it's a jiggle bone thing but it's impossible to see when in action.
Made a video of the Hellhound in action with some potential sounds. Mostly worried about copyright on the sounds right now but I'm not exactly sure how I go about finding the owner of the sounds. The sounds originated on GameBanana and were apparently made by somebody called Dr. Zoidberg, but their account has been inactive for ages, it seems, and lists no info at all. I'm not sure if using them is a good idea but I like the way they sound.
Finished tweaking the festive bombcart. Cleaned the textures up, gave the crate a proper texture, added specular reflection and RED version. Now also comes with two LODs, which send it from about 12k tris to 7k and 4k.
So does the new itemtest tool eliminate the need for Smd's? Do you just save your obj's and use those now?
No, it doesn't. Well it does to an extent if you're only making a hat with no jigglebones. Once you start adding bones or make something that isn't a hat you have to use SMDs and QCs. Even then, it's usually better to do it the old fashion way since you have more control with what happens (i.e. LOD distance).
Replies
Is this a known issue or am I doing something wrong in the vmt?
[edit] Nevermind, apparently it's a known issue according to the TF2 wiki. Heh!
Submitted:
http://steamcommunity.com/sharedfiles/filedetails/?id=5280
currently around 2'000 triangles, could use a few more loops round the jaw.
'The festive facewarmer' - not particularly proud of the name but i thought I'd stick it on the workshop for christmas
so it was YOU who made that MODEL to compete against mine. DUEL AT DAWN SIR.
Engie would look amazing with it.
http://steamcommunity.com/sharedfile...tails/?id=5290
http://steamcommunity.com/sharedfile...tails/?id=3259
http://steamcommunity.com/sharedfile...etails/?id=367
renegade racer pack finally done
Workshop Link to all
Double Agent
Petite Morte Fleur
Counterintelligence Credentials
Provocateur's Pocketwatch
Managed to get the first piece of my own Spy set finished, the Hellhound now has its final texture. Changed the Engravings to suit the theme I'm going for more, it now has a more demonic, gothique look about it and some cheesy pentagrams instead of the industrial, stamped-out look.
Beyond last-minute refinements or any touch ups Passerby may want to do, I'd say its done. Going to move focus to the Soulstripper now.
Summer heat
And don't tell me that pyro is a girl!!! But in plans to make female version.
Uploaded to the workshop. Vote up if you like it. Thanks.
I love the other 2 models though the watch looks a lot like a reskin of the deadringer so I'm not really a huge fan of that
Anyways this is my first model.
Uploaded it to the Workshop!
It's not perfect, but the crash course in Source SDK has sapped me, I'm happy with it as is. I've already been through the whole fitting and .mdl process, everything is clear (for now) though I have a few questions left.
Each class clearly needs a different rotation for the hat to sit properly, how am I supposed to do this? I made individual .mdl and .zip files for each class that sit perfectly, but when it comes time to submit it to the workshop, I can only send one .zip file. Makes me think that I've missed something. Since I want this hat to be an 'all class' item, how do I have it properly rotated for all classes within one .zip file? (assuming the answer isn't simply putting all 9 class .zips into one big .zip)
voter_boater_scout...
now i have 2 problems, im not sure if i should make the light grey indicating the edge go all the way down the sword or just the tip because gladius were stabbing weapons. second is how to do the dark grey lines indicating grain like the sandman (i've read the texturing tutorial from swizzle but that talks about texturing the wood with light colors not how to make those dark lines that go up and down the texture) any suggestions?
Edit: Apparently you can create items with "styles" so I no longer have to choose.
Double Edit: Styles!
Aren't those square strokes too thin, even for such a small item?
Anyway, I remade the Ol' Chopchop from scratch after learning that Source handles normals just fine.
Now, I'll ask again. What the hell do I do to make this a working weapon? Anything that isn't a hat is still black magic to me.
Needs to be given a skin and a bone, compiled and then set to the Sniper's animations. Not sure how to do that myself as I can't compile things on this computer, but there are plenty of people here who can probably help with it.
http://steamcommunity.com/sharedfiles/filedetails/?id=5215
you just need to attach the weapon to weapon_bone (?), preferably using a decompiled machete model to position yours correctly the first time. Then compile as a hat, and the weapon should automatically snap to the character's weapon bone. no animations required, the process is barely more complex than creating a hat manually.
If you like it, click to vote, please. Thanks. Still open to comments and suggestions.
Had a spare day this weekend and decided to model something up for fun after noticing these on a TV show called The Bill. Should have probably searched to see if it had been done before (sorry Ronin!) but yeah...:S
Anyway, I started retouching a weapon I made ages ago.
Also made the hat to go with the gun, though it's pretty simple.
Make an old, rusted looking shotgun, some chains wrapped around his fists and a nifty scarf, and you have yourself one sexy pack.
The hat and the gun are really nice, though I think you could get away with leaving the wheels off, but keep the axle to suggest larger wheels were removed.
Any crits before I release it in the workshop???
Thanks,
Note: Yes i see the weird space in the chain, it's a jiggle bone thing but it's impossible to see when in action.
Really great gun, IMO. Fits the heavy's background as well as the game's style. Big improvement over the old version.
Small update on this, between Skyrim sessions.
name it "Poncho Villa"
The texture is a work in progress.
Wait, you made the original Skullbuster? o.O I've been using that as my snipers skin for a long time, lol. God I hope this gets put in .
It's a Scout's skull and hat I think.
That it is indeed, good fellow. I've spent a lot of time looking at it, and it is in fact the scouts noggin.
Color is preliminary. Sending it to psyke for texturing.
Clockwerk harpoon for engi, any suggestions something to add or change?
Thoughts?:
http://www.youtube.com/watch?v=UKFLIlPqQ6M&feature=youtu.be
Also; hey, look, something I made in roughly 10 minutes.
Vile Visage:
Just waiting for somebody to help out with getting it in game as my computer is stupid can can't compile things.
This is to go with the Devil's Advocate pack, obviously.
http://steamcommunity.com/sharedfiles/filedetails/?id=5092
I suppose it would be a lot better demonstrated in-game rather than in Max, bit basically his eyelids are puffed out and his eyesockets are empty.
he has black, empty voids instead of eyes, is what I'm saying.
In addition, very early progress on "Mr. Scratch", the second misc for the Devil's Advocate pack.
Getting rid of the Spy's tie and making his collar flare out slightly should not be this tedious.
No texture yet, and probably got a bunch of issues with it hidden away, but those will hopefully get sorted soon.
Click to vote! Thanks!