@Stirrup\\
Good model, but I think you should pay a little more attention to the texture.
Aye, I'm gonna work on it a bit more since other people are saying the same thing. It's funny, because I did spend hours on painting rusts and brushstrokes, but apparantly too subtle to people to notice.
I've upped the saturation a bit so they become more noticable:
I think the surface treatment is ok, Stirrup, you just need a bit more variety in the colours and contrast of the different components. Compare to Maniac's gun there which while most of the colours don't stray all that far from gunmetal, he's got shades of green, blue and red through different parts and a wide variety of different tones in the greys that both add a lot of interest and help to read the different forms on the gun.
@Jackablade: thanks for your comment, I've painted again with some variations of brown/orange rust and some wear. It's still in progress: ]
this one got too painterly: @maniac: already read that through and through before. I just found out last week one tf2 brush works best for me as a pencil instead of a "blurry" brush.
But I don't know, people just want to see more colors and I've tried all kind of combinations. I might just finish this one with teamyellow wires, call it a day and move on. Another lesson learned. There's more stuff to do than wasting my time on a texture of a weapon that will never get accepted at all...
Well, it's a pretty cool gun and the Heavy does need a tesla style weapon toio.
I think maybe making the main 'tank' team color and just some od the alternating metal pieces dark grey, like the pipes, the front of the barrel (not the tip), maybe make the valve team colored too. Would really add a lot of depth to it. And pretty easily.
Of course Valve seems to have a thing with Gordbort, but honestly I think yours fits the TF2 style really well and Gordbort stuff doesn't.
My workflow is generally:
Decompile an existing weapon whose animations I want to use (ie Family Business for a shotgun replacement)
Build my new weapon to fit correctly with the animations and rig to the bones front he decompiled model
Export, then compile with GUIStudiomdl
You can compile weapons with itemtest, just feed it your smd files (wouldn't bother with obj) but I would recommend using your own compile methods. Once you rig your model and export the smd, you should have no problem with itemtest.
Once compiled, you can test your item using the itemtest command in console. Go to workshop -> test map and type itemtest in console. Select your item and hit apply.
So I'm having a little trouble getting my model compiled and working in Source. It keeps showing up in the SDK Model Viewer as a flat square with a default purple/black checkered texture. I have no clue what I'm doing wrong, so any help is appreciated. I've checked numerous times to make sure everything is referencing what it's supposed, but of course I'm most likely blind. Here's the .qc file contents if that helps:
@OMGod\\
You can't use any path you want, put your vmt and vtf files to:
Steam\steamapps\Your Account Name\team fortress 2\tf\materials\models\player\items\Class (heavy or pyro or which you need)\0x0******(folder which was automatically created by itemtest, your personal workshop ID)\burning_passion
Set this path in your vmt and qc files, and make sure that when you export the model its assigned material texture has absolutely the same name with your vtf file (extension doesn't matter burning_passion.tga = burning_passion.vtf)
Your lines should look like this:
in QC file:
$cdmaterials "models\player\items\heavy\0x012r1c3t\marina\"
in vmt file:
"$basetexture" "models/player/items/heavy/0x012r1c3t/marina/marina"
Well, it's a pretty cool gun and the Heavy does need a tesla style weapon toio.
I think maybe making the main 'tank' team color and just some od the alternating metal pieces dark grey, like the pipes, the front of the barrel (not the tip), maybe make the valve team colored too. Would really add a lot of depth to it. And pretty easily.
Of course Valve seems to have a thing with Gordbort, but honestly I think yours fits the TF2 style really well and Gordbort stuff doesn't.
Last night I've posted a version of a teamcolored tank and handle(that was before your comment) on facepunch but a lot of people there voted "disagree". So I'm going to leave it as grey with the yellow wires, which is the new and final version I've just updated in the workshop. Anyone who thinks it still needs a better texture is welcome to make their own version, because I'm not working on it anymore. (PM me and I'll provide the AO and stuff. If it's truly good, I'll resubmit it again with new shared revenues)
I still stand by the colors grey though, anything else seems to be distracting to me.
Here's what it looks like with most of your suggestions:
@stirrup: that reminds me of my own laser minigun-replacement design that never got anywhere, and is on hold indefinitely (aka dead).
Ah, that would have been a nice start. Why didn't you contiue? There is another lasergun in the workshop but it doesn't look anything like yours nor mine.
Did you know it was the laser device in Goldfinger that inspired me to make it? I kinda like how things were designed in the old Bond movies (mostly done by Ken Adam) and thought it'll be most fitting to TF2. Surprisingly, hardly anyone made that connection first.
There will probably more laser miniguns appearing in the workshop. I don't know if it's coincidence or it has to do with the retro future competition on facepunch, but after I've posted the first wips, some people started to make laser miniguns too. Amusing and fascinating how different the designs are looking.
I had another idea for an item pack, so I figured I'd put it out there to see what everyone thought of it
(note: this pack was inspired by Arudon's shark rifle. I'm not trying to steal his idea or anything, this is just my take on it. just wanted to clear that up)
The Sniper's TERROR OF THE DEEP PACK!!!
*a Sniper pack with a Shark/oceanic theme
*since the Great White Shark is a solitary beast, this pack aims to make the Sniper more self-sufficient, thus reducing the asspains that come from a team with 4 F2P/lone wolf Snipers that constantly need to be babysat and rescued from Spies
Hat- The Fishy Facade
*"Fool your enemies into thinking they're going to be killed by a shark when they're ACTUALLY going to be killed by you!"
*a shark fin cap for the Sniper. think the cheesy little hats they have at aquarium gift shops
Primary- The Great Barrier Rifle
*"They're gonna need a smaller head..."
*more or less a standard rifle for the body. hard wood details. some scratches and bite marks in the sides, maybe have some shark teeth strapped to the side. the scope is a scuba mask attached to an oxygen tank on the side (this comes into play with the proposed stats).
* + Health slowly replenishes while scoped (I mean SLOWLY. like maybe 2 HP per second)
* - cannot be crit-boosted in any way (headshots are still 1-hit kill, but no random crits/Kritzkreig/victory crits/etc.)
Secondary- Lil' Brucie
*an SMG replacement (I feel we're in desparate need of one of those). hard wood and light-colored metal to give it a nauticle feel. more bite marks and scratches and such, uses a shark tooth in place of iron sights.
* + increased damage output
* - 50% clip size
Melee- The Great White Shank
*this one is the most vague as far as looks go at the moment. a big hunting/diving knife. possibly serrated at parts of the blade. there's a shark tooth on a loop through a hole in the bottom of the handle.
* + each consecutive kill increases melee damage slightly
* + 5% faster firing speed
* - 15% less damage to begin with
* - all random crits are demoted to minicrits
well, there's my idea. comments, concerns, criticisms, suggestions, etc?
@OMGod\\
You can't use any path you want, put your vmt and vtf files to:
Steam\steamapps\Your Account Name\team fortress 2\tf\materials\models\player\items\Class (heavy or pyro or which you need)\0x0******(folder which was automatically created by itemtest, your personal workshop ID)\burning_passion
Set this path in your vmt and qc files, and make sure that when you export the model its assigned material texture has absolutely the same name with your vtf file (extension doesn't matter burning_passion.tga = burning_passion.vtf)
Your lines should look like this:
in QC file:
$cdmaterials "models\player\items\heavy\0x012r1c3t\marina\"
in vmt file:
"$basetexture" "models/player/items/heavy/0x012r1c3t/marina/marina"
Yep I did everything as you said and now I'm getting a giant ERROR sign when I try to open the newly compiled files in HLMV after compiling through Itemtest in Source SDK. If I compile through StudioCompiler, I get a flat square w/ purple/black checkers.
The thing I've noticed that's strange is that I can't find the .mdl that's supposed to be created through the compiling process whenever I use Itemtest in Source. Right now I really just want to get the model in-game and see how it looks before I finish any texturing and the sort, so in order to compile through ItemTest I just made a cube skinned to the bip_head as my lod 1. Would this have anything to do with the missing .mdl when I compile through Itemtest? That shouldn't affect StudioCompiler though I think.
Anyway, here's my .qc and .vmt again just to make sure I'm not doing something wrong again: (I know the note is wrong)
The model_ref.smd uses Burning_Passion_COLOR.tga as its material.
Edit: So apparently HLMV isn't telling me the whole truth. I decided to open up in the item in itemtest in TF2 after I had finished playing for a little bit, and apparently the model does appear in-game at the right spawn and attached to the head like any other misc, but it doesn't have a texture (standard black/purple checkers). There's also a floating square two feet behind the pyro's left shoulder that has the same texture as the model. Does this have anything to do with me only having a diffuse texture at the moment?
@BanthaFodder - I'd like to see those happen, they do sound pretty cool and I'm keen to see more ocean stuff.
I'm gonna quickly sign up to facepunch and see what this other ocean stuff is, since I don't want to accidently step on anyone. I'm part way through modeling a melee weapon atm.
@Pogo\\
Awesome shotgun! Good luck at the contest!
@OMGod\\
$cdmaterials "models\player\items\pyro\0x031923c7\burning_passi on_color":thumbdown:
$cdmaterials "models\player\items\pyro\0x031923c7\burning_passion":thumbup: (folder name here, not texture)
Also maybe Burning_Passion_COLOR.tga not equal Burning_Passion_color.tga, so try to re-export your ref model with Burning_Passion_color.tga.
And I think that the folder name must have no spaces.
"VertexlitGeneric"
{
"$basetexture" "models/Player/items/pyro/0x031923c7/burning passion/Burning_Passion_color" :thumbdown:
}
@OMGod
I would also suggest testing your items in Source SDK's modelviewer. It's often much faster to test your items this way as it avoid launching the game every time you compile. (If you're not already doing so)
It might do to check your .smd file (using notepad++) for the texture it uses. Just open it up and look at the texture name instances.
The floating square looks like some extra geometry you've included or not skinned correctly - 3ds max will export anything that's visible when you make your smd.
@maniac
Thanks, I love the texture work on your minigun.
Alright so I finally got it working in Itemtest where the square is gone and the default purple/black checkers are gone, but the material is pure black. So for now I'm going to work with a friend to get the material all finished and then see if anything changes when I go to use the final/near finished material.
@Ronin, awesome items man, I'm always amazed at the quality and quantity of items you manage to create, especially in-theme. How do you go about making parts of your texture glow? I'm inexperienced when it comes to texturing, but I was thinking of making some glowing embers on the ends of rose pedals on a rose I'm making for the pyro, but I don't even know where to begin.
Edit: and now it seems my material is loading correctly, hrm.
Ah, that would have been a nice start. Why didn't you contiue? There is another lasergun in the workshop but it doesn't look anything like yours nor mine.
Did you know it was the laser device in Goldfinger that inspired me to make it? I kinda like how things were designed in the old Bond movies (mostly done by Ken Adam) and thought it'll be most fitting to TF2. Surprisingly, hardly anyone made that connection first.
There will probably more laser miniguns appearing in the workshop. I don't know if it's coincidence or it has to do with the retro future competition on facepunch, but after I've posted the first wips, some people started to make laser miniguns too. Amusing and fascinating how different the designs are looking.
No real reason why i stopped working on it. lack of interest, too much excellent competition (such as ronin's set a few posts up), subtle inferiority complex, real life, etc. Having to export the model from max, then tweak a qc file, then compile (any debugging goes here), then open up modelviewer/tf2 to check the model (f5/reloading map works, meh), random crashes, steam main pipeline crash. The process just got tedious, despite getting the process streamlined down to a dozen clicks or so, but setting it all up for a new model became frustratingly tedious.
I based mine on the gravelpit laser, nuclear powered, and i recall it having the name 'chernobyl checkmate' credit to this thread. May return to it sometime.
My workflow is generally:
Decompile an existing weapon whose animations I want to use (ie Family Business for a shotgun replacement)
Build my new weapon to fit correctly with the animations and rig to the bones front he decompiled model
Export, then compile with GUIStudiomdl
You can compile weapons with itemtest, just feed it your smd files (wouldn't bother with obj) but I would recommend using your own compile methods. Once you rig your model and export the smd, you should have no problem with itemtest.
Once compiled, you can test your item using the itemtest command in console. Go to workshop -> test map and type itemtest in console. Select your item and hit apply.
i work mostly on a mac and the decompiler breaks on my crappy desktop,
my program CAN however read .FBX files with bones, animation and meshes,
yes i use SMD's anyway as they support bones,
i tried itemtest RE:
i did that using Itemtest before i tried using bones but the Itemtest Compiler and bones didn't even compile properly, no .mdl that kind of thing, Helpful?
I'm not sure if engineer pistol is a weird one. I think it uses a c_model for the view, and a w_model for the world.
Also you say it's a pistol replacement, but in your screenshots you are telling it to replace the wrench? This will load the wrench animations which won't help at all. Replace pistol and see if that makes a difference
Ignore the bake. This was just a test to see what it looks like. Apart from a little hand clipping, i think it turned out pretty good. Now i just need to add a mechanism so that it makes sense to have the shells fly out of that spot.
I'm not sure if engineer pistol is a weird one. I think it uses a c_model for the view, and a w_model for the world.
Also you say it's a pistol replacement, but in your screenshots you are telling it to replace the wrench? This will load the wrench animations which won't help at all. Replace pistol and see if that makes a difference
sorry, i should have told you that it wouldn't show up without the wrench being selected,
and that was an OBJ file
These are the decompiled .smd files for the c_ and w_ pistol models. Due to the way itemtest works, I'm not sure that a pistol will work correctly for both world a view, but hopefully this helps.
Align your model to the decompiled model (c_ for view or w_ for world) and skin your mesh to the bones, and export the bones and your mesh. Then you can use itemtest to import your new .smd files. Obj is okay for hats, but rarely works well for weapons.
http://www.facepunch.com/threads/1157451
hate to post off-topic, but there's a MegaRaffle at FacePunch (I know a good few of you guys already know about this. figured I'd post it anyway).
we're trying to get as many people as possible, and there's already a Max's Head and Bill's in the pot.
to make up for this off-topic post, I'll upload some concept art I drew up for a Scout pack.
tomorrow.
So right now I'm trying to make an item for the engi that's supposed to look like some sort of window into the engi's chest showing his heart, etc. Is there any way to replace vertices on the engi's chest in order to allow me to sort of hollow out a little bit of a chest cavity to build inside? Or am I going to have to make the item appear to show the inside of his chest, but in a very limited amount of space just above his chest?
Replies
Aye, I'm gonna work on it a bit more since other people are saying the same thing. It's funny, because I did spend hours on painting rusts and brushstrokes, but apparantly too subtle to people to notice.
I've upped the saturation a bit so they become more noticable:
Take a look on this cool guide by Swizzle if you haven't seen it yet, look also at comments, there are some interesting information about brushes.
http://www.polycount.com/forum/showthread.php?t=73559
]
this one got too painterly:
@maniac: already read that through and through before. I just found out last week one tf2 brush works best for me as a pencil instead of a "blurry" brush.
But I don't know, people just want to see more colors and I've tried all kind of combinations. I might just finish this one with teamyellow wires, call it a day and move on. Another lesson learned. There's more stuff to do than wasting my time on a texture of a weapon that will never get accepted at all...
I think maybe making the main 'tank' team color and just some od the alternating metal pieces dark grey, like the pipes, the front of the barrel (not the tip), maybe make the valve team colored too. Would really add a lot of depth to it. And pretty easily.
Of course Valve seems to have a thing with Gordbort, but honestly I think yours fits the TF2 style really well and Gordbort stuff doesn't.
Also can someone help me with getting guns into tf2 using itemtest, if the aforementioned is impossible then what is, Thanks
Decompile an existing weapon whose animations I want to use (ie Family Business for a shotgun replacement)
Build my new weapon to fit correctly with the animations and rig to the bones front he decompiled model
Export, then compile with GUIStudiomdl
You can compile weapons with itemtest, just feed it your smd files (wouldn't bother with obj) but I would recommend using your own compile methods. Once you rig your model and export the smd, you should have no problem with itemtest.
Once compiled, you can test your item using the itemtest command in console. Go to workshop -> test map and type itemtest in console. Select your item and hit apply.
Related links:
https://developer.valvesoftware.com/wiki/Itemtest
[ame="http://www.youtube.com/watch?v=z7DzFHOCVP0"]Team Fortress 2 Item Testing - YouTube[/ame]
Working on some Demoman boots or something.
$cd "C:\Users\Matt\Desktop\Models\TF2 Stuff\Pyro\Burning Passion\Parts"
$modelname "player\items\pyro\burning_passion.mdl"
$model "Body" "burning_passion_ref.smd"
$cdmaterials "\models\player\items\pyro\"
// Model uses material "C:\Users\Matt\Desktop\Models\TF2 Stuff\Pyro\Burning Passion\Parts\burning_passion_color.vmt"
$sequence idle "idle" fps 30.00
You can't use any path you want, put your vmt and vtf files to:
Steam\steamapps\Your Account Name\team fortress 2\tf\materials\models\player\items\Class (heavy or pyro or which you need)\0x0******(folder which was automatically created by itemtest, your personal workshop ID)\burning_passion
Set this path in your vmt and qc files, and make sure that when you export the model its assigned material texture has absolutely the same name with your vtf file (extension doesn't matter burning_passion.tga = burning_passion.vtf)
Your lines should look like this:
in QC file:
$cdmaterials "models\player\items\heavy\0x012r1c3t\marina\"
in vmt file:
"$basetexture" "models/player/items/heavy/0x012r1c3t/marina/marina"
Last night I've posted a version of a teamcolored tank and handle(that was before your comment) on facepunch but a lot of people there voted "disagree". So I'm going to leave it as grey with the yellow wires, which is the new and final version I've just updated in the workshop. Anyone who thinks it still needs a better texture is welcome to make their own version, because I'm not working on it anymore. (PM me and I'll provide the AO and stuff. If it's truly good, I'll resubmit it again with new shared revenues)
I still stand by the colors grey though, anything else seems to be distracting to me.
Here's what it looks like with most of your suggestions:
Ah, that would have been a nice start. Why didn't you contiue? There is another lasergun in the workshop but it doesn't look anything like yours nor mine.
Did you know it was the laser device in Goldfinger that inspired me to make it? I kinda like how things were designed in the old Bond movies (mostly done by Ken Adam) and thought it'll be most fitting to TF2. Surprisingly, hardly anyone made that connection first.
There will probably more laser miniguns appearing in the workshop. I don't know if it's coincidence or it has to do with the retro future competition on facepunch, but after I've posted the first wips, some people started to make laser miniguns too. Amusing and fascinating how different the designs are looking.
(note: this pack was inspired by Arudon's shark rifle. I'm not trying to steal his idea or anything, this is just my take on it. just wanted to clear that up)
The Sniper's TERROR OF THE DEEP PACK!!!
*a Sniper pack with a Shark/oceanic theme
*since the Great White Shark is a solitary beast, this pack aims to make the Sniper more self-sufficient, thus reducing the asspains that come from a team with 4 F2P/lone wolf Snipers that constantly need to be babysat and rescued from Spies
Hat- The Fishy Facade
*"Fool your enemies into thinking they're going to be killed by a shark when they're ACTUALLY going to be killed by you!"
*a shark fin cap for the Sniper. think the cheesy little hats they have at aquarium gift shops
Primary- The Great Barrier Rifle
*"They're gonna need a smaller head..."
*more or less a standard rifle for the body. hard wood details. some scratches and bite marks in the sides, maybe have some shark teeth strapped to the side. the scope is a scuba mask attached to an oxygen tank on the side (this comes into play with the proposed stats).
* + Health slowly replenishes while scoped (I mean SLOWLY. like maybe 2 HP per second)
* - cannot be crit-boosted in any way (headshots are still 1-hit kill, but no random crits/Kritzkreig/victory crits/etc.)
Secondary- Lil' Brucie
*an SMG replacement (I feel we're in desparate need of one of those). hard wood and light-colored metal to give it a nauticle feel. more bite marks and scratches and such, uses a shark tooth in place of iron sights.
* + increased damage output
* - 50% clip size
Melee- The Great White Shank
*this one is the most vague as far as looks go at the moment. a big hunting/diving knife. possibly serrated at parts of the blade. there's a shark tooth on a loop through a hole in the bottom of the handle.
* + each consecutive kill increases melee damage slightly
* + 5% faster firing speed
* - 15% less damage to begin with
* - all random crits are demoted to minicrits
well, there's my idea. comments, concerns, criticisms, suggestions, etc?
Dieselpunk-ish laser shotgun for the Retro-Future contest over at Facepunch. Release and workshop link coming soon.
& there's one of the many models I still have to finish:
Yep I did everything as you said and now I'm getting a giant ERROR sign when I try to open the newly compiled files in HLMV after compiling through Itemtest in Source SDK. If I compile through StudioCompiler, I get a flat square w/ purple/black checkers.
The thing I've noticed that's strange is that I can't find the .mdl that's supposed to be created through the compiling process whenever I use Itemtest in Source. Right now I really just want to get the model in-game and see how it looks before I finish any texturing and the sort, so in order to compile through ItemTest I just made a cube skinned to the bip_head as my lod 1. Would this have anything to do with the missing .mdl when I compile through Itemtest? That shouldn't affect StudioCompiler though I think.
Anyway, here's my .qc and .vmt again just to make sure I'm not doing something wrong again: (I know the note is wrong)
$cd "C:\Users\Matt\Desktop\Models\TF2 Stuff\Pyro\Burning Passion\Parts"
$modelname "player\items\pyro\burning_passion.mdl"
$model "Body" "burning_passion_ref.smd"
$cdmaterials "models\player\items\pyro\0x031923c7\burning_passion_color"
// Model uses material "C:\Users\Matt\Desktop\Models\TF2 Stuff\Pyro\Burning Passion\Parts\burning_passion_color.vmt"
$sequence idle "idle" fps 30.00
"VertexlitGeneric"
{
"$basetexture" "models/Player/items/pyro/0x031923c7/burning passion/Burning_Passion_color"
}
The model_ref.smd uses Burning_Passion_COLOR.tga as its material.
Edit: So apparently HLMV isn't telling me the whole truth. I decided to open up in the item in itemtest in TF2 after I had finished playing for a little bit, and apparently the model does appear in-game at the right spawn and attached to the head like any other misc, but it doesn't have a texture (standard black/purple checkers). There's also a floating square two feet behind the pyro's left shoulder that has the same texture as the model. Does this have anything to do with me only having a diffuse texture at the moment?
Hell ya Boyoos!
unwrapped arrow, some ao fixin to be done. base colors subject to change
This is my first go at making anything, ever (I did animation at uni before trying any of this modeling shizz), so any crits would be cool.
fantastic! can you post textures?
I'm gonna quickly sign up to facepunch and see what this other ocean stuff is, since I don't want to accidently step on anyone. I'm part way through modeling a melee weapon atm.
Awesome shotgun! Good luck at the contest!
@OMGod\\
$cdmaterials "models\player\items\pyro\0x031923c7\burning_passi on_color":thumbdown:
$cdmaterials "models\player\items\pyro\0x031923c7\burning_passion":thumbup: (folder name here, not texture)
Also maybe Burning_Passion_COLOR.tga not equal Burning_Passion_color.tga, so try to re-export your ref model with Burning_Passion_color.tga.
And I think that the folder name must have no spaces.
"VertexlitGeneric"
{
"$basetexture" "models/Player/items/pyro/0x031923c7/burning passion/Burning_Passion_color" :thumbdown:
}
"VertexlitGeneric"
{
"$basetexture" "models/Player/items/pyro/0x031923c7/burning_passion/Burning_Passion_color" :thumbup:
}
Try to use Notepad++ for compiling, here is the link, check at the end of the page
https://developer.valvesoftware.com/wiki/Notepadpp_VDF_languages#Compiling_QC_files
I would also suggest testing your items in Source SDK's modelviewer. It's often much faster to test your items this way as it avoid launching the game every time you compile. (If you're not already doing so)
It might do to check your .smd file (using notepad++) for the texture it uses. Just open it up and look at the texture name instances.
The floating square looks like some extra geometry you've included or not skinned correctly - 3ds max will export anything that's visible when you make your smd.
@maniac
Thanks, I love the texture work on your minigun.
That's a spanish flag you got there haha
@Ronin, awesome items man, I'm always amazed at the quality and quantity of items you manage to create, especially in-theme. How do you go about making parts of your texture glow? I'm inexperienced when it comes to texturing, but I was thinking of making some glowing embers on the ends of rose pedals on a rose I'm making for the pyro, but I don't even know where to begin.
Edit: and now it seems my material is loading correctly, hrm.
No real reason why i stopped working on it. lack of interest, too much excellent competition (such as ronin's set a few posts up), subtle inferiority complex, real life, etc. Having to export the model from max, then tweak a qc file, then compile (any debugging goes here), then open up modelviewer/tf2 to check the model (f5/reloading map works, meh), random crashes, steam main pipeline crash. The process just got tedious, despite getting the process streamlined down to a dozen clicks or so, but setting it all up for a new model became frustratingly tedious.
I based mine on the gravelpit laser, nuclear powered, and i recall it having the name 'chernobyl checkmate' credit to this thread. May return to it sometime.
You might want to add some internal polys to that helmet though.
Sample video of the pack.
It's up now.
Click to go to the workshop page, mod will be coming shortly
my program CAN however read .FBX files with bones, animation and meshes,
yes i use SMD's anyway as they support bones,
i tried itemtest RE: i did that using Itemtest before i tried using bones but the Itemtest Compiler and bones didn't even compile properly, no .mdl that kind of thing, Helpful?
Also you say it's a pistol replacement, but in your screenshots you are telling it to replace the wrench? This will load the wrench animations which won't help at all. Replace pistol and see if that makes a difference
Ignore the bake. This was just a test to see what it looks like. Apart from a little hand clipping, i think it turned out pretty good. Now i just need to add a mechanism so that it makes sense to have the shells fly out of that spot.
sorry, i should have told you that it wouldn't show up without the wrench being selected,
and that was an OBJ file
http://dl.dropbox.com/u/18271121/TF2/decompiledpistol.rar
These are the decompiled .smd files for the c_ and w_ pistol models. Due to the way itemtest works, I'm not sure that a pistol will work correctly for both world a view, but hopefully this helps.
Align your model to the decompiled model (c_ for view or w_ for world) and skin your mesh to the bones, and export the bones and your mesh. Then you can use itemtest to import your new .smd files. Obj is okay for hats, but rarely works well for weapons.
Hope this helps
edit:
*facepalm*
Major Tom
For the contest. Click for the workshop page.
Sure:
Diffuse
Specular
The Aetherizer 9000
Orion's Optics
hate to post off-topic, but there's a MegaRaffle at FacePunch (I know a good few of you guys already know about this. figured I'd post it anyway).
we're trying to get as many people as possible, and there's already a Max's Head and Bill's in the pot.
to make up for this off-topic post, I'll upload some concept art I drew up for a Scout pack.
tomorrow.
here's the concept art for that Scout pack idea I had.
forgive the chicken-scratch.
Heres a little something ive been working.
im still pretty new to modeling and texturing.
any feedback would be great.
Might have to actually buy an item...
Set's up on the workshop!
Orion's Optics: http://steamcommunity.com/sharedfiles/filedetails/?id=6824
The Aetherizer 9000: http://steamcommunity.com/sharedfiles/filedetails/?id=6821
The Wavesaber: http://steamcommunity.com/sharedfiles/filedetails/?id=6822
Laser Cadet's Certification Badge: http://steamcommunity.com/sharedfiles/filedetails/?id=6823