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?
I wouldn't start altering the character models themselves. Technically Valve could make the chest part of the engy a bodygroup that would allow for this and other chest replacements, but it's very unlikely.
I'm curious how Valve handles the bodygroup situation now, at least with weapons. It seems that any heavy with gloves that replace his hands will then be handless when using primary or secondary weapons, which is kind of disconcerting. Is it supposed to be dynamically changing the bodygroups of the heavy when he switches weapons, or is it just basing the bodygroup to load on his loadout, regardless of the weapon equipped? I've also noticed the engineer still having his gloved hand when wielding the short circuit, which is probably related in some way.
I know this is a little off topic for Polycount, but nowadays the modding community seems to know TF2 better than the TF2 devs.
The heavy's hands bodygroup is only swapped out for the gloves, has nothing to do with loadouts.
Of course there are always buggy times when the gloves don't show, so neither do his hands.
The short circuit/glove thing i think has to do more with the C, V, W weapon crap. Old models use d a seperate model for world and 1st person views. New models have one that do both. Some weaps like the Short Circuit are the new style but replace the old style... It's a pain and i think buggers the whole thing up, even for Valve.
Hi guys! I'm making a medal for an upcoming tournament, and was wondering how/if I need to rig the medal to each class' chest, and if I need to rig the medal separately on every class model.
I don't have much modeling experience but I'm trying to make a frogman set for the spy. Here's what I have so far, suggestions/crits would be appreciated.
Wetwork Splatterscreen
White Wailer
Frogman Footwear
I may also make a watch replacement as a depth gauge or something. Any thoughts?
i reused the stock shotgun so that i could get the bones right, but i defiantly see why you say that.
This is only the first version, I'm going to make it standout a more from the Stock and Frontier Justice along with adding jigglebones to the bell
Was too busy to post something last night and the whole day of today. But here's what i got so far that i can show. No texture yet and psyke needs to get the colors right and he's offline. Comments are still welcome.
It's a canopic jar. I agree, it is a touch fat/wide, but it looks pretty great to me. It might be that it's a brighter colour than the stock tank as well as slightly wider, which gives the illusion if it being much larger than it is.
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.
Understandable. I've been there, making stuff to work is frustrating and tedious especially for Source. It's absolutely mindbending and timeconsuming to use so many programs to compile, decompile etc to get a simple object to work.
Though after a year it almost becomes routine to me. Does not mean it's becoming easier, I still sometimes forget the small details that mess things up, but I know how to fix it. I'm still learning something new every time.
Do your own thing I say, even if it's not for TF2!
Thanks for the share, gives a lot of insight how you pulled that off.
I wonder though, couldn't some repeating parts be overlapped in the UV?
like in the bottom left.
Hello Polycount I am rather new here. Well anyway I came here to tell people that have submitted hats that got in-game and lack a proper paint texture that I submitted paint fixes for them but I need you to accept my steam friend requests so I can get the okay from you in the file.
Replies
I wouldn't start altering the character models themselves. Technically Valve could make the chest part of the engy a bodygroup that would allow for this and other chest replacements, but it's very unlikely.
http://steamcommunity.com/sharedfiles/filedetails/?id=6231
Baby Bear hat
http://steamcommunity.com/sharedfiles/filedetails/?id=6848
I know this is a little off topic for Polycount, but nowadays the modding community seems to know TF2 better than the TF2 devs.
Of course there are always buggy times when the gloves don't show, so neither do his hands.
The short circuit/glove thing i think has to do more with the C, V, W weapon crap. Old models use d a seperate model for world and 1st person views. New models have one that do both. Some weaps like the Short Circuit are the new style but replace the old style... It's a pain and i think buggers the whole thing up, even for Valve.
Wetwork Splatterscreen
White Wailer
Frogman Footwear
I may also make a watch replacement as a depth gauge or something. Any thoughts?
Good god, now he definitely looks like M. Bison, lol.
i like trains.
did you reuse the frontier justice ?
i reused the stock shotgun so that i could get the bones right, but i defiantly see why you say that.
This is only the first version, I'm going to make it standout a more from the Stock and Frontier Justice along with adding jigglebones to the bell
Was too busy to post something last night and the whole day of today. But here's what i got so far that i can show. No texture yet and psyke needs to get the colors right and he's offline. Comments are still welcome.
http://steamcommunity.com/sharedfiles/filedetails/?id=6970
Dig the lantern on the flare gun too, nice touch.
I think the urn is a bit large though.
http://steamcommunity.com/sharedfiles/filedetails/?id=6991
i'll try to treat this like laro's shogun mask, eventhough i'm not half as talented
i wanted to call it "l'original" till i remembered there was already a weapon named like that >>
heh...wood
Surgeons Socks
Workshop
5 minutes test, dno if it worthes the try :
Though after a year it almost becomes routine to me. Does not mean it's becoming easier, I still sometimes forget the small details that mess things up, but I know how to fix it. I'm still learning something new every time.
Do your own thing I say, even if it's not for TF2!
Thanks for the share, gives a lot of insight how you pulled that off.
I wonder though, couldn't some repeating parts be overlapped in the UV?
like in the bottom left.
QC:
$cd "C:\Users\pear\Desktop\new fur hat engy\output"
$modelname "player/items/all_class/headsplitter_engineer.mdl"
$model "body" "fur_hat.smd"
$cdmaterials "models\player\items\all_class\"
$hboxset "default"
$hbox 0 "bip_head" -2.340 -0.766 -1.714 8.902 7.395 1.685
// Model uses material "models/player/items/all_class/fur_hat.vmt"
$surfaceprop "default"
$sequence idle "idle" loop fps 30.00
$collisionmodel "fur_hat.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
VMT
"VertexLitGeneric"
{
"$baseTexture" "models/player/items/all_class/fur_hat"
}
thanks!
I wish I knew what I was doing.
Also, randomteddybear, I'm really liking that syringe gun. Can you show pictures of the first person view?
[ame="http://www.youtube.com/watch?v=DkbfnWflbVA"]The Doubleshot(wip) - YouTube[/ame]
The Spur of the Moment
3D work by Jalcober.
2D work and design by me.
Make sure you're saving your .vtf as version 7.2
That's the problem I was having.
Boot fetish.
http://steamcommunity.com/sharedfiles/filedetails/?id=7351
http://youtu.be/VHT0GBloVZg
The Tourista
The Memento
Clicky the images to vote on Steam Workshop if you like the models! Thanks so much!
P.S. I love your work on that syringe gun, Teddy. Might be a bit too busy of a model, though.
No, I don't think so.
Got the set uploaded
In any case I think we can assume DOTA 2 will get its own section sooner or later.
http://www.dota2wiki.com/wiki/Cosmetic_Items
http://www.valvenews.net/2011/dota-2-will-feature-cosmetic-items-an-in-game-store/