I am trying to get dynamic eyes working on an item but having a bit of trouble. Getting the eyes positioned and tracking properly in the model viewer was fairly straight forward, but in-game the irises wander about. It seems as though they are fixed on some distant object, and as the player rotates the irises always track it, even if it means they roll back into the head. Sometimes the eyes are looking up and sometimes they are down, so i don't know if there is some orientation problem with the object or a bone or what. If anyone has attempted something similar and didn't have this problem (or were able to fix it) please fill me in .
For now I have just "closed" the eyes and I actually liked the result, but I would still like to get dynamic eyes working in-game.
The eyes work fine in the model viewer...
...but wack out in game:
Wonderful, I already love it. Anyway, I sent you a pm with a little name suggestion I want to propose you.
I made something new. First thing that needed more complex rigging (more than a hat that is). Had a hard time doing it and this is the final product. Thought? Rate/comments please
I am trying to get dynamic eyes working on an item but having a bit of trouble. Getting the eyes positioned and tracking properly in the model viewer was fairly straight forward, but in-game the irises wander about. It seems as though they are fixed on some distant object, and as the player rotates the irises always track it, even if it means they roll back into the head. Sometimes the eyes are looking up and sometimes they are down, so i don't know if there is some orientation problem with the object or a bone or what. If anyone has attempted something similar and didn't have this problem (or were able to fix it) please fill me in .
For now I have just "closed" the eyes and I actually liked the result, but I would still like to get dynamic eyes working in-game.
The eyes work fine in the model viewer...
...but wack out in game:
You'll need to add a flex/.VTA file. It doesn't have to do anything, but it does have to be there. Otherwise, the eyes always point to the origin of the map, as you have there.
You'll need to add a flex/.VTA file. It doesn't have to do anything, but it does have to be there. Otherwise, the eyes always point to the origin of the map, as you have there.
One of those weird Source things.
Just when I think i have source (sort of) figured out... there's always something new to learn. Thanks a ton, great info there.
well i got my problems solved, if anyone else has issues decompiling, i found a hacked version of cannonfodders decompiler http://www.fpsbanana.com/tools/3270 and it seemed to work great right away,
so this weekend i'm getting right to work trying to finish up this
first in a set themed
outback outlaw,
which is a mix between western and primitive austrailian aboriginal
here are my make believe stats, i know valve prob wont use them but i like making things up
Repeat offender (rifle)
Pros
faster scope and charge.
able to fire up to 6 shots off quickly.
cons
-25% damage per shot.
each shell takes the same amount of time to reload as standard rifle, meaning reloading the whole gun takes 6 times as long (you can break off in middle of load like the demmoman.
-25% shorter zoom range.
Rugged walkabouts (western boots)
+25% speed when scoped
rangabanger (thrown boomarange with scorpion tied to the end) (this one does not 100% fit the themed see what i can do.
pros
on hit slows character 50% for a couple of seconds,
on hit swells the head of the character 2x(maybe 3x)for a couple of seconds
cons
no damage on hit.
something somethign bandolier
+25% reload speed
classy western hat, kinda like the one snape work in that movie with magnum p.i.
well thats my current ideas, i'll do the riffle first then see how the others go.
How does the blimp compare in size to the baloonicorn? It looks pretty big
Couple of people have suggested it might be a bit big. Having given it some thought I think I may agree. Will have to wait till Monday before I have time to address it.
I'm having a problem, if you guys have some advice it would be so much appreciated:
I am using itemtest to create my MDL file, but I'm having trouble creating it. I am trying to export a simple rig with jigglebones (similar to the parrot model in TF2). However, since I am exporting SMD files from 3DS max, I keep getting an error from itemtest when I come to the compiling stage, and it seems to create everything EXCEPT the .mdl, .vtx, .phy, and.vvd files.
I've noticed that if I try to do this with .OBJ files instead of SMD, it works. But since I cannot get my skinned rig created with OBJ files, I could really use the SMD.
Does anyone know how to get the SMD files to compile properly in itemtest?
Good afternoon, all. I am new here, and just getting into modelling for TF2. I quickly made this yesterday.
Essentially (and hopefully obviously), it's a replacement for the pyro's airtank. I may or may not upload it to the workshop, this is just practice for me.
Now, my issue is that I can go ahead and make a texture and skin it. But I need to know, what do I do in the post-modeling bits? Specifically:
- How do I make it paintable?
- How do I make it actually replace the pyro's airtank?
- What is the best way to compile it?
If you can point me out to some good tutorials or just tell me yourselves, I will be very grateful.
Thank you very much for taking the time to help me.
B'twixt you and me, itemtest seems to work for roughly half the people who use it. I am one of the people who can't compile anything with it. It will, however, create the autogenerated QC file which you can use with something like GUIStudioMDL. It's buried somewhere deep in sourcesdk_content\tf\modelsrc.
Rhinokey// Interesting design and pretty cool set ideas looking forward to see your progress, keep it up!
Ruskeydoo// Those blimps are awesome, mate!
But it seems to me they are too big. It's size looks similiar to baloonicorn's, but I think it seems more voluminous because of rounder shape.
Airship with flames is my favourite style btw, looks badass!
And few suggestions, if I may.
Maybe, if barrage and airship models have different textures, you can try to highlight the edges a bit (on airship style texture) to make it's segments more noticeable.
Also I think you can try to make caps (on airship style model) with one smoothing group to allocate these elements as the ones that hold all the segments together.
Just suggestions, feel free to ignore them
Pogo// Looks great, will be nice combo with 'Sight for sore eyes'!
Btw maybe with my 'Pop-eyes' too :poly142:
Psyke// Just awesome! I'm pretty sure it will be in Helloween update! :thumbup:
maty// Interesting hat, let us see it on character's head.
Maybe you should highlight stiches a bit more, to make them more noticeable from distance.
vlek2903// Awesome work as always, brother! Must be in Helloween update, good luck! :thumbup:
SuperSoupy// If you want to make models with such 'sweets' as jigglebones, I strongly advice you to figure out how to compile your models with notepad++.
I belive that itemtest is good only to define path and .zip file structure for proper submitting. Follow this link and check out 'Compiling QC model scripts' part at the bottom of the page: https://developer.valvesoftware.com/wiki/Notepad++_VDF_languages
Hey everyone, I thought I might share this 50 mission crush cap I'm still working on, this is my first real model of this kind, as in, I've never actually done a model trying to resemble an item made out of fabric (let alone a model for an actual game.) So this was a very new thing for me, must say that it feels like I've generaly learned quite a bit from doing so, but the model is not perfect by any means.
Currently texturing it, I think anyone can agree that UV mapping is the worst part of the job, haha.
@Baddcog
I remember saying that about your set a year or so ago. Why do we all want to give clowns flamethrowers? @Pogo
Is that going to be a Halloween submission? It seems spooky enough. Any other planned items for a set? Like a firecracker flamethrower?
Almost forgot :poly124:, my last item, finished it yesterday...
Meet the 'Cupcakes of Pain'! Thumbs up if you like cupcakes, favorite if you like pain, thanks
Well I got the flexes exported from 3ds max working in the model viewer but not in game I have no idea what is wrong, i tried as a new model and as replacement for an existing model, with eyes/no eyes, exporting with/without the item in the vta... there is no movement in game. And the eyes are still messed up so I suspect it doesn't even acknowledge that there is a .vta associated with it. I am using the flex anims from the medic's qc as a basis. I also tried decompiling Archimedes for further clues but no vertex animation info shows up in the qc so I'm stuck. Any insight would be appreciated
@Cid, yes I'm submitting it for NOTLU. I wanted to keep the set cosmetic, the pyroland weapons fit well enough with the clown theme. I might add a bow tie or something but most likely no weapons
Replies
Wonderful, I already love it. Anyway, I sent you a pm with a little name suggestion I want to propose you.
I'd really like feedback and suggestions!
Yup that's why I made it and I'm glad you liked my medieval set.
If time allows, I hope to make a set for this update as well.
http://steamcommunity.com/sharedfiles/filedetails/?id=93930440
thx
Seems I'm not the only one going for the stitched look...
Not sure about the bandage? Comments and feedback wanted!
does it look good? i'm trying to make it neutral
You'll need to add a flex/.VTA file. It doesn't have to do anything, but it does have to be there. Otherwise, the eyes always point to the origin of the map, as you have there.
One of those weird Source things.
Comments welcome. Name suggestions, too. "The Flesh Connection" is my current favourite.
It'd be a perfect fit for Sniper.
Oh wow scout looks awesome with this haircut!
Just when I think i have source (sort of) figured out... there's always something new to learn. Thanks a ton, great info there.
I'm undecided about the fingers. The hat works on its own, but it works with them, too.
Would like to get the mesh and textures finished today so I can get it exported and compiled next week (curse this crunch time... *grumble*).
so this weekend i'm getting right to work trying to finish up this
first in a set themed
outback outlaw,
which is a mix between western and primitive austrailian aboriginal
here are my make believe stats, i know valve prob wont use them but i like making things up
Repeat offender (rifle)
Pros
faster scope and charge.
able to fire up to 6 shots off quickly.
cons
-25% damage per shot.
each shell takes the same amount of time to reload as standard rifle, meaning reloading the whole gun takes 6 times as long (you can break off in middle of load like the demmoman.
-25% shorter zoom range.
Rugged walkabouts (western boots)
+25% speed when scoped
rangabanger (thrown boomarange with scorpion tied to the end) (this one does not 100% fit the themed see what i can do.
pros
on hit slows character 50% for a couple of seconds,
on hit swells the head of the character 2x(maybe 3x)for a couple of seconds
cons
no damage on hit.
something somethign bandolier
+25% reload speed
classy western hat, kinda like the one snape work in that movie with magnum p.i.
well thats my current ideas, i'll do the riffle first then see how the others go.
http://steamcommunity.com/sharedfiles/filedetails/?id=94548458
"The Skin Head?"
Couple of people have suggested it might be a bit big. Having given it some thought I think I may agree. Will have to wait till Monday before I have time to address it.
Thx for constructive criticism tho
I'm about done on this for NOTLU:
[ame="http://www.youtube.com/watch?v=oMYu_WG67a8"]Bastinda - style ?1 - YouTube[/ame]
second style will be soon
http://steamcommunity.com/sharedfiles/filedetails/?id=93958849&searchtext=
I am using itemtest to create my MDL file, but I'm having trouble creating it. I am trying to export a simple rig with jigglebones (similar to the parrot model in TF2). However, since I am exporting SMD files from 3DS max, I keep getting an error from itemtest when I come to the compiling stage, and it seems to create everything EXCEPT the .mdl, .vtx, .phy, and.vvd files.
I've noticed that if I try to do this with .OBJ files instead of SMD, it works. But since I cannot get my skinned rig created with OBJ files, I could really use the SMD.
Does anyone know how to get the SMD files to compile properly in itemtest?
Any help is much appreciated.
Essentially (and hopefully obviously), it's a replacement for the pyro's airtank. I may or may not upload it to the workshop, this is just practice for me.
Now, my issue is that I can go ahead and make a texture and skin it. But I need to know, what do I do in the post-modeling bits? Specifically:
- How do I make it paintable?
- How do I make it actually replace the pyro's airtank?
- What is the best way to compile it?
If you can point me out to some good tutorials or just tell me yourselves, I will be very grateful.
Thank you very much for taking the time to help me.
Ruskeydoo// Those blimps are awesome, mate!
But it seems to me they are too big. It's size looks similiar to baloonicorn's, but I think it seems more voluminous because of rounder shape.
Airship with flames is my favourite style btw, looks badass!
And few suggestions, if I may.
Maybe, if barrage and airship models have different textures, you can try to highlight the edges a bit (on airship style texture) to make it's segments more noticeable.
Also I think you can try to make caps (on airship style model) with one smoothing group to allocate these elements as the ones that hold all the segments together.
Just suggestions, feel free to ignore them
Pogo// Looks great, will be nice combo with 'Sight for sore eyes'!
Btw maybe with my 'Pop-eyes' too :poly142:
Psyke// Just awesome! I'm pretty sure it will be in Helloween update! :thumbup:
maty// Interesting hat, let us see it on character's head.
Maybe you should highlight stiches a bit more, to make them more noticeable from distance.
vlek2903// Awesome work as always, brother! Must be in Helloween update, good luck! :thumbup:
SuperSoupy// If you want to make models with such 'sweets' as jigglebones, I strongly advice you to figure out how to compile your models with notepad++.
I belive that itemtest is good only to define path and .zip file structure for proper submitting. Follow this link and check out 'Compiling QC model scripts' part at the bottom of the page:
https://developer.valvesoftware.com/wiki/Notepad++_VDF_languages
Makes me think of:
[ame="http://www.youtube.com/watch?v=z5eSNuQ8I2c"]Final Combat - "Meet The Firebat" (Team Fortress 2 Rip Off) - YouTube[/ame]
Currently texturing it, I think anyone can agree that UV mapping is the worst part of the job, haha.
lol, same comment I've gotten on my clown set
http://steamcommunity.com/sharedfiles/filedetails/?id=1880
I remember saying that about your set a year or so ago. Why do we all want to give clowns flamethrowers?
@Pogo
Is that going to be a Halloween submission? It seems spooky enough. Any other planned items for a set? Like a firecracker flamethrower?
http://steamcommunity.com/sharedfiles/filedetails/?id=87177137
jsargent// Eagle is awesome, despite the fact that it isn't first eagle I like yours more, upvoted :thumbup:
Nytillion// Follow this link and you will find a lot of useful information.
http://www.kritzkast.com/tf2_mod_guide
Almost forgot :poly124:, my last item, finished it yesterday...
Meet the 'Cupcakes of Pain'! Thumbs up if you like cupcakes, favorite if you like pain, thanks
[ame="http://www.youtube.com/watch?v=yn3n5MvOOYU"]Cupcakes of Pain - YouTube[/ame]
love it! do you have a workshop link?
Well I got the flexes exported from 3ds max working in the model viewer but not in game I have no idea what is wrong, i tried as a new model and as replacement for an existing model, with eyes/no eyes, exporting with/without the item in the vta... there is no movement in game. And the eyes are still messed up so I suspect it doesn't even acknowledge that there is a .vta associated with it. I am using the flex anims from the medic's qc as a basis. I also tried decompiling Archimedes for further clues but no vertex animation info shows up in the qc so I'm stuck. Any insight would be appreciated
http://steamcommunity.com/sharedfiles/filedetails/?id=94858347&searchtext
http://steamcommunity.com/sharedfiles/filedetails/?id=95062885
V2
http://steamcommunity.com/sharedfiles/filedetails/?id=82401368
Previous Version
http://steamcommunity.com/sharedfiles/filedetails/?id=95086716
Thanks in advance about feedbacks, tips. I'm still not so good @texturing .
The pyro is the goofy one, the class clown... Just seemed fitting to me.
The Eye Infection
The Hazard Strips
By their powers combined - they are The Growth Spurt, my Demoman set with Sexy Robot for Halloween. Click to vote and stuff.
Donate 1 vote today, and you too can help get rid of horribly ugly valve inflicted texture seams and issues with the War Pig. Thank you.
"I am a brain, Saxton. The rest of me is a mere appendix."
All images lead to the workshop. Vote it up, please and thank you.
- Void and Sparkwire