hey ronin, looks nice, you jigglebone that strap? i'm going to do that on the gun i posted right above you and curious how much of a hassle it is, and how it looks in game
hey guys, some fantastic work here. I don't know why I didn't jump on the TF2 item production train earlier, but now, here I am.
However Im having a pretty huge problem. I developed a test item, obj, with 2 LODs and a TGA diffuse texture, no norms or spec. I put everything into ItemTest Wizard and it all goes fine until I get to this part:
I haven't the slightest clue where any of these paths should lead, anyone have an idea on how to help me out here?
hey ronin, looks nice, you jigglebone that strap? i'm going to do that on the gun i posted right above you and curious how much of a hassle it is, and how it looks in game
It uses just one jigglebone. The whole strap's body is part of the jigglebone with its yaw being very subtle (-5 5).
hey guys, some fantastic work here. I don't know why I didn't jump on the TF2 item production train earlier, but now, here I am.
However Im having a pretty huge problem. I developed a test item, obj, with 2 LODs and a TGA diffuse texture, no norms or spec. I put everything into ItemTest Wizard and it all goes fine until I get to this part:
I haven't the slightest clue where any of these paths should lead, anyone have an idea on how to help me out here?
I'd advise against using itemtest for anything other than the most basic hat items - it's just not designed with weapons in mind. Get mdldecompiler, guistudiomdl, gcf scape and an smd importer/exporter and you'll get so much more control when compiling your model.
Currently they dont make an smd exporter for 3Ds max 2013, so Im still shooting to try and use itemtest, but haven't yet found a solution to my problem.
EDIT: Finally got it all working, now my questions are: is there a smd exporter for max 2013 and how do I add a spec map to my model in source
I'm kind of boned here. I recently recovered from a catastrophic HDD failure and had to re-install all my crap. Problem is I'm running 3DS Max 2013 now and no longer have access to my old Max license. This leave me unable to import and export SMD files. I did some searching and haven't found any plugins for 2013, am I just missing them or am I screwed and unable to complete my Halloween item?
EDIT: Can't believe I missed the post two above mine saying there are no SMD tools yet. This sucks big time...
working on an item for the pyro, the idea is that the pyro is a werewolf and parts of the mask have been ripped allowing for you to see various patches of fur/ears/eye/nose poking out. its gonna act as a head replacer such as the foster's facade. the blending between the pyro's mask and the sections i added will be fixed once its done.
hopefully whill have this finished in time for the night of the living update
Update to mine! Still very WIP and comments welcome.
Increased the visibility of the stitches, added more blood stains to some seams and added some ears.
Re-Introducing The Skin Head
Some amazing work above. The stake badge is a fantastic idea - one of those I'd wish I'd thought of!
Will get it in-game this weekend. I'm in crunch at work (12 hour days, plus 1.5 hour commutes daily FTL), so I'm not working at the pace I'd like!
EDIT:
On that note - I'm trying to get the hat to fit all classes. Is this done by keyframes for each class? Only the same size doesn't fit all, its not the positioning I have a problem with!
Update to mine! Still very WIP and comments welcome.
Increased the visibility of the stitches, added more blood stains to some seams and added some ears.
Re-Introducing The Skin Head
Some amazing work above. The stake badge is a fantastic idea - one of those I'd wish I'd thought of!
Will get it in-game this weekend. I'm in crunch at work (12 hour days, plus 1.5 hour commutes daily FTL), so I'm not working at the pace I'd like!
EDIT:
On that note - I'm trying to get the hat to fit all classes. Is this done by keyframes for each class? Only the same size doesn't fit all, its not the positioning I have a problem with!
You're going to have to position and compile the hat in each different size/position with a prefix such as demo_skinhat.mdl/ scout_skinhat.mdl
So 9 different model files in total all using the same uv/vmt
Working on a lil Imp shoulder buddy. Just a W.I.P so far but coming along.
It still needs a stem, the tail leaf is going to have a different shape and the eyes will be painted on (not geometry). The arms are going to be rolled up ribbons, kind of like those party favors that unroll when you blow on them.
Thoughts, suggestions?
Also what do you guys prefer? The Pumpkin head above or this older version here? This one has a far less pumpkin shape.
Still lots of work to be done, but as a proof of concept I'm happy. Although this may not be the scariest submission this Halloween, it may horrify the most people
Edit: What is with quite a few people presenting items not in context? If your item is meant to be worn by a certain class, unless you present it on the character model I really have no idea if I like it or not. A massive part of lots of these items is how they synergise with the existing character aesthetic.
Rusky, while I love the skirt you should see the clipping with the minigun drawn. Heavy rests the handle against his hip, so I expect you'll find a lot of problems there.
Rusky, while I love the skirt you should see the clipping with the minigun drawn. Heavy rests the handle against his hip, so I expect you'll find a lot of problems there.
Clips a fair bit. Not that offensive though as a tutu does foof around stuff. Hell the heavies leg clips right through the hull of the regular mini when walking
Started compiling my model but I'm having issues. The hat isn't sitting in the right position.
EDIT: Fixed! I skinned the hat at 0,0,0 with the bip_head at 0,0,0 - I didn't move the the hat into position first THEN skin it to the bone which was at 0,0,0.
EDIT #2: Okay, its sat at the correct height on the players but it is NOT moving on individual classes to the position I set on the idle.smd animation (9 frames for each class, in the correct order). The animation works in the HLMV but the game isn't positioning it accordingly. Any ideas??
--- Fixed, see above!
---
Ta anyway!
What I did:
- Using Maya 32-bit 2011 and Valve's plugins.
1) Opened the demoman Maya reference file included in the SourceSDK.
2) Deleted all the rig except the bip_head bone.
3) 0,0,0'ed the bip_head in the scene.
4) Imported my Hat and its LODs. Imported the test heads Valve provide in the workshop.
5) Rigged the bip_head to my hat and LODs. Moved the hat accordingly for each class for each frame.
6) Exported it and compiled. The hat positions is a 9-frame animation, 30fps and looping.
7) Compiled fine and fine on its own.
8 ) In the game and HLMV it comes out in the wrong place - it is about this position on ALL character meshes.
@ Maty - Not many bumpmaps in TF2 but in this case I'd suggest trying it out. Bring out the stitches and make the skin look grotesque.
@ Kite212 - Maybe try skewing some of the straight lines on your scope. Might exaggerate it a bit. Looking forwards to seeing how this ends up.
@ pogo - Just sorted out a subtle jiggle and fitted it fully. Here is the clipping at it's worst. Not great but looks plausible and there is no way around it!
Yeah, I will toy with that option! But only once I get it working in the game!!
Sadface .
Did valve take out the option to use each frame of a lopping animation for each class? If they did and I have to do each class as a separate MDL, then that's 27 meshes to keep track of!
Any help would be appreciated!
--EDIT #2: Sorted. Seemed to be a problem with itemtest and OBJs exported from MAYA. Used DMX and itemtest and all is good with the world. Leaving my previous edit for anyone else who runs into the problem!
--EDIT:
Argh! This is not going well! . I exported each mesh and each LOD for each class to compile 9 MDLs from using itemtest for ease.
When I compile it, however, the mesh is really shiny - as if its not reading the Spec map. Despite me specifying it! I checked the VTF and VMT files - even using the old working VMTs and VTFs and it all reads fine. It loads the diffuse map (which the spec is in the alpha channel).
Does anyone have any fixed for this? It seems to only happen with itemtest.
Did valve take out the option to use each frame of a lopping animation for each class? If they did and I have to do each class as a separate MDL, then that's 27 meshes to keep track of!
How many tris are your LODs? If your hat is around 1000 then do a second around 500 and call it quits. Valve don't do that many on their stuff.
@Ruskeydoo I was thinking of trying to incorporate a twist to the scope, but not so sure anymore. When it's done I want it to resemble an older mirror frame. Here's where it's at currently
@ Kite212 - Just keep doing what you're doing, that is looking awesome! Completely breaking the TF2 aesthetic rules about detail, but doing it in a way that works beautifully.
@ D-D-D-Demon - No harm in submitting it now you've got this far.
@ Pogo - I've always considered the filtr of the gas mask to be the 'nose'. Having the face above the nose looks real weird to me.
Replies
LITTLE BUMP FOR MY SCREAMING EAGLE AS I HAVE UPDATED IT
Paint!
http://steamcommunity.com/sharedfiles/filedetails/?id=95339727&tscn=1347311834
I would appreciate polycount's support by commenting how you feel about my item and rate it.
Pick up your copy today!
http://steamcommunity.com/workshop/filedetails/?id=95392607
Now available in the workshop. Rate-up if you like it. Thanks for your support.
However Im having a pretty huge problem. I developed a test item, obj, with 2 LODs and a TGA diffuse texture, no norms or spec. I put everything into ItemTest Wizard and it all goes fine until I get to this part:
I haven't the slightest clue where any of these paths should lead, anyone have an idea on how to help me out here?
It uses just one jigglebone. The whole strap's body is part of the jigglebone with its yaw being very subtle (-5 5).
I'd advise against using itemtest for anything other than the most basic hat items - it's just not designed with weapons in mind. Get mdldecompiler, guistudiomdl, gcf scape and an smd importer/exporter and you'll get so much more control when compiling your model.
EDIT: Finally got it all working, now my questions are: is there a smd exporter for max 2013 and how do I add a spec map to my model in source
EDIT: Can't believe I missed the post two above mine saying there are no SMD tools yet. This sucks big time...
http://steamcommunity.com/sharedfiles/filedetails/?id=95541459
which has an smd export that works in max 2013. Sadly no importer, but hey, its a start!
@SgtR007 It's been done before for Medic but it might look nice on Engie's chrome dome, don't think it's a fit for Heavy though
Candy bag for Engy, not entirely sure if I like the contents though. Used to have a wrench in the bag but I ditched it.
I'm not sure what I want on the front of it, might do some sort of Engineer pumpkin drawing or such.
Both of these are amazing
working on an item for the pyro, the idea is that the pyro is a werewolf and parts of the mask have been ripped allowing for you to see various patches of fur/ears/eye/nose poking out. its gonna act as a head replacer such as the foster's facade. the blending between the pyro's mask and the sections i added will be fixed once its done.
hopefully whill have this finished in time for the night of the living update
Watcha guys think of the front of the bag?
Edit:
Increased the visibility of the stitches, added more blood stains to some seams and added some ears.
Re-Introducing The Skin Head
Some amazing work above. The stake badge is a fantastic idea - one of those I'd wish I'd thought of!
Will get it in-game this weekend. I'm in crunch at work (12 hour days, plus 1.5 hour commutes daily FTL), so I'm not working at the pace I'd like!
EDIT:
On that note - I'm trying to get the hat to fit all classes. Is this done by keyframes for each class? Only the same size doesn't fit all, its not the positioning I have a problem with!
You're going to have to position and compile the hat in each different size/position with a prefix such as demo_skinhat.mdl/ scout_skinhat.mdl
So 9 different model files in total all using the same uv/vmt
It still needs a stem, the tail leaf is going to have a different shape and the eyes will be painted on (not geometry). The arms are going to be rolled up ribbons, kind of like those party favors that unroll when you blow on them.
Thoughts, suggestions?
Also what do you guys prefer? The Pumpkin head above or this older version here? This one has a far less pumpkin shape.
Maybe make it a style? I really like the other version. It has a cool feel to it like some kid painted it up to make his plain paper bag more festive.
Edit: What is with quite a few people presenting items not in context? If your item is meant to be worn by a certain class, unless you present it on the character model I really have no idea if I like it or not. A massive part of lots of these items is how they synergise with the existing character aesthetic.
Clips a fair bit. Not that offensive though as a tutu does foof around stuff. Hell the heavies leg clips right through the hull of the regular mini when walking
Concept by Sharc, modelling/texturing by me
Started compiling my model but I'm having issues. The hat isn't sitting in the right position.
EDIT: Fixed! I skinned the hat at 0,0,0 with the bip_head at 0,0,0 - I didn't move the the hat into position first THEN skin it to the bone which was at 0,0,0.
EDIT #2: Okay, its sat at the correct height on the players but it is NOT moving on individual classes to the position I set on the idle.smd animation (9 frames for each class, in the correct order). The animation works in the HLMV but the game isn't positioning it accordingly. Any ideas??
--- Fixed, see above!
---
Ta anyway!
What I did:
- Using Maya 32-bit 2011 and Valve's plugins.
1) Opened the demoman Maya reference file included in the SourceSDK.
2) Deleted all the rig except the bip_head bone.
3) 0,0,0'ed the bip_head in the scene.
4) Imported my Hat and its LODs. Imported the test heads Valve provide in the workshop.
5) Rigged the bip_head to my hat and LODs. Moved the hat accordingly for each class for each frame.
6) Exported it and compiled. The hat positions is a 9-frame animation, 30fps and looping.
7) Compiled fine and fine on its own.
8 ) In the game and HLMV it comes out in the wrong place - it is about this position on ALL character meshes.
Can anyone point out where I'm going wrong?
Cheers Polycounters, you wonderful bunch!
@ Kite212 - Maybe try skewing some of the straight lines on your scope. Might exaggerate it a bit. Looking forwards to seeing how this ends up.
@ pogo - Just sorted out a subtle jiggle and fitted it fully. Here is the clipping at it's worst. Not great but looks plausible and there is no way around it!
Sadface .
Did valve take out the option to use each frame of a lopping animation for each class? If they did and I have to do each class as a separate MDL, then that's 27 meshes to keep track of!
Any help would be appreciated!
--EDIT #2: Sorted. Seemed to be a problem with itemtest and OBJs exported from MAYA. Used DMX and itemtest and all is good with the world. Leaving my previous edit for anyone else who runs into the problem!
--EDIT:
Argh! This is not going well! . I exported each mesh and each LOD for each class to compile 9 MDLs from using itemtest for ease.
When I compile it, however, the mesh is really shiny - as if its not reading the Spec map. Despite me specifying it! I checked the VTF and VMT files - even using the old working VMTs and VTFs and it all reads fine. It loads the diffuse map (which the spec is in the alpha channel).
Does anyone have any fixed for this? It seems to only happen with itemtest.
after some various tweaks the Spine Rotting Skull is now in the workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=96519096&tscn=1347740665
Have you tried it the old hands on way? I bit more of a hassle but it fixes a lot of people's problems
Vote now on the workshop!
Been experimenting with making this all-class, thoughts?
@ D-D-D-Demon - No harm in submitting it now you've got this far.
@ Pogo - I've always considered the filtr of the gas mask to be the 'nose'. Having the face above the nose looks real weird to me.
All images lead to the workshop - you know what to do.
Thanks - and do we win the award for most workshop images now?
- Void and Sparkwire