Ok so i want to send my item to the night of the living update, the problem is that i can't make my item replace another one
I want the knife to replace either the eternal reward, the switchblade or the kunai
So far i have this in my directories:
weapons/c_models/c_eternal_reward
weapons/c_models/c_shogun_kunai
weapons/c_models/c_switchblade
and the model with the respective name in each folder
but it does not work, the weapon is invisible in game and HLMV shows me an error when i try to open one of the aforementioned weapon
For it to work i need to have my original model in it's respective folder:
weapons/c_models/steam account id/spine_carver
then when i load one of the weapons, my knife shows up in the game
i just don't know anymore, maybe i will just pack everything up with the original model in its place
Uploaded! I will add more images soon, need to take a break and actually have a weekend now...
Do rate , I shall be doing so back!
Awesome hat dude. I was gonna PM you about it but it seems I can't.
Can I ask you how you fixed your issue. I have the same problem. I was following HellJumper's tutorial on youtube and I had the same problem with you but I think I might have fixed it by now applying the armatures on the model.
Also, can you tell me how you did that texturing? Like the specular and normals? I'm new to this stuff and would really appreciate it. It looks really good and has the similar effect I'm trying to attain.
Plus, to everyone else reading, how do I apply chrome materials/terxtures? I'd like to apply really shiney effect like on this page.
Just a quick lunchtime model! Pretty simple but I felt it needed to be added for Halloween! I couldn't get translucent to work as it banded, and $alpha didn't work, and ideas? Had to revert to basic toffee for now!
Do rate!
I've had almost no time to work on this. Going to try and finish it by Wednesday and get it on the workshop. Happy with the model, moving on to textures.
Currently I can't import models into max 2013. Can one of you tell me what bone "Floating Buddies" are typically skinned to? Thanks guys, Love the work you're doing!
Low poly is pretty much done, doing a simple high poly, gotta test some details that i feel will make it too noisy at this point. Messing with some base color options;
It started out like a club, a humerus bone that I then modified and shaved. from the silhouette.
But as a club, hmm, it wasn't working as a sniper melee for me. It wasn't sharp enough? His knives are typically survival blades and a club didn't make much sense to me - but it would make sense to other classes. Those were my thoughts that lead to that decision anyway!
Alternatively, I could "horror" it up with some gruesome additions - not sure what yet?
Need some more input methinks! Do give your thoughts, kind people!
It started out like a club, a humerus bone that I then modified and shaved. from the silhouette.
But as a club, hmm, it wasn't working as a sniper melee for me. It wasn't sharp enough? His knives are typically survival blades and a club didn't make much sense to me - but it would make sense to other classes. Those were my thoughts that lead to that decision anyway!
Alternatively, I could "horror" it up with some gruesome additions - not sure what yet?
Need some more input methinks! Do give your thoughts, kind people!
It's a bad paint over but what if you gradually shaved the bone down into a slim brush blade? Something like this? Maybe take a few liberties on the end and exaggerate it a bit?
Perhaps some kind of whirring/shaking ala' the MvM robot's idle animations, all time abiding of course. But aside from that possibility not really much planned except perhaps some particle effects.
Sounds like you know about animating for TF2. Any tips on how to do this?
For my Pumpkin Imp I want a nice little idle animation while it hovers. How exactly is this accomplished? I know I need the model rigged and the animation range exported as a Name.smd. What else is required?
You also mentioned particle effects. I have yet to find any resources detailing how or if you cam add a particle effect to a model. Like a purple cloud of mist around the imp.
since i have tonight and tomorrow before the September 20th deadline for the workshop im gonna try and improve this a bit before then, right now improved the eye area and the nose, gonna work on the ear area next
Sounds like you know about animating for TF2. Any tips on how to do this?
Has Valve ever used a custom animation?
That's a serious question. Seems I heard something a while back about them potentially adding the capability to use custom animations more freely, but I haven't seen anything come of it.
That's a serious question. Seems I heard something a while back about them potentially adding the capability to use custom animations more freely, but I haven't seen anything come of it.
They've used custom anims for the Robro and the Hat Of Undeniable Wealth And Respect (latter isn't a community item but still, it's an animated cosmetic)
Add some slight discoloration to it using square brushes.
If you're not confident with doing that, here's the simplest way of doing it (rather than using custom brushes):
- open up your Brushes palette in Photoshop and import the Calligraphic brushes and use them in black on one layer on a very low opacity and white on another low opacity layer (try different blend modes). You can also put these into your alpha channel to use on your Spec/Phone mask.
I envy you guys. Especially Psyke who is churning out work. Feels like you guys have all the time in the world to work on this stuff. I'm lucky if I get an hour or two a week to make something :P
Heh, I'm in crunch at work! I take some time out at lunch and get up early in mornings to get some time! I also have a wife who does work at home until about 9pm, so I have chance to work at home for a bit too.
Tend to keep to simple and quick ideas - don't have time for adventurous stuff!!
Anyway,
Reworked the texture a fraction - keeping it clean for now, but feedback welcome! Made LODs, too. Once its finalised I can export at home tomorrow night. I'm feeling this might also work for Solider as well?
Mr slow returns. It's gone a bit spooky in these parts...
Police stuff seems to be done:
I mostly just need to get the shield LODs and promo images done now. I did end up playing with damage on the shield quite a bit to get to something I was happy with.
Also came up with a potential grenade launcher for the demolition set:
You can see it in game here. The idea is a utility weapon that condemns buildings by coating them in paint via a paint grenade (i.e. Jarate vs buildings). No idea if it would work in game, I just like the thought of it too much to ignore.
Replies
Finally, done one class and sorted normal map! Need to tweak specular (too shiny)!
Tweak this, then do remaining classes, test, submit & zip!
Do rate , I shall be doing so back!
I want the knife to replace either the eternal reward, the switchblade or the kunai
So far i have this in my directories:
weapons/c_models/c_eternal_reward
weapons/c_models/c_shogun_kunai
weapons/c_models/c_switchblade
and the model with the respective name in each folder
but it does not work, the weapon is invisible in game and HLMV shows me an error when i try to open one of the aforementioned weapon
For it to work i need to have my original model in it's respective folder:
weapons/c_models/steam account id/spine_carver
then when i load one of the weapons, my knife shows up in the game
i just don't know anymore, maybe i will just pack everything up with the original model in its place
Yorick's Lament
Finally got this compiled and sent for NotLU2! Can't wait to see the rest of the items!
http://steamcommunity.com/sharedfiles/filedetails/?id=96949849&searchtext=
Reaping in all the kills
Awesome hat dude. I was gonna PM you about it but it seems I can't.
Can I ask you how you fixed your issue. I have the same problem. I was following HellJumper's tutorial on youtube and I had the same problem with you but I think I might have fixed it by now applying the armatures on the model.
Also, can you tell me how you did that texturing? Like the specular and normals? I'm new to this stuff and would really appreciate it. It looks really good and has the similar effect I'm trying to attain.
Plus, to everyone else reading, how do I apply chrome materials/terxtures? I'd like to apply really shiney effect like on this page.
https://developer.valvesoftware.com/wiki/Specular
Do rate!
got a bit more texture work to do then compile, hope to have it in game before sleep time tonite
http://steamcommunity.com/sharedfiles/filedetails/?id=97120906&searchtext=
Currently I can't import models into max 2013. Can one of you tell me what bone "Floating Buddies" are typically skinned to? Thanks guys, Love the work you're doing!
"If we had a little bit of this ourselves, maybe we'd have thought of a description by now."
It's paintable. It jiggles. It bubbles. It's for Halloween.
All images lead to the workshop - you know what to do.
Thanks!
- Void and Sparkwire
You're just pumping out the awesomeness, huh?
WIP!
Will make the candy apple from yesterday paintable tonight, then get this in too - hopefully tonight!
... Still got lots of ideas. Have to keep things simple as I only have a few hours a week free tops!
I like it, but the "sharp" end just feels odd. I'd say you should take another approach.
1) Keep both ends blunt and make it a club
2) Keep both ends blunt and attach a sharpened shoulder blade with leather or something and make an axe.
Just my two cents
But as a club, hmm, it wasn't working as a sniper melee for me. It wasn't sharp enough? His knives are typically survival blades and a club didn't make much sense to me - but it would make sense to other classes. Those were my thoughts that lead to that decision anyway!
Alternatively, I could "horror" it up with some gruesome additions - not sure what yet?
Need some more input methinks! Do give your thoughts, kind people!
It's a bad paint over but what if you gradually shaved the bone down into a slim brush blade? Something like this? Maybe take a few liberties on the end and exaggerate it a bit?
Alright, I'll take a good look tomorrow on my lunch again - not an issue to rework it.
I took the outline from an actual humerus like this one. Hence the oversized end to it.
I'll make it a straighter edge with some definite teeth and carvings. More feedback would be appreciated all the same .
Testing out a quick brain fart I had.
Make that orange light blink whilst you're making any particles.
I took this evening to make my candy apple paintable! You can now add fantastically toxic colours and flavours to your apple! Nom om!
Do rate if you haven't done so yet!
Sounds like you know about animating for TF2. Any tips on how to do this?
For my Pumpkin Imp I want a nice little idle animation while it hovers. How exactly is this accomplished? I know I need the model rigged and the animation range exported as a Name.smd. What else is required?
You also mentioned particle effects. I have yet to find any resources detailing how or if you cam add a particle effect to a model. Like a purple cloud of mist around the imp.
Please rate up if you like it. Thanks.
since i have tonight and tomorrow before the September 20th deadline for the workshop im gonna try and improve this a bit before then, right now improved the eye area and the nose, gonna work on the ear area next
thoughts?
Stuff.
That's a serious question. Seems I heard something a while back about them potentially adding the capability to use custom animations more freely, but I haven't seen anything come of it.
They've used custom anims for the Robro and the Hat Of Undeniable Wealth And Respect (latter isn't a community item but still, it's an animated cosmetic)
NOTE: I haven't finessed this or reworked the texture. Suggestions for where to exaggerate things are welcome!
I'm also making my Candy Apple a separate item as a hat! Should have this submitted tonight when I get home from work:
- Will be paintable with your favourite colourings!
If you're not confident with doing that, here's the simplest way of doing it (rather than using custom brushes):
- open up your Brushes palette in Photoshop and import the Calligraphic brushes and use them in black on one layer on a very low opacity and white on another low opacity layer (try different blend modes). You can also put these into your alpha channel to use on your Spec/Phone mask.
Do Read:
http://www.polycount.com/forum/showthread.php?t=73559
http://www.polycount.com/forum/showthread.php?t=82607
Dig it man
I envy you guys. Especially Psyke who is churning out work. Feels like you guys have all the time in the world to work on this stuff. I'm lucky if I get an hour or two a week to make something :P
Tend to keep to simple and quick ideas - don't have time for adventurous stuff!!
Renamed my Hat entry, please take the time to rate up - I try to do the same on everything posted here . I'll spam them here again
http://steamcommunity.com/sharedfiles/filedetails/?id=96757469
http://steamcommunity.com/sharedfiles/filedetails/?id=97098728
Anyway,
Reworked the texture a fraction - keeping it clean for now, but feedback welcome! Made LODs, too. Once its finalised I can export at home tomorrow night. I'm feeling this might also work for Solider as well?
Police stuff seems to be done:
I mostly just need to get the shield LODs and promo images done now. I did end up playing with damage on the shield quite a bit to get to something I was happy with.
Also came up with a potential grenade launcher for the demolition set:
You can see it in game here. The idea is a utility weapon that condemns buildings by coating them in paint via a paint grenade (i.e. Jarate vs buildings). No idea if it would work in game, I just like the thought of it too much to ignore.
Tools of the Och'ult complete
http://steamcommunity.com/sharedfiles/filedetails/?id=97517643
Made candy apple a paintable hat! Do comment and rate - look at my other items, too