Looks great Ruskydoo! Thumbs and faves from me! So heres the new road block. I just assumed if i put the right bones in the default animations would work, I have the weapon bone, chamber cover, and bolt, as seen below, but no bolt cocking action :poly122:
well i've got the headburster working with heavy, pyro, spy, scout, except one problem,
wen i test it on scout in the test map, even tho i tell it to hide the base models hat and headset, it doesn not hid it, anyone else have this issue.?
If you like it then put a ring on it. Failing that upvote and fav works too.
Rated up, good work!
And I don't wish to come across at all argumentative or at all high-and-mighty about the grenade, but Wikipedia still agrees with my initial explanation:
Pulling the cord dragged a roughened steel rod through the igniter causing it to flare-up and start the five-second fuse burning
Still open to feedback, though! About any of it!
And I'll try a low-res blank normal map for specular values tonight and we'll see how the specular turns out!
And I don't wish to come across at all argumentative or at all high-and-mighty about the grenade, but Wikipedia still agrees with my initial explanation:
If we keep things civil then disagreement is ok
My good sir! Your initial assertion was that: "A grenade actually runs off a fuse - it has no detonator"
If we take Wikipedia to be a valid source, it clearly states: "A pull cord ran down the hollow handle from the detonator within the explosive head"
As can plainly be seen, Wikipedia and yourself disagree about the presence of said detonator. Though I suspect this may be a case of semantics.
Getting back to things that actually matter! How does the hand gripping the stick on the end of the firework look with it being such a thin thing?
--
As for the detonator discussion - yes, a fuse would be part of a detonation device. And so I would agree so far as both the grenade and a firework have a detonator. However, the rather ineloquent point I was attempting to make was simply that a grenade and firework both use a fuse to ignite, and neither have an ignite-on-impact ability. There is no "trigger" device in a grenade other than the pull chord. So therefore to make a point that the grenade would be more likely to explode on impact than a firework wouldn't be the case. They both require a lit fuse and neither are more or less likely to explode on impact.
I hope my point is much more clearer now? If people do have issue with the firework as a Demoman melee, I can still re-purpose the model for other weapons/integrate into other weapons.
There are plenty of 512x512 hats, if a hat has a lot of unique geometry it can be impossible to make it look good on a 256x256
Yeah I failboated on that fact for sure, should have edited the comment, but I do beileve it was stated it's 1024 so still needs to be sized down a bit. Kudos for first hat, I'm about to do my first hat as well...keep at it!
There are plenty of 512x512 hats, if a hat has a lot of unique geometry it can be impossible to make it look good on a 256x256
True. I wish more people were to be more enlightened about that fact.
Then certain individuals wouldn't feel obligated to run around like job worth moderators spamming other peoples comment sections about the textures being too high.
Does anyone know how the workshop choses which items are "most popular"? My item was 9th most popular this week, got 100 more rates overnight then wham in the last hour it went down to about 50th place...
I don't mind, it just seems random?! Some items haven't moved, other just rocked down a little. Seems rather severe for mine. Any ideas?
True. I wish more people were to be more enlightened about that fact.
Then certain individuals wouldn't feel obligated to run around like job worth moderators spamming other peoples comment sections about the textures being too high.
Let valve worry about that.
I'm sorry I made a mistake in stating the texture size, I made a typo, and have fixed my comment so it does not cause anymore misguided confusion. at least you can take it back up to 512. Also wanted to say its really great to see how you are taking feedback from the community, and not just here, keep it up! Cant wait to see more!
Does anyone know how the workshop choses which items are "most popular"? My item was 9th most popular this week, got 100 more rates overnight then wham in the last hour it went down to about 50th place...
I don't mind, it just seems random?! Some items haven't moved, other just rocked down a little. Seems rather severe for mine. Any ideas?
I'm not 100% on this, but from watching certain items it appears the most popular weekly has more to do with unique visitors than the rates
Quick question here: How do I make a pet stay oriented upwards like the Balloonicorn and Robro? I have a pet with a root bone attached to bip_head but it follows the head even if it is at an angle, which is not desirable. Is it done through jigglebones or a QC command or something else? Decompiling both revealed nothing that I could see.
Using bip_pelvis does help compared to bip_head but both the other pets are attached to bip_head and still never change orientation on the Z axis. See here the axis is in the same orientation even when upside down:
Any hat or other item would be upside down to stay in position relative to the spy but the pets are always right side up relative to the world. I've been messing with it for a few hours and still can't even tell if it's done by a jiggle bone or some bone orientation code in the qc.
Using bip_pelvis does help compared to bip_head but both the other pets are attached to bip_head and still never change orientation on the Z axis. See here the axis is in the same orientation even when upside down:
Any hat or other item would be upside down to stay in position relative to the spy but the pets are always right side up relative to the world. I've been messing with it for a few hours and still can't even tell if it's done by a jiggle bone or some bone orientation code in the qc.
Please let me know if you figure this out. I have been wrestling with the same issue.
started the watch for my spy set, unwrapped and ao'd having a problem trying to test it out ingame though, item test doesn't have an option to load a model as a watch replace. i tried compiling it as a v_model to replace the default watch but that didn't work either, any suggestions? i also tried compiling for it to replace the cloak and dagger but that didnt wok either
also im going to change the position of the clock hands
I suspected it was something unusual - but it just seems odd that even though I got 100 rates overnight it junked it down behind 3 and 4-star rated items with barely any rates themselves. Yet it knocked items higher and lower than mine down only marginally.
Its all a little curious.
It's also amazing what a difference being on the top of page 1 and bottom of page 2 the next day makes
Any hat or other item would be upside down to stay in position relative to the spy but the pets are always right side up relative to the world. I've been messing with it for a few hours and still can't even tell if it's done by a jiggle bone or some bone orientation code in the qc.
It's a jigglebone using has_base_spring with a forward_constraint, isn't it?
Though jigglebones always seem more like trial and error than anything else honestly.
Using bip_pelvis does help compared to bip_head but both the other pets are attached to bip_head and still never change orientation on the Z axis. See here the axis is in the same orientation even when upside down:
Any hat or other item would be upside down to stay in position relative to the spy but the pets are always right side up relative to the world. I've been messing with it for a few hours and still can't even tell if it's done by a jiggle bone or some bone orientation code in the qc.
I'm pretty sure it's the jigglebones, I compiled my pet item with the exact same jigglebones as RoBro and got the same effect
It's the jigglebone that does that. Here's the robro jigglebone parameters:
Do you mind if I borrow some of those parameters to add a jigglebone to the grim reaper model Primrose and I made? I never really tested it much in game so it probably has those problems.
It's the jigglebone that does that. Here's the robro jigglebone parameters:
Thanks! That did it for me. Where did you get those? I decompiled robro but there was nothing about jigglebones in the qc.
Also I found the axes of the root jigglebone need to be aligned so Z is negative, Y is negative, and X is positive (at least in 3dsmax) or the model will turn upside down once the jigglebones settle.
Do you mind if I borrow some of those parameters to add a jigglebone to the grim reaper model Primrose and I made? I never really tested it much in game so it probably has those problems.
They're not Evil's, they're from RoBro, which is already in game so I'm sure you can use it. Or I hope so, since I did.
Woo! Thanks for the info on that pet jiggle bone issue
One more question for you guys. I made an idle animation for my pet,. It works great in the model viewer but doesn't work in game. Is it something I'm doing wrong or is it a bit of code Valve would need to add?
@ Anima - I think you chose the wrong time to release it with Halloween, but it seems to be doing well in the workshop so what do I know. I'm sure many people have suggested having a style with the goggles down.
anyone got links to tutes on doing styles and making things paintable?
i managed to get my head burster in game, but i wanna do more with my next piece
anyone got links to tutes on doing styles and making things paintable?
i managed to get my head burster in game, but i wanna do more with my next piece
Replies
wen i test it on scout in the test map, even tho i tell it to hide the base models hat and headset, it doesn not hid it, anyone else have this issue.?
Rated up, good work!
And I don't wish to come across at all argumentative or at all high-and-mighty about the grenade, but Wikipedia still agrees with my initial explanation:
Still open to feedback, though! About any of it!
And I'll try a low-res blank normal map for specular values tonight and we'll see how the specular turns out!
Broken specular but in-game screenshots here:
http://steamcommunity.com/id/lordzargon/screenshots/?appid=440
If we keep things civil then disagreement is ok
My good sir! Your initial assertion was that: "A grenade actually runs off a fuse - it has no detonator"
If we take Wikipedia to be a valid source, it clearly states: "A pull cord ran down the hollow handle from the detonator within the explosive head"
As can plainly be seen, Wikipedia and yourself disagree about the presence of said detonator. Though I suspect this may be a case of semantics.
Getting back to things that actually matter! How does the hand gripping the stick on the end of the firework look with it being such a thin thing?
Images are 1600*900, so I'll link them rather than img tag them!
http://cloud.steampowered.com/ugc/937004602483755024/B55E0FD9F097808F46687A210400DA05149A5D4B/
http://cloud.steampowered.com/ugc/937004602483751273/6E10098F06392FFA35EE72759749FF199984D599/
And for variety - the red exploded version on the floor (note the broken specular!):
http://cloud.steampowered.com/ugc/937004602483758719/5578C9C14EF43303DAE6E0982896FCD8B18FEA3A/
--
As for the detonator discussion - yes, a fuse would be part of a detonation device. And so I would agree so far as both the grenade and a firework have a detonator. However, the rather ineloquent point I was attempting to make was simply that a grenade and firework both use a fuse to ignite, and neither have an ignite-on-impact ability. There is no "trigger" device in a grenade other than the pull chord. So therefore to make a point that the grenade would be more likely to explode on impact than a firework wouldn't be the case. They both require a lit fuse and neither are more or less likely to explode on impact.
I hope my point is much more clearer now? If people do have issue with the firework as a Demoman melee, I can still re-purpose the model for other weapons/integrate into other weapons.
Feedback welcome!
http://steamcommunity.com/sharedfiles/filedetails/?id=99212611&searchtext=
Something I made a while ago and finished today.
There are plenty of 512x512 hats, if a hat has a lot of unique geometry it can be impossible to make it look good on a 256x256
Yeah I failboated on that fact for sure, should have edited the comment, but I do beileve it was stated it's 1024 so still needs to be sized down a bit. Kudos for first hat, I'm about to do my first hat as well...keep at it!
[ame="http://www.youtube.com/watch?v=_2rvkHK9ask"]The No Smoking Chine - YouTube[/ame]
I gave you some love
True. I wish more people were to be more enlightened about that fact.
Then certain individuals wouldn't feel obligated to run around like job worth moderators spamming other peoples comment sections about the textures being too high.
Let valve worry about that.
I don't mind, it just seems random?! Some items haven't moved, other just rocked down a little. Seems rather severe for mine. Any ideas?
I'm sorry I made a mistake in stating the texture size, I made a typo, and have fixed my comment so it does not cause anymore misguided confusion. at least you can take it back up to 512. Also wanted to say its really great to see how you are taking feedback from the community, and not just here, keep it up! Cant wait to see more!
I'm not 100% on this, but from watching certain items it appears the most popular weekly has more to do with unique visitors than the rates
New (WIP);
Buckle is a style, bow is still there as another.
Any hat or other item would be upside down to stay in position relative to the spy but the pets are always right side up relative to the world. I've been messing with it for a few hours and still can't even tell if it's done by a jiggle bone or some bone orientation code in the qc.
Please let me know if you figure this out. I have been wrestling with the same issue.
started the watch for my spy set, unwrapped and ao'd having a problem trying to test it out ingame though, item test doesn't have an option to load a model as a watch replace. i tried compiling it as a v_model to replace the default watch but that didn't work either, any suggestions? i also tried compiling for it to replace the cloak and dagger but that didnt wok either
also im going to change the position of the clock hands
Its all a little curious.
It's also amazing what a difference being on the top of page 1 and bottom of page 2 the next day makes
Still, I'll quit my bemoaning. Cheers anyway!
Thirded. I did not find this obvious.
It's a jigglebone using has_base_spring with a forward_constraint, isn't it?
Though jigglebones always seem more like trial and error than anything else honestly.
That gives it the same kind of wobble as the Balloonicorn but doesn't keep it upright.
I'm pretty sure it's the jigglebones, I compiled my pet item with the exact same jigglebones as RoBro and got the same effect
also hello everybody, never posted here before
I made all this crap
Do you mind if I borrow some of those parameters to add a jigglebone to the grim reaper model Primrose and I made? I never really tested it much in game so it probably has those problems.
Thanks! That did it for me. Where did you get those? I decompiled robro but there was nothing about jigglebones in the qc.
Also I found the axes of the root jigglebone need to be aligned so Z is negative, Y is negative, and X is positive (at least in 3dsmax) or the model will turn upside down once the jigglebones settle.
So now my bat is just about done
You need a jigglebone decompiler. Try this one
They're not Evil's, they're from RoBro, which is already in game so I'm sure you can use it. Or I hope so, since I did.
My first entry in the TF2 workshop, hope ya like it.
The Hughes Improvement:
Do Valve add them once they accept your item to the game?
One more question for you guys. I made an idle animation for my pet,. It works great in the model viewer but doesn't work in game. Is it something I'm doing wrong or is it a bit of code Valve would need to add?
Voted up.
@ Anima - really love it! It shot up fast on the workshop, congrats! Keep up the stellar work.
i managed to get my head burster in game, but i wanna do more with my next piece
This can get you started on paint items
http://forums.steampowered.com/forums/showpost.php?p=28995130&postcount=1632