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?
To get the idle anim to work ingame, add "autoplay" to the end of the sequence qc command, so the line would be for example
base texturing done goina dick around getting it in game now
i can see why you say it feels sniperish but the sniper has some kinda weird lookin boonie hat and i felt like doing this for scout.
and ingame, minus the alpha have to fig how to set that up
I've been thinking my imp might look better with some spec, but I can't seem to get it to work with a Paintable item. I tried using a normalmap texture with a alpha but it doesn't seem to work and the whole model becomes high spec. Any ideas?
cut back on some of the texture detail by removing the checkers on the straps, and enlarging the camo pattern
It looks like you have texturing skills, what you should be doing is looking at other ingame textures to get a better idea of what sort of details work and what don't. ATM I'd say your gradients on the bands are too strong, your camo squares are too square and contrasty, and the sewing stuff on the brim of the hat is too much fine detail.
Also turn down $phongboost and $phongexponent for a broader, less powerful specular highlight.
Love it
Honestly all the "pets" that have gone up are awesome. I'd love to see them all make it in. Maybe they could make a "Monster Crate" that has a random one inside.
I put that code into my QC except when I compile it it doesn't do anything. It just hangs. Even when I change "cig_smoke" to "bip_head".
What am I doing wrong?
Edit: I got it to compile. I had an extra parentheses at the bottom of my QC.
That said, it seems itemtest doesn't show particle effects. I tried it on the official hats and it doesn't work.
Nice one valve. Lets release a map specifically for the community to test it's items and have it broken.
Item test should work fine with particles. I tried various effects on my Lantern Imp before i decided it looked better without them due to clipping issues. Might be a problem in your QC. When I was first trying to get them to work I had forgotten to create an attachment in my QC.
Also if you got back a page or two I posted a link to all the existing particle effect names in game.
Item test should work fine with particles. I tried various effects on my Lantern Imp before i decided it looked better without them due to clipping issues. Might be a problem in your QC. When I was first trying to get them to work I had forgotten to create an attachment in my QC.
Also if you got back a page or two I posted a link to all the existing particle effect names in game.
Thanks.
I'm new to this so I'm still learning new stuff each day.
I did presume that by renaming "cig_smoke" to "bip_head" in both likes of the code that you provided it would allow for any effect to be allowed. So to allow each particle effect to work do I need to C&P the middle three lines of code over and over for each particle effect?
Having issue though - it wont swap from original to exploded model in itemtest, even though the naming convention is modelname.mdl and modelname_exploded.mdl in the same folder. I have to load a different model in itemtest for each version. Does anyone know if this is an itemtest problem or do I have to do more than the naming convention for it to swap?
HLMV shots:
Itemtest images:
Comments welcome still! Trying to think up more set ideas...
Having issue though - it wont swap from original to exploded model in itemtest, even though the naming convention is modelname.mdl and modelname_exploded.mdl in the same folder. I have to load a different model in itemtest for each version. Does anyone know if this is an itemtest problem or do I have to do more than the naming convention for it to swap?
HLMV shots:
Itemtest images:
Comments welcome still! Trying to think up more set ideas...
How do you get props to fall on the ground when a player dies? Mine still disappear. I went my helljumper's tutorial on youtube. Is his QC different from your QC? Maybe that's where I'm going wrong. I just decompile a hat or item that's closest to the one I'm making and use it's QC with changed paths. That's all really.
well had my first day long bought with making something paintable!
any tips on the lens? i use translucent 1 in the vmt, but it seems to be solid at a distance, and the closer you get the more transparent it gets, prob is when you get in close like those shots its almost completely gone, i've tried all way from white to black in the alpha channel.
and style 2
also toying witn making more styles, one without goggles, and one with only goggles,
name needs to be the name of the particle effect. Otherwise, how will the game know what effect to use? Since there is no "bip_head" particle effect. And you want to add an $attachment as the attachment point for the effect. If using bip_head, its possible the head mesh will hide the effect.
How do you get props to fall on the ground when a player dies? Mine still disappear. I went my helljumper's tutorial on youtube. Is his QC different from your QC? Maybe that's where I'm going wrong. I just decompile a hat or item that's closest to the one I'm making and use it's QC with changed paths. That's all really.
It doesn't drop every item in the game. It depends what model you're replacing. Find an item that drops in itemtest and replace that one. Not all my items have dropped on the floor. Ullapool caber does!
Valve don't like stuff being riveted into the characters head. (unless the concept specifically supports that - big steel jaw). This was the original design for the Longwave:
name needs to be the name of the particle effect. Otherwise, how will the game know what effect to use? Since there is no "bip_head" particle effect. And you want to add an $attachment as the attachment point for the effect. If using bip_head, its possible the head mesh will hide the effect.
*edit*
What do you all think of my current WIP?
Oh ok. So do I need another bone to attach the particle effect too? Also, how do I get all particle effects to work? Do I just C&P the code again with different particle names? I though it would have worked like how alpha channels work. Make one general reference and it'll work by changing a new words or numbers.
Man. How do some of these submission get 10+k views and thousands of votes? I'm lucky if an item I make breaks 5k views. I'm not sure if my works is lame or if the others just know how to spread their work around.
Valve don't like stuff being riveted into the characters head. (unless the concept specifically supports that - big steel jaw). This was the original design for the Longwave:
Thank you for that information. Guess I should just bolt it to his hard hat then.
Man. How do some of these submission get 10+k views and thousands of votes? I'm lucky if an item I make breaks 5k views. I'm not sure if my works is lame or if the others just know how to spread their work around.
Spreading the word to as many communities as possible is huge. It lets your item have a consistent flow of views keeping it in the most popular pages allowing for random viewers to come across it easier. Really, once you get your item to the front page it'll support itself, so long as it has decent quality and style.
Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?
Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?
you probably forgot to delete "$basemapalphaphongmask"
Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?
QC has no bearing on the paint or specular. The VMT does all the work.
I usually set it up like so:
- Diffuse (RGB) & paintable layer (Alpha)
- Normal map (if you're not using one, use a 128x128 RGB 127,127,255 image) & Specular (Alpha)
I've just got into work but I can email my VMT file to you when I get home in about 10 hours if you're still struggling. PM me.
hey evil, how are you getting your screen shots, specificly the item only ones with the color tint?
That's in HLMV. Paintable items look white in the viewport, but if you add this in the vmt and uncomment the color you want, you get that paint in the viewport.
// Uncomment and re-comment as necessary.
//"$color2" "{}" // Stock - Copy the value of "$colortint_base" into here.
//"$color2" "{230 230 230}" // An Extraordinary Abundance of Tinge
//"$color2" "{216 190 216}" // Color No. 216-190-216
//"$color2" "{197 175 145}" // Peculiarly Drab Tincture
//"$color2" "{126 126 126}" // Aged Moustache Grey
//"$color2" "{20 20 20}" // A Distinctive Lack of Hue
//"$color2" "{105 77 58}" // Radigan Conagher Brown
//"$color2" "{124 108 87}" // Ye Olde Rustic Color
//"$color2" "{165 117 69}" // Muskelmannbraun
//"$color2" "{231 181 59}" // Australium Gold
//"$color2" "{240 230 140}" // The Color of a Gentlemann's Business Pants
//"$color2" "{233 150 122}" // Dark Salmon Injustice
//"$color2" "{207 115 54}" // Mann Co. Orange
//"$color2" "{255 105 180}" // Pink as Hell
//"$color2" "{125 64 113}" // A Deep Commitment to Purple
//"$color2" "{81 56 74}" // Noble Hatter's Violet
//"$color2" "{47 79 79}" // A Color Similar to Slate
//"$color2" "{50 205 50}" // The Bitter Taste of Defeat and Lime
//"$color2" "{114 158 66}" // Indubitably Green
//"$color2" "{128 128 0}" // Drably Olive
//"$color2" "{66 79 59}" // Zephaniah's Greed
//"$color2" "{188 221 179}" // A Mann's Mint
//"$color2" "{45 45 36}" // After Eight
//"$color2" "{168 154 140}" // Waterlogged Lab Coat (RED)
//"$color2" "{131 159 163}" // Waterlogged Lab Coat (BLU)
//"$color2" "{59 31 35}" // Balaclavas Are Forever (RED)
//"$color2" "{24 35 61}" // Balaclavas Are Forever (BLU)
//"$color2" "{184 56 59}" // Team Spirit (RED)
//"$color2" "{88 133 162}" // Team Spirit (BLU)
//"$color2" "{72 56 56}" // Operator's Overalls (RED)
//"$color2" "{56 66 72}" // Operator's Overalls (BLU)
//"$color2" "{128 48 32}" // The Value of Teamwork (RED)
//"$color2" "{37 109 141}" // The Value of Teamwork (BLU)
//"$color2" "{101 71 64}" // An Air of Debonair (RED)
//"$color2" "{40 57 77}" // An Air of Debonair (BLU)
//"$color2" "{195 108 45}" // Cream Spirit (RED)
//"$color2" "{184 128 53}" // Cream Spirit (BLU)
QC has no bearing on the paint or specular. The VMT does all the work.
I usually set it up like so:
- Diffuse (RGB) & paintable layer (Alpha)
- Normal map (if you're not using one, use a 128x128 RGB 127,127,255 image) & Specular (Alpha)
I've just got into work but I can email my VMT file to you when I get home in about 10 hours if you're still struggling. PM me.
@ Rhinokey:
Rated up! Good work!
Uugh. Meant VMT not QC, kind of scatter brained. Thanks, I fiddle with my files and see if I can't figure out what I'm doin wrong.
Replies
You can add particle effects yourself, just dont make them for a weapon.
https://developer.valvesoftware.com/wiki/Particle_Editor may help you if you want to make your own.
Now if you want to add one that already exists, you need to add a keyvalue to your qc, kinda like this
This worked like a charm. It should be noted the effect didn't appear in HLMV, only in the game.
And here is a handy list of all particle strings
https://developer.valvesoftware.com/wiki/List_of_TF2_Particles
Oh yeah, does anyone have an answer to my earlier question regarding my idle animation?
Thanks for that. I would think code such as this is fair game to reuse.
To get the idle anim to work ingame, add "autoplay" to the end of the sequence qc command, so the line would be for example
the beantown boonie
new one i'm workin on, goina have several styles, and be paintable
gotta texture the goggles then mess with paintable
http://steamcommunity.com/sharedfiles/filedetails/?id=99929944
feels like a sniper item, and the goggles feel kinda modern
base texturing done goina dick around getting it in game now
i can see why you say it feels sniperish but the sniper has some kinda weird lookin boonie hat and i felt like doing this for scout.
and ingame, minus the alpha have to fig how to set that up
cut back on some of the texture detail by removing the checkers on the straps, and enlarging the camo pattern
It looks like you have texturing skills, what you should be doing is looking at other ingame textures to get a better idea of what sort of details work and what don't. ATM I'd say your gradients on the bands are too strong, your camo squares are too square and contrasty, and the sewing stuff on the brim of the hat is too much fine detail.
Also turn down $phongboost and $phongexponent for a broader, less powerful specular highlight.
The Crossed Stitch
I have no mouth and I must scream.
The Ragdoll's Rags
See? Good as new.
The Dreaded Backstitch
Let's stitch you up real good, partner.
The Stuffed Saboteur
A literal last-minute Halloween set by Void and Sparkwire, with help from Trey [flexes] and BANG! [poster]
All images lead to the Workshop. You know what to do.
Thanks!
Love, Void and Sparkwire.
Votes appreciated
Love it
Honestly all the "pets" that have gone up are awesome. I'd love to see them all make it in. Maybe they could make a "Monster Crate" that has a random one inside.
Thanks so much dude! Seriously.
I put that code into my QC except when I compile it it doesn't do anything. It just hangs. Even when I change "cig_smoke" to "bip_head".
What am I doing wrong?
Edit: I got it to compile. I had an extra parentheses at the bottom of my QC.
That said, it seems itemtest doesn't show particle effects. I tried it on the official hats and it doesn't work.
Nice one valve. Lets release a map specifically for the community to test it's items and have it broken.
Item test should work fine with particles. I tried various effects on my Lantern Imp before i decided it looked better without them due to clipping issues. Might be a problem in your QC. When I was first trying to get them to work I had forgotten to create an attachment in my QC.
Also if you got back a page or two I posted a link to all the existing particle effect names in game.
Thanks.
I'm new to this so I'm still learning new stuff each day.
I did presume that by renaming "cig_smoke" to "bip_head" in both likes of the code that you provided it would allow for any effect to be allowed. So to allow each particle effect to work do I need to C&P the middle three lines of code over and over for each particle effect?
Been doing this a while, still learn new stuff every project
watch new video
http://youtu.be/baNivnhvR7Q
Having issue though - it wont swap from original to exploded model in itemtest, even though the naming convention is modelname.mdl and modelname_exploded.mdl in the same folder. I have to load a different model in itemtest for each version. Does anyone know if this is an itemtest problem or do I have to do more than the naming convention for it to swap?
HLMV shots:
Itemtest images:
Comments welcome still! Trying to think up more set ideas...
How do you get props to fall on the ground when a player dies? Mine still disappear. I went my helljumper's tutorial on youtube. Is his QC different from your QC? Maybe that's where I'm going wrong. I just decompile a hat or item that's closest to the one I'm making and use it's QC with changed paths. That's all really.
I think you might be missing the attachment point definition in the .qc. Can you post the .qc contents?
Sure. Here is my QC.
any tips on the lens? i use translucent 1 in the vmt, but it seems to be solid at a distance, and the closer you get the more transparent it gets, prob is when you get in close like those shots its almost completely gone, i've tried all way from white to black in the alpha channel.
and style 2
also toying witn making more styles, one without goggles, and one with only goggles,
name needs to be the name of the particle effect. Otherwise, how will the game know what effect to use? Since there is no "bip_head" particle effect. And you want to add an $attachment as the attachment point for the effect. If using bip_head, its possible the head mesh will hide the effect.
*edit*
What do you all think of my current WIP?
It doesn't drop every item in the game. It depends what model you're replacing. Find an item that drops in itemtest and replace that one. Not all my items have dropped on the floor. Ullapool caber does!
Valve don't like stuff being riveted into the characters head. (unless the concept specifically supports that - big steel jaw). This was the original design for the Longwave:
Oh ok. So do I need another bone to attach the particle effect too? Also, how do I get all particle effects to work? Do I just C&P the code again with different particle names? I though it would have worked like how alpha channels work. Make one general reference and it'll work by changing a new words or numbers.
Good stuff. +1'd
Thank you for that information. Guess I should just bolt it to his hard hat then.
Spreading the word to as many communities as possible is huge. It lets your item have a consistent flow of views keeping it in the most popular pages allowing for random viewers to come across it easier. Really, once you get your item to the front page it'll support itself, so long as it has decent quality and style.
hey evil, how are you getting your screen shots, specificly the item only ones with the color tint?
you probably forgot to delete "$basemapalphaphongmask"
cant get the watch to work so im going to switch over to a pocket watch replacement
ok done and up in the workshop, would appreciate any thumbs you may have
been a great learning experience. looking foreward to my next one.
http://steamcommunity.com/sharedfiles/filedetails/?id=100544558
http://steamcommunity.com/sharedfiles/filedetails/?id=100544558
QC has no bearing on the paint or specular. The VMT does all the work.
I usually set it up like so:
- Diffuse (RGB) & paintable layer (Alpha)
- Normal map (if you're not using one, use a 128x128 RGB 127,127,255 image) & Specular (Alpha)
I've just got into work but I can email my VMT file to you when I get home in about 10 hours if you're still struggling. PM me.
@ Rhinokey:
Rated up! Good work!
That's in HLMV. Paintable items look white in the viewport, but if you add this in the vmt and uncomment the color you want, you get that paint in the viewport.
Uugh. Meant VMT not QC, kind of scatter brained. Thanks, I fiddle with my files and see if I can't figure out what I'm doin wrong.