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.
brilliant evil will do that for my next hat!
thanks for the thumbs matt
"$colortint_base" "{230 5 5}" //this color is used if there's no paint applied. this is the color the base was BEFORE we changed it to white.
"$colortint_tmp" "[0 0 0]" //another variable, used to store the paint color initially
well i got to the front page for a few minutes, but droppin fast now, the excitement is frustrating i keep refreshing every 2 minutes
elbs awesome set destroyed my little hat!
@Rhinokey: Man I know the feeling. I REALLY want to get something in game. I will geek out so hard if I do.
I feel both of you guys. My first item did gangbusters compared to my new set that is not moving at all. When I get home I'm going to tweak my textures for my latest set. We can do it guys! keep up the awesome work!
@Maty: Used your VMT and still dunno if I'm doin something wrong. It seems it is ignoring the alpha channel and making the model uniformly shiny like it a hunk of plastic
proof, i think you should get rid of the web, or rework it, in the shot of the mask on the character you cant tell what its suposed to be, its just a buncha white specks, i also think you could use some more texture work on the mask itself, like wear around the edges where its cut
Hey all I’ve recently decided to create some assets for some of the workshops on steam and thought I would start with sending out a submission for tf2 Halloween. I’ve had an idea for creating a pet (development images to come soon) but I’m not sure how to get the pet rigged to the characters in game and test it out before submission. I’ve had no look with a tutorial hunt so I was wondering if anyone could help out with a tutorial link or something? Cheers
Hey all Ive recently decided to create some assets for some of the workshops on steam and thought I would start with sending out a submission for tf2 Halloween. Ive had an idea for creating a pet (development images to come soon) but Im not sure how to get the pet rigged to the characters in game and test it out before submission. Ive had no look with a tutorial hunt so I was wondering if anyone could help out with a tutorial link or something? Cheers
i think the official submission time for halloween is over, you can go ahead and submit whatever but the closer we get to halloween the less likely it is to get picked.
a few pages back in this thread the guys were discusing rigging of floating pets, maybe look thru that.
Thanks Rhinokey and yea iv just had a look and it seems like it closed on the 1st but i think ill just work thought it, i had a play yesterday and just about got all the modeling done so if i cant submit it, it can be saved till next year. XD
Though i thought i would drop some snaps of the pet to see what you all think.
@ComfyCushion - I love this! I felt stupid this morning when I first looked at it I was all wtf is that? That head is funny lookin... then it hit me and the omfg moment set in.I love it! I could see this making it in for Halloween for sure!
@PrOOf - I am with Rhinokey the spider web needs to go, or be seriously re-sized. In that screen grab it does just come off as awkward noise. Fix that and you have a really solid piece
Yep, must say making that and keep to the Pyro's head profile is touch of genius. Rightfully voted up!
Alright, started some more base detail and basic spec map. I can't tweak until the weekend as I don't have SourceSDK at work to see how it looks in-game.
Just some Maya grabs again.
Feedback and comments welcome, is a Force-A-Nature replacement!
I really wish folks would make their Christmas items a little more appropriate year-round...Valve doesn't have the good taste or sense to limit when they can be worn...
@Alpha4: Cheers! Seems like a cool take on a garrison cap there, though you've probably got a lot of competition for those.
@ComfyCushion: That has got to be one of the weirdest head replacements so far...
@maty: That's got a pretty cool look to it with the square barrels, but you're probably going to have animation issues with it due to the Force a Natures very specific animation rig.
@emrfish6: and here was me thinking retailers were bad for early Christmas stuff... I can't help but wonder if modelling the wreathes as simplified bundles of leaves would look better, they lack any real definition at the moment.
---
Well thanks for the comments guys, but I wonder if I could ask for opinions on something regarding that demo pack.
The stickylauncher is getting some pretty consistent complaints about being a bit toyish, a bit bright looking and suggestions to grunge it up a bit, so I went back and made a new texture for it:
The original red I had textured referencing the Flare Gun, (where the colour is from) but the variations were a bit subtle, the new one references the toolbox texture, which made me notice something about how they do paint on large surfaces that I really should have noticed sooner.
I think somebody had actually mentioned not having the painterly-ness obvious enough a while back, but for some reason I skipped over this model :poly122:. Anyway I much prefer this new one, but I could do with some comments about whether it feels more like a tool now to anyone but me?
@Elgabast- I really love the new texture, it seems to be just the right ammount of grime to dirty it up without taking away too much red. The only maybe tweak i would suggest is that single large smudge on the top could maybe be toned down or lower opacity just a bit. You could have easily over done this edit, but I feeloverall its just right.
@Elba - I kind of liked the old texture, I felt like chips and wear were amply represented and it still looked way better and more original than 99% of the stickybomb submissions. Still, new texture looks good too, I just found the old texture very pleasing to the eye.
Did someone succeed to recompile an entire character with working eyeballs ? I can't make the eyes work, it's full white, tho everything looks correct in the qc, vmt, etc...
Had to delete some lines in the orignal qc, all flexfile stuff as GUIStudioMDL doesn't seem to recognize some instructions. That's maybe the origin of the problem.
Dang, I was hoping the skin would be paintable. Then I'd get a grey one and wear it with the Spiral Sallet, and it'd look so cool. Either way, great job!
Replies
brilliant evil will do that for my next hat!
thanks for the thumbs matt
Now I just have to do it all again for that other set I have done :poly142:
Steam Workshop collection ahoy:
http://steamcommunity.com/sharedfiles/filedetails/?id=100643452
Ok, here's my entire VMT that works for me. Spec and paintable!
Color map has paint, alpha has specular!
elbs awesome set destroyed my little hat!
@Rhinokey: Man I know the feeling. I REALLY want to get something in game. I will geek out so hard if I do.
I feel both of you guys. My first item did gangbusters compared to my new set that is not moving at all. When I get home I'm going to tweak my textures for my latest set. We can do it guys! keep up the awesome work!
Woooow. I'm an idiot.. Thanks man
11/10. Seriously good work there.
Also, I update my latest submission to include multi class.
Please vote up or leave a comment.
Click pic to go to item page.
http://steamcommunity.com/sharedfiles/filedetails/?id=99929944
http://steamcommunity.com/sharedfiles/filedetails/?id=100733204
Faceless killer. The name is not final.
Steam workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=100747164
I’ve recently decided to create some assets for some of the workshops on steam and thought I would start with sending out a submission for tf2 Halloween. I’ve had an idea for creating a pet (development images to come soon) but I’m not sure how to get the pet rigged to the characters in game and test it out before submission. I’ve had no look with a tutorial hunt so I was wondering if anyone could help out with a tutorial link or something?
Cheers
i think the official submission time for halloween is over, you can go ahead and submit whatever but the closer we get to halloween the less likely it is to get picked.
a few pages back in this thread the guys were discusing rigging of floating pets, maybe look thru that.
For now, some maya shots. Its currently nothing more than fill colours on an AO bake. No painted information yet!
Over/under style sawn-off shotgun. Force-A-Nature replacement.
Thanks Rhinokey and yea iv just had a look and it seems like it closed on the 1st but i think ill just work thought it, i had a play yesterday and just about got all the modeling done so if i cant submit it, it can be saved till next year. XD
Though i thought i would drop some snaps of the pet to see what you all think.
This misc makes me feel funny in my pants...
@PrOOf - I am with Rhinokey the spider web needs to go, or be seriously re-sized. In that screen grab it does just come off as awkward noise. Fix that and you have a really solid piece
Current WIP
@Dr. Heinz: I'm hoping that's a good thing.
It works with hats!
Alright, started some more base detail and basic spec map. I can't tweak until the weekend as I don't have SourceSDK at work to see how it looks in-game.
Just some Maya grabs again.
Feedback and comments welcome, is a Force-A-Nature replacement!
thx for your feedback, yes, the web looks not good at large distance. I'll try to fix it.
http://steamcommunity.com/sharedfiles/filedetails/?id=99927572
Maybe try something to break up the surface. Could even try alphas like the Camera Beard?
http://steamcommunity.com/sharedfiles/filedetails/?id=100733204
@ComfyCushion: That has got to be one of the weirdest head replacements so far...
@maty: That's got a pretty cool look to it with the square barrels, but you're probably going to have animation issues with it due to the Force a Natures very specific animation rig.
@emrfish6: and here was me thinking retailers were bad for early Christmas stuff... I can't help but wonder if modelling the wreathes as simplified bundles of leaves would look better, they lack any real definition at the moment.
---
Well thanks for the comments guys, but I wonder if I could ask for opinions on something regarding that demo pack.
The stickylauncher is getting some pretty consistent complaints about being a bit toyish, a bit bright looking and suggestions to grunge it up a bit, so I went back and made a new texture for it:
The original red I had textured referencing the Flare Gun, (where the colour is from) but the variations were a bit subtle, the new one references the toolbox texture, which made me notice something about how they do paint on large surfaces that I really should have noticed sooner.
I think somebody had actually mentioned not having the painterly-ness obvious enough a while back, but for some reason I skipped over this model :poly122:. Anyway I much prefer this new one, but I could do with some comments about whether it feels more like a tool now to anyone but me?
And here's the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=99833242
I like it! Medic needs more footwear items.
The Maternal Confusion wip:
no it will not be made out of chocolate ^^
Had to delete some lines in the orignal qc, all flexfile stuff as GUIStudioMDL doesn't seem to recognize some instructions. That's maybe the origin of the problem.
i'm playing around with the idea to make it chuckle when the pyro's health drops beneath a certain point, and add some animation
You should give some jiggle bones to that head.
http://steamcommunity.com/sharedfiles/filedetails/?id=100733204
good idea, chickens need to jiggle while they chuckle
Dang, I was hoping the skin would be paintable. Then I'd get a grey one and wear it with the Spiral Sallet, and it'd look so cool. Either way, great job!