You need to opt into the beta for the sdk tools. They are seperate now. Once you do this it will install .bat files into common\team fortress 2\ bin. You need to run the set env var bat, then you can launch the hlmv.bat. If the bat files error out, execute them from an elevated command prompt
EDIT:
Actually never mind, still getting the error even after opting in. I verified both SDK and Tf2, restarted steam and even re-downloaded the SDK... Again.
Here's something I've been working on for awhile now. Just recently added the cuff and I've been trying to come up with a good design for the team color on the shoulders. Any crit is appreciated!
Actually never mind, still getting the error even after opting in. I verified both SDK and Tf2, restarted steam and even re-downloaded the SDK... Again.
Help?
It sounds like you are still trying to use the SDK launcher. With the update everything is launched through .bat files. The screen grabs go through the steps. First you opt in, then find the .bat files. You will most likely receive an error if you just double click the file. I recommend that you run then in an elevated command prompt. First you need to run the set env var .bat and then you can execute HLMV.bat.
So here is a wip of my completely unplanned hat, the ten gallon toaster. Need to finish the textures, and then set up a jiggle bone so the toast will bounce up and down:
So here is a wip of my completely unplanned hat, the ten gallon toaster. Need to finish the textures, and then set up a jiggle bone so the toast will bounce up and down:
Very nice, and comical. Like where this is going.
Speaking of jigglebones, I'm working on some grenade replacements for the soldier (and due to what Blender deems "non-manifold geometry" I had to delete and rework parts of it) and I attached a jigglebone to one of the parts. While everything is assigned and it acknowledges it as a jigglebone, GUIStudioMDL has in its log "jigglebone "jiggle 2" unused" and it won't work in HLMV, meaning something went wrong. What could I have done? The bones are the soldier's grenade ones, one for attachment, and the actual jiggle bone.
Speaking of jigglebones, I'm working on some grenade replacements for the soldier (and due to what Blender deems "non-manifold geometry" I had to delete and rework parts of it) and I attached a jigglebone to one of the parts. While everything is assigned and it acknowledges it as a jigglebone, GUIStudioMDL has in its log "jigglebone "jiggle 2" unused" and it won't work in HLMV, meaning something went wrong. What could I have done? The bones are the soldier's grenade ones, one for attachment, and the actual jiggle bone.
Thanks! I just submitted it, just waiting for my jiggle bone video to upload. How does the jiggle bone look in your qc? To me it sounds like it is wither a weight issue, a bone linkage issue, or a problem in the qc.
Thanks! I just submitted it, just waiting for my jiggle bone video to upload. How does the jiggle bone look in your qc? To me it sounds like it is wither a weight issue, a bone linkage issue, or a problem in the qc.
Well the jiggle bone part of qc looks fine to me, but where are the rest of the bones? Maybe try taking GUIstudioMDL out of the equation and try compiling it directly in studioMDL on the command line. Looking at the ornaments for the soldier it has grenade bones, and those are linked to some spine bones. Are your jiggle bones linked to the grenade bones?
Oh, yes, they are linked to the grenade bones but just those. Not the spine bones. I'll go see what I can do.
EDIT: No dice adding the spine bones. I'll just do without jiggle for the time being then, since I want to first get this out and finish an early version.
I'm new to this site (and model/skin creation in general), so if I am to make a new workshop model, I'll be sure to post more work here and actually get experienced peoples feedback before uploading
At least I had the forethought to UV each piece as I went along instead of waiting until the end like a huge stupid. I suspect rigging it will be an exercise in frustration, though.
Mainly I just wanted to test out this method of causing glow. Instead of using an alpha channel and adding "$transparent" "1" into the vmt, I just went to the very top of the vmt and changed "VertexlitGeneric" into "UnlitGeneric." Bam, instant glow effect leaving the alpha channel free for transparency. Now I know an item can do both in the future, and to undo it, I just change the one word in the vmt back. Still have not figured out how to do transparency and paintability together though.
When I edit my submission from within the game, a popup comes up saying "Your content may not be compatible with the current version of the import tool. Please verify and update your content." I have tried using the import tool but it doesn't have the option to import additional style vtf's, so I manually added those into the zip file. I also manually typed some effect changes in the vmt but those show up just fine in the sdk model viewer. Is that popup going to be a problem?
Ho hi!
I'm working on a nice medieval helmet for the soldier - but i'm kind of giving up on texturing it. Would anyone be interested in collaborating with me? Or giving me some epic tips?
I'm trying to rig it over the top of the Cut Throat Concierge skeleton, seeing as that seems most similar and it gave me a basis to skin mine on. So far, I've (hopefully) skinned everything to the right bones, but now I'm getting a different problem: Compiling it.
Firstly, I'm not sure if I should be exporting this thing as a reference or an animation SMD (using Max 2012, by the way) and secondly, I'm using the QC I got from the Concierge as a base for my own QC. Here's what it looks like so far:
When I attempt to compile, my log comes up with this error:
Working on "thickjacket2.qc"
SMD MODEL c_thickjacket.smd
SMD MODEL idle.smd
ERROR: cannot find bone bip_spine_0 for bbox
ERROR: Aborted Processing on 'player\items\spy\c_thickjacket\c_thickjacket.mdl'
If I remove all the things like "$hbox 0 "bip_pelvis" " and stuff, it allows me to compile, but the model won't load into source.
I'm a bit stuck here. I've compiled weapons and hats before, but never anything like this. If anybody could be of assistance, that'd be rad. Thanks!
Any one had any issues with hats not attaching to characters in the import tool?
bip_head is skinned to geo from correct reference rig, should all be good...
exporting as fbx
If anyone could shed some light on the problem it would be appreciated!
ant: Not sure if it's the same problem I was having, but I got it to work by just using the auto skin in itemtest, and then using that compile in the import tool.
Here's the first part of my Polypack resurrection:
Replies
Love this, and the texture... :poly136: so beautiful.
EDIT:
Actually never mind, still getting the error even after opting in. I verified both SDK and Tf2, restarted steam and even re-downloaded the SDK... Again.
Help?
It sounds like you are still trying to use the SDK launcher. With the update everything is launched through .bat files. The screen grabs go through the steps. First you opt in, then find the .bat files. You will most likely receive an error if you just double click the file. I recommend that you run then in an elevated command prompt. First you need to run the set env var .bat and then you can execute HLMV.bat.
Very nice, and comical. Like where this is going.
Speaking of jigglebones, I'm working on some grenade replacements for the soldier (and due to what Blender deems "non-manifold geometry" I had to delete and rework parts of it) and I attached a jigglebone to one of the parts. While everything is assigned and it acknowledges it as a jigglebone, GUIStudioMDL has in its log "jigglebone "jiggle 2" unused" and it won't work in HLMV, meaning something went wrong. What could I have done? The bones are the soldier's grenade ones, one for attachment, and the actual jiggle bone.
Thanks! I just submitted it, just waiting for my jiggle bone video to upload. How does the jiggle bone look in your qc? To me it sounds like it is wither a weight issue, a bone linkage issue, or a problem in the qc.
This is the jigglebone code in the qc.
Image links to workshop page:
That toast...my god...I want it. And I want to eat it.
Well the jiggle bone part of qc looks fine to me, but where are the rest of the bones? Maybe try taking GUIstudioMDL out of the equation and try compiling it directly in studioMDL on the command line. Looking at the ornaments for the soldier it has grenade bones, and those are linked to some spine bones. Are your jiggle bones linked to the grenade bones?
EDIT: No dice adding the spine bones. I'll just do without jiggle for the time being then, since I want to first get this out and finish an early version.
For now:
Need me some wellies.
The Big Bully
Click to vote and stuff.
Workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=150448293
I'm new to this site (and model/skin creation in general), so if I am to make a new workshop model, I'll be sure to post more work here and actually get experienced peoples feedback before uploading
Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=149625910
Gamebanana: http://tf2.gamebanana.com/skins/118963
I've compiled my watch, but the texture isn't showing up and I have no idea why.
Here's my cq file:
Here's my VMT:
Here's where it's all located:
Here's the assigned material in Max:
And here's what isn't working:
Please to be helping...
You haven't put anything in your $cdmaterials line, no wonder it can't find the texture if you're not telling it where to look.
did you hear my facepalm?
it was pretty damn loud, thanks, I'm dumb and do not know how to compiling
That swamp set looks fantastic, by the way. You planning to make a rifle for it?
#1: this fucking jacket.
At least I had the forethought to UV each piece as I went along instead of waiting until the end like a huge stupid. I suspect rigging it will be an exercise in frustration, though.
Wish me luck!
http://steamcommunity.com/sharedfiles/filedetails/?id=151948214
I decided to forego my earlier weapons from the contest and go with something comparably simpler just to start.
I got it to glow and have transparency, now I'm wondering if it can be made paintable too, ideas?
[ame="http://www.youtube.com/watch?v=57uGDtSuwL8"]pyro's hot flash item demonstration - YouTube[/ame]
@heinous For a first, it's not bad. Simple, but cute and oddly fitting. Not sure why you made it glow, though, doesn't seem to do much for it.
Good luck!
But man, that's.... a lot.... of pin stripes.
Please tell me there is also a rifle to go with this set, I am in love it!
I'm working on a nice medieval helmet for the soldier - but i'm kind of giving up on texturing it. Would anyone be interested in collaborating with me? Or giving me some epic tips?
Here's a render with my Wip texture
I'm trying to rig it over the top of the Cut Throat Concierge skeleton, seeing as that seems most similar and it gave me a basis to skin mine on. So far, I've (hopefully) skinned everything to the right bones, but now I'm getting a different problem: Compiling it.
Firstly, I'm not sure if I should be exporting this thing as a reference or an animation SMD (using Max 2012, by the way) and secondly, I'm using the QC I got from the Concierge as a base for my own QC. Here's what it looks like so far:
When I attempt to compile, my log comes up with this error:
If I remove all the things like "$hbox 0 "bip_pelvis" " and stuff, it allows me to compile, but the model won't load into source.
I'm a bit stuck here. I've compiled weapons and hats before, but never anything like this. If anybody could be of assistance, that'd be rad. Thanks!
Resubmitting stuff using the import tool. Always interesting to look through former work.
[SKETCHFAB]1sNGlLj6JmXjZLSDtbo93mLhKK7[/SKETCHFAB]
I'm still in the need of a name for it, so far it's just called Sniper's Talibong
More info here: http://gamebanana.com/wips/42270
*headdesk* XD Oh jeez. I've been waiting for someone to do this.
The TF2 Workshop page:
http://steamcommunity.com/sharedfiles/filedetails/?id=152743797
Updated the picture and got a gold star on it
-edit- updated texture
vote page: http://steamcommunity.com/sharedfiles/filedetails/?id=152801555
http://steamcommunity.com/sharedfiles/filedetails/?id=152728167&tscn=1371182925
I created this for the engineer. People say it looks like a koopa shell. This is unintended, so I'll probably have to edit it so this isn't so.
bip_head is skinned to geo from correct reference rig, should all be good...
exporting as fbx
If anyone could shed some light on the problem it would be appreciated!
Import tool does not work!...gah!
cheers
Here's the first part of my Polypack resurrection:
http://steamcommunity.com/sharedfiles/filedetails/?id=152882144
[SKETCHFAB]iSbCw2qOlp1tz4d3lZ3TP1mRQGC[/SKETCHFAB]
http://steamcommunity.com/sharedfiles/filedetails/?id=150141799
http://lunadigital.tv/wp-content/uploads/2012/10/mf_doom-mf_dope.jpg
It's a Kelly gang helmet.
http://steamcommunity.com/sharedfiles/filedetails/?id=152953151 if anyone feels like being nice to me.
Freedom Campaign
yeah , sounds like the same issue, thanks man will give it a try.
Please excuse me while I try to remember how to make things paintable.
You're remaking the Cpt' Ahab set?
Hold, gonna go fist-pump for a bit. I loved that set!
Now, to compile a version of this for Gmod and then waiton Flubb to give me my jacket back.