Concept is really good but the execution needs more work.
Your texture needs interest, you can be much more bold with your brushstrokes also edgewear!. Also Ned's helmet has loads of interesting shapes you're missing out on.
Also learned how to import the item and pose it in Source Filmmaker :poly142:
I have mixed feelings about the new import tool. On one hand it is very convenient and streamlines the process of submission vastly, while giving a fair idea of standards to keep for submitting. On the other hand, I just spent the last 2 months learning how to make an item work in the game, and right when I submit my first item, one day afterwards I need to learn a different way to do it...
also does not clip with many masks, even the latest one.
You have to have an alpha channel, with everything around the item being black, and the item's silhouette being white.
Make sure your item fits within 512x328, as well, or it will get cut off.
Make sure everything around the item is black in the RGB layers too, forgot that once and it wouldn't accept it, but according to the error message it only checks the top and bottom pixels.
Well, we tried. But after running in to too many issues with the old "Cover a tiny portion of the Spy and match the textures" idea, we just decided to rework the jacket (again) and go a more... traditional route.
Hi, I'm new. This is an old upload that I updated to be Gold Star compliant. I got decent feedback when I uploaded the original, but now I seem to be getting a lot of thumb downs, for some reason. Could you please rate it, and maybe give me some feedback as to what I could improve? Cheers!
Does anyone know if it is possible to have $alphatest and the item be paintable? All signs point to no, but it would be awesome if someone could prove me wrong.
playing with some stuff:
You're still reading this thread right? I think it is possible now.
Make the painted area in the diffuse texture white like we always used to, then the alpha layer is used to assign transparency. In the import tool, check "paint vmt1," then go into the vmt editor and UNCHECK "blend tint by base alpha." Finally check translucent.
There is a check box for alphatest. I did not use it because it already worked with translucent so I didn't want to risk breaking something, but at least I can confirm you can have transparency and paint on one texture. :thumbup:
Hi, I'm new. This is an old upload that I updated to be Gold Star compliant. I got decent feedback when I uploaded the original, but now I seem to be getting a lot of thumb downs, for some reason. Could you please rate it, and maybe give me some feedback as to what I could improve? Cheers!
And now, after almost one year I'm back to Steam Workshop.. And I can't find out how to do many things such as :
-Import stock weapons in blender as "reference"
-Exactly export mesh and test it in the game
I've read and wathced many tutorial (the last was the HellJumper'sTutorial) but they seems to be all outdated.. Could someone please link me a still valid guide?
You're still reading this thread right? I think it is possible now.
Psyke popped into my submission and gave some advice. I managed to have my item be both transparent and paintable now, using the import tool no less.
Make the painted area in the diffuse texture white like we always used to, then the alpha layer is used to assign transparency. In the import tool, check "paint vmt1," then go into the vmt editor and UNCHECK "blend tint by base alpha." Finally check translucent.
There is a check box for alphatest. I did not use it because it already worked with translucent so I didn't want to risk breaking something, but at least I can confirm you can have transparency and paint on one texture. :thumbup:
Thanks for the heads up on this, I might go back and mess with it later, I have a ton of new items that are in my pipeline right now. Am I crazy for starting my Halloween sets already :poly142:
How did you manage to get jigglebones in through the uploader?
I just amended the QC to include the code for jigglebones. they didn't show up in the preview, so I'm not sure if they would actually work or not - but the data is all there for Valve to pretty easily implement them if the uploader doesn't support them. I'm not sure what it can and cannot do yet, just what the preview shows.
I just amended the QC to include the code for jigglebones. they didn't show up in the preview, so I'm not sure if they would actually work or not - but the data is all there for Valve to pretty easily implement them if the uploader doesn't support them. I'm not sure what it can and cannot do yet, just what the preview shows.
Yeah it has to be something with the previewer. When the import tool compiles the model it does compile the jiggle bones properly, I believe the current limit is 6 jigglebones?
OK thanks guys. i just pasted the info in too but nothing seemed to happen. And i don't know where the files are stored yet so I haven't checked them in game seperately from previewer
OK thanks guys. i just pasted the info in too but nothing seemed to happen. And i don't know where the files are stored yet so I haven't checked them in game seperately from previewer
Ok, Now I managed to decompile and import stock weapons, so I modeled my own weapon, exported as obj and I'm trying to test it, so i use itemtest in SourceSDK and I have several problems:
1-If I don't close the console I can't click on "Browse for LOD 0" otherwise it'll freeze
2- Even if everything seems to go well, when I press compile it says "Compile Failed"
3-In the last windows, that one with the "Compile" button, if I press on "Launch HMLV" i get an error: about some missing files
What am I supposed to do?
i think you are supposed to drag your file onto the icon and it will make a copy of it somewhere. i don't really know, i always just used guistudiomdl which wraps it with a graphic interface.
Well, it's going to be a weapon, so a gold star is out anyway. I'm new to game animation in general and information on how animation works in games is not as abundant as other areas in game development. The gun just has a gear that turns and I don't know how to get it into TF2. =/
Great! I've deleted Steam and installed it again to fix some minor troubles.. and now instead of "steamapps" I have "SteamApps" folder.. and inside it there are only three folder: common downloading and sourcemods, no more "username" folder.. Dafuq?
Replies
Concept is really good but the execution needs more work.
Your texture needs interest, you can be much more bold with your brushstrokes also edgewear!. Also Ned's helmet has loads of interesting shapes you're missing out on.
Also learned how to import the item and pose it in Source Filmmaker :poly142:
I have mixed feelings about the new import tool. On one hand it is very convenient and streamlines the process of submission vastly, while giving a fair idea of standards to keep for submitting. On the other hand, I just spent the last 2 months learning how to make an item work in the game, and right when I submit my first item, one day afterwards I need to learn a different way to do it...
also does not clip with many masks, even the latest one.
All my items have been reuploaded without backpack icon, the verify button work even if the icon fail.
I have added details for my misc:
You have to have an alpha channel, with everything around the item being black, and the item's silhouette being white.
Make sure your item fits within 512x328, as well, or it will get cut off.
Make sure everything around the item is black in the RGB layers too, forgot that once and it wouldn't accept it, but according to the error message it only checks the top and bottom pixels.
This is one that I had thought about for a long time, so here it is. Pyro and Soly vrs.
Color Blind
http://steamcommunity.com/sharedfiles/filedetails/?id=153178793
http://steamcommunity.com/sharedfiles/filedetails/?id=153190978
Appreciate votes/comments
Flubb did a fantastic job of compiling and rigging this. Guy is a lifesaver.
Now, to do some TEXTRAYING
Hey, this way I get to do pockets!
Will texture tommorow, sleep tiem for Ona
Why, yes, I do think bright pink lined jackets are a brilliant idea!
Still not perfect, but I'm getting there.
Hi, I'm new. This is an old upload that I updated to be Gold Star compliant. I got decent feedback when I uploaded the original, but now I seem to be getting a lot of thumb downs, for some reason. Could you please rate it, and maybe give me some feedback as to what I could improve? Cheers!
http://steamcommunity.com/sharedfiles/filedetails/?id=153374067
[SKETCHFAB]iomv7oLzgZShiLmo5oLayjpQ8Ib[/SKETCHFAB]
The strips(based on the box turtle) are paintable.
I hope you all will stop by my item page and give it a comment!
http://steamcommunity.com/sharedfiles/filedetails/?id=153580421
You're still reading this thread right? I think it is possible now.
Psyke popped into my submission (http://steamcommunity.com/sharedfiles/filedetails/?id=153017763) and gave some advice. I managed to have my item be both transparent and paintable now, using the import tool no less.
Make the painted area in the diffuse texture white like we always used to, then the alpha layer is used to assign transparency. In the import tool, check "paint vmt1," then go into the vmt editor and UNCHECK "blend tint by base alpha." Finally check translucent.
There is a check box for alphatest. I did not use it because it already worked with translucent so I didn't want to risk breaking something, but at least I can confirm you can have transparency and paint on one texture. :thumbup:
Proof:
Normal maps finished. And I think I'm done with the texture, too.
Time to get some Gmod shots, then (finally) submit these bastards
http://steamcommunity.com/sharedfiles/filedetails/?id=153780989
http://steamcommunity.com/sharedfiles/filedetails/?id=153782866
Finally finished these two things.
Thumbnails will be improved if possible.
The wallaby is cool.
How did you manage to get jigglebones in through the uploader?
-Import stock weapons in blender as "reference"
-Exactly export mesh and test it in the game
I've read and wathced many tutorial (the last was the HellJumper'sTutorial) but they seems to be all outdated.. Could someone please link me a still valid guide?
http://steamcommunity.com/sharedfiles/filedetails/?id=154118028
Thanks for the heads up on this, I might go back and mess with it later, I have a ton of new items that are in my pipeline right now. Am I crazy for starting my Halloween sets already :poly142:
I just amended the QC to include the code for jigglebones. they didn't show up in the preview, so I'm not sure if they would actually work or not - but the data is all there for Valve to pretty easily implement them if the uploader doesn't support them. I'm not sure what it can and cannot do yet, just what the preview shows.
Yeah it has to be something with the previewer. When the import tool compiles the model it does compile the jiggle bones properly, I believe the current limit is 6 jigglebones?
"Error:
File signature does not match 'VTF'."
"MountFileSyetem( 520 ) failed:
SteamMountFileSystem(6716,520,0x1abbf888) failed with error 5: No
CS online with App 520 Ver 0"
when I try to open any of the tf2 related sdk stuff, for non-hat modeling.
OK thanks guys. i just pasted the info in too but nothing seemed to happen. And i don't know where the files are stored yet so I haven't checked them in game seperately from previewer
steamapps\common\Team Fortress 2\tf\workshop
I also made a video of the intended animated texture
[ame="http://www.youtube.com/watch?v=8g0qtiDg3Ww"]Holographic Headpiece animated texture preview - YouTube[/ame]
1-If I don't close the console I can't click on "Browse for LOD 0" otherwise it'll freeze
2- Even if everything seems to go well, when I press compile it says "Compile Failed"
3-In the last windows, that one with the "Compile" button, if I press on "Launch HMLV" i get an error: about some missing files
What am I supposed to do?
Totalitarian Whiskers
But the new HLMV in common/team fortress 2/bin should work.
sorry, got confused with the formats.
If so, can someone give me any info on that?
no gold star with the import tool yet. to add custom animations you will need to edit the zip file, but it will not get a gold star.
Cross post from my thread :poly136:
Image links to workshop
EDIT: It isn't hidden
i made these 3 items to learn about normal mapping. made them all summer themed and submitted them:
http://steamcommunity.com/sharedfiles/filedetails/?id=155123429
http://steamcommunity.com/sharedfiles/filedetails/?id=155123695
http://steamcommunity.com/sharedfiles/filedetails/?id=155124082
I've found this.. Dunno if it's useful for anyone http://forums.steampowered.com/forums/showthread.php?t=3117208