i made these 3 items to learn about normal mapping. made them all summer themed and submitted them:
I am sure if each model had a different material id assigned to it, the importer would have given you 3 materials to allow it to be a single submission.
I am sure if each model had a different material id assigned to it, the importer would have given you 3 materials to allow it to be a single submission.
how do i assign them? they are already differently named in blender's material tab. (drink_soldier_red.tga, drink_soldier_blu.tga, drink_demo_red.tga, drink_demo_blue.tga, etc)
how do i assign them? they are already differently named in blender's material tab. (drink_soldier_red.tga, drink_soldier_blu.tga, drink_demo_red.tga, drink_demo_blue.tga, etc)
I'm not sure how all-class/multiple classes works, but in the importer, make sure it's set to different textures for red and blu. It will give you two VMTs (or more depending on how many materials exist for the model), a red and a blu. Import the texture to both and it should work. For something paintable, make sure the texture is grayscale, enable the checkbox in the material section, and change the rgb values in the VMT.
Hello fellow TF2 people! I'm fairly new to Polycount but I've got some experience making and uploading some models for the game. My latest project is a redesign of this item I submitted to the workshop in the past. I've gotten to a point where I'd like to hear feedback about what I have so far. I can post up more perspective views if needed.
Technically you can get "weapons" gold starred, but you have to do them as misc. You could probably even skin them to weapon_bone; however the triangle count limit is pretty extreme for a weapon (1400/800/600).
I'm trying to make an hat, I've created the model, exported it as .smd, I'have not created textures yet, so I used a simple 512x512 blank file as a texture in the Import tools beta, now I'can't import a backpack icon (I've tried with blank 512x512 tga files because I can't get a screenshot of my hat in HLMV since I can't convert my smd files in .mdl). Also I'can't verify the hat, ir says Compile Failed and this:
Ok I fixed that BUT (there is also a "but" ) Now I've another problem.. The hat i realized is visualized not on the head but some inches over; actually the problem is that it's not bound to the head bone, so if the character is moving the hat remains still..
I have one submitted item already (the orc-cessories- see above post). It is rigged to the heavies foot bones (for the boot tips) and the shoulder bone.
Everything works fine.
Now I am rigging another object (also heavy, same rig and even a newly imported y up rig). This one also uses multiple bones, but different ones.
It uses spine 0 for one part of mesh, and an arm bone.
Here's the problem:
IF I attach the mesh to the spine bone it is attached properly in the beta importer.
BUT if I attach both bones (spine and arm) then the object gets flipped on it's side in the import viewer. So the second bone completely realigns the mesh.
This doesn't happen on exactly the same rig for a shoulder/foot connection. But it wonks out on the spine/arm rig.
Anyone else ever have this issue?
I'll probably just export as two misc items anyway but this bug seems to make no sense and it's driving me nuts, it should work fine.
I'm using the wall worm exporter for Max2014
I have one submitted item already (the orc-cessories- see above post). It is rigged to the heavies foot bones (for the boot tips) and the shoulder bone.
Everything works fine.
Now I am rigging another object (also heavy, same rig and even a newly imported y up rig). This one also uses multiple bones, but different ones.
It uses spine 0 for one part of mesh, and an arm bone.
Here's the problem:
IF I attach the mesh to the spine bone it is attached properly in the beta importer.
BUT if I attach both bones (spine and arm) then the object gets flipped on it's side in the import viewer. So the second bone completely realigns the mesh.
This doesn't happen on exactly the same rig for a shoulder/foot connection. But it wonks out on the spine/arm rig.
Anyone else ever have this issue?
I'll probably just export as two misc items anyway but this bug seems to make no sense and it's driving me nuts, it should work fine.
I'm using the wall worm exporter for Max2014
Are you attaching the mesh to two bones simultaneously? If it is the TF2 engine probably decides to attach it to one bone instead of getting an error while trying to make it follow two separately moving bones. I would only assign each vertice to one bone at a time.
Like I said I have objects in game already that use different bones. Some even have multiple bones per vertex. (I think there is a max of 5 though I typically never use more than 2 which is enough for smooth transitions)
I just read through some tuts at the wall worm site, best i can think is I need to use $bodygroups (torso and arms). Still doesn't explain why other objects in the very same file/same rig/same export work just fine on multiple bones.
one is skinned to both arms (at least 4-6 bones)
one is skinned to shoulder bone and both feet (3-4 bones)
and they both work fine.
But the one rigged to spine 0 and lower arm bone goes wacky. This is also on my old exported heavy rig and a fresh export rig (to double check and make sure a bone isn't rotated or something weird).
Seems like I can't get my backpack icon to work.. Could someone link me a valid (tested with Import Tool) icon that works so I can try if it's a problem of the software or of my image?
One thing I noticed. You can used PSD files for everything EXCEPT the icon.
Make sure top and bottom 92 pixels of image are PURE black (diffuse AND alpha). (one pixel off will break it)
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?
Well, I just tried jigglebones...
I recompiled an old model that had jigglebones (4 of them). I pasted jigglebone info straight from the valve dev site.
No, I renamed it jiggle_1 (to match my bone), that's just the code I copied from Valve wiki. I just posted it so you could see nothing was wrong with my qc bones code...too lazy to fix name
Just seems like the qc editor in the beta import might not really work. You can type it in, and it saves it there, but I haven't seen confirmation that an item with editted qc actually works.
Not sure if there is something else that could be put in a qc to check also. Seems like most of that stuff is automatic (skin swaps and whatnot)
Just seems like the qc editor in the beta import might not really work. You can type it in, and it saves it there, but I haven't seen confirmation that an item with editted qc actually works.
All my gold star items with jiggle bones work just fine for all 4 of them. All I do is paste my code at the bottom of the QC.
Alright, well I got the item placement issue worked out.
I re-exported my Brass Knuckle Sandvich item to gold star it.
The file That I had before didn't work, same problem I was experiencing with the other item.
1 mesh, (brass knuckles) weighted to left and right hands, one knuckle was properly placed, the other was floating.
So I split the mesh into two knuckles. weighted each mesh to it's own hand. Know they stay where they should.
I guess something changed to make meshes read the first attached bone first, idk.
problems:
1: the second knuckle doesn't seem to move with the fingers as much during anims (laugh and shotgun hold), it clips a little. At least during the laugh it's hard to even see, and he wouldn't be holding the shotgun as they are a melee weap.
2: The lowest character LOD's don't have all the bones of the high. So one of the knuckles disappears/hard to align mesh.
3:my second lod is under 500, so I CAN'T put in a 3rd lod to fix the missing bone issue So either the second LOD has bad alignment on medium lod or the lowest lod is missing part of the item.
ughh, this might be better for valve but it's completely thrown a wrench in my works.
Replies
1st pack shot:
I am sure if each model had a different material id assigned to it, the importer would have given you 3 materials to allow it to be a single submission.
how do i assign them? they are already differently named in blender's material tab. (drink_soldier_red.tga, drink_soldier_blu.tga, drink_demo_red.tga, drink_demo_blue.tga, etc)
Every single thing I try seems to don't work.. It's becoming very frustrating
I'm not sure how all-class/multiple classes works, but in the importer, make sure it's set to different textures for red and blu. It will give you two VMTs (or more depending on how many materials exist for the model), a red and a blu. Import the texture to both and it should work. For something paintable, make sure the texture is grayscale, enable the checkbox in the material section, and change the rgb values in the VMT.
Submitted to the workshop a few minutes ago. Made by ComfyCushion and myself.
Pls vote if you like it
I only wanted to show my Workshop Object. I hope you like it.
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=155986787
Please rate it, if you like it. )
Thank you for taking the time.
Go click that image and vote, darlings.
http://steamcommunity.com/sharedfiles/filedetails/?id=156063181
[ame="http://www.youtube.com/watch?v=wDe7s2fwB10"]TF2 Honcho Set Demonstration - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=155930257
Revised the textures as a summer submission
So... you can do backpacks, basically. :P
(picture leads to workshop page)
http://steamcommunity.com/workshop/filedetails/?id=154836794
Hope you all like it.
Link: http://steamcommunity.com/sharedfiles/filedetails/?id=156490909
Thanks.
pictures lead to workshop page
Can O'Worms
Bass Dropper
Puddle Stompers
Wet Works
i remember seeing that knife here. it looks totally better now!
The Delinquent's Downvest
Vote now or forever hold your peace.
Xnormal and Polycount are tagged on my submissions now.
http://steamcommunity.com/id/Voodoo_Daddy/myworkshopfiles/
paint can has styles for pyro and soly
What I'm supposed to do?
Ok, it's not that serious but I'm puzzled.
I have one submitted item already (the orc-cessories- see above post). It is rigged to the heavies foot bones (for the boot tips) and the shoulder bone.
Everything works fine.
Now I am rigging another object (also heavy, same rig and even a newly imported y up rig). This one also uses multiple bones, but different ones.
It uses spine 0 for one part of mesh, and an arm bone.
Here's the problem:
IF I attach the mesh to the spine bone it is attached properly in the beta importer.
BUT if I attach both bones (spine and arm) then the object gets flipped on it's side in the import viewer. So the second bone completely realigns the mesh.
This doesn't happen on exactly the same rig for a shoulder/foot connection. But it wonks out on the spine/arm rig.
Anyone else ever have this issue?
I'll probably just export as two misc items anyway but this bug seems to make no sense and it's driving me nuts, it should work fine.
I'm using the wall worm exporter for Max2014
Are you attaching the mesh to two bones simultaneously? If it is the TF2 engine probably decides to attach it to one bone instead of getting an error while trying to make it follow two separately moving bones. I would only assign each vertice to one bone at a time.
Like I said I have objects in game already that use different bones. Some even have multiple bones per vertex. (I think there is a max of 5 though I typically never use more than 2 which is enough for smooth transitions)
I just read through some tuts at the wall worm site, best i can think is I need to use $bodygroups (torso and arms). Still doesn't explain why other objects in the very same file/same rig/same export work just fine on multiple bones.
one is skinned to both arms (at least 4-6 bones)
one is skinned to shoulder bone and both feet (3-4 bones)
and they both work fine.
But the one rigged to spine 0 and lower arm bone goes wacky. This is also on my old exported heavy rig and a fresh export rig (to double check and make sure a bone isn't rotated or something weird).
The Freudian Slippers
Click 'em.
I also revised an older item, updated it for the new importer, and made it so it's for demo, pyro and soldier.
Here ya go, backpack icon tested in game
https://dl.dropboxusercontent.com/u/15441325/backpack_icon.zip
One thing I noticed. You can used PSD files for everything EXCEPT the icon.
Make sure top and bottom 92 pixels of image are PURE black (diffuse AND alpha). (one pixel off will break it)
the image is 512x512. and saved as 32 bit tga.
Well, I just tried jigglebones...
I recompiled an old model that had jigglebones (4 of them). I pasted jigglebone info straight from the valve dev site.
and changed the bone name to one of my bones names. Compiled and finalized. (beta impoerter)
Then loaded the itemtest map and loaded the hat.
jigglebones did NOT appear to work. So I don't know what's up with that.
Uploaded. Please vote if you feel so inclined.
Are your jiggle bones named "Antlion.glasswingR_bone" because that is what your code says
Just seems like the qc editor in the beta import might not really work. You can type it in, and it saves it there, but I haven't seen confirmation that an item with editted qc actually works.
Not sure if there is something else that could be put in a qc to check also. Seems like most of that stuff is automatic (skin swaps and whatnot)
All my gold star items with jiggle bones work just fine for all 4 of them. All I do is paste my code at the bottom of the QC.
I re-exported my Brass Knuckle Sandvich item to gold star it.
The file That I had before didn't work, same problem I was experiencing with the other item.
1 mesh, (brass knuckles) weighted to left and right hands, one knuckle was properly placed, the other was floating.
So I split the mesh into two knuckles. weighted each mesh to it's own hand. Know they stay where they should.
I guess something changed to make meshes read the first attached bone first, idk.
problems:
1: the second knuckle doesn't seem to move with the fingers as much during anims (laugh and shotgun hold), it clips a little. At least during the laugh it's hard to even see, and he wouldn't be holding the shotgun as they are a melee weap.
2: The lowest character LOD's don't have all the bones of the high. So one of the knuckles disappears/hard to align mesh.
3:my second lod is under 500, so I CAN'T put in a 3rd lod to fix the missing bone issue So either the second LOD has bad alignment on medium lod or the lowest lod is missing part of the item.
ughh, this might be better for valve but it's completely thrown a wrench in my works.
(it's allclass)