@DatGMann,
looks good but one suggestion. Use the lighter red/orange color like the tank on his back. It would give the item more contrast.
Figuring out the multiple bones issue.
I was using a rig of only bip_pelvis, spine_0, lower_arm_l and lower_arm_r.
Something happened and TF2 ctd'ed a few times. Can't find bone 2 and can;'t find bone 4 errors.
left arm had become dettached from the tf2 heiarchy and the right arm was still attached through a link of bones I wasn't exporting.
So I linked the left arm directly to the spine bone (since I'm not exporting full skeleton). In game the left arm item was showing correctly but the right arm was floating away from the mesh.
So I dettached right arm, getting rid of the tf2 heiarchy, and attached it directly to the next visible bone, the spine_0. Bam! in game it's right on.
=========
So to use multiple bones make sure that any 'floating' bones are just attched to the next bone properly. But they probably need to make sense.
sxp: don't link foot bone to hand bone. Instead throw a spine bone in there. Then link the feet and hand bones to the spine.
@kite, looks pretty good, but I think you should bend the shell up a bit where the head should be.
That might let you see his eye just a bit too.
Got a new one:
The pyro items used to be a misc with a stand alone hat.
Now the hat wig, nose, and necktie are all one hat. (the misc bits shouldn't conflict with any misc items so I think it's fine to have them on the hat slot.)
Or it could be a misc item without the hat...
The shoes were seperated into their own misc item.
The tavish ROYAL crown is now updated to gold star and texture update.
The brass knuckle sandvich is now gold star, though it's a weap and probably paintable wouldn't happen.
I have the stars on my model, the normals are correct, texture is correct, they show up in the Import Beta tool, but they don't in HLMV. In fact, it just seems to put random faces on the top layer, when they should be behind part of the mesh, you can see them as if they were on top of the other face.
Anybody know why? I was planning on getting a screenshot from HLMV to use as the backpack icon.
You need to reset pivot/scale transform and or xform.
I assume they are assigned to same bone, or is it all one mesh?
I noticed recently on import tool I cannot assign 2 separate meshes to the same bone in one export. Had to combine them into one and assign to bone.
But it seems that all my items that were proper using the old methods (HLMV, cannonfodder, etc..) are all broken now that I try them in the beta import. Mostly axis rotations but also having one mesh on several bones no longer works (must split meshes)
Split Ol' Shelly into some misc items, all gold star and ready for action! I was thinking of doing the styles as team colors, but I did them separate instead. Images link to workshop:
Had some alignment rotation issues with this as well..
I decompiled pyro, imported the grenades bodygroup.
The grenades were skinned to all bones, but only skinned to their respective bones.
Skinning mine the same made them float off in space. I exported the grenades and they were wrong too.
So I unlinked the grenade bones from the skeleton. And ONLY skinned them to the respective bones (they are one mesh, only skinned to 3 bones (that are unattached) but exported the entire skeleton.
Exported just fine.
You need to reset pivot/scale transform and or xform.
I assume they are assigned to same bone, or is it all one mesh?
I noticed recently on import tool I cannot assign 2 separate meshes to the same bone in one export. Had to combine them into one and assign to bone.
I would but anytime I try to take a screenshot it won't capture the TF2 window, even with 3rd party screenshot programs.
All the transformations are good, so it's not that. Yeah, it's all one mesh assigned to medal_bone. Since I'm just using it for the screenshot I think I'm fine. It shows in importer so that's all I'm concerned about now.
EDIT:
So the mesh is showing up in HLMV, but the normals or texturing is all out of whack. You can see the stars a bit from this angle but rotate it any more and they don't show.
I made a fur coat for the spy. It was a pain to get the rigging to work right so i though i would write something in this post about it. I had to $forcerealign in qc to get the arm skin to orient correctly around the bone. Anyway here is the item i made!
Here's a Sniper misc. I'm working on. The concept is a snake tail the sniper is saving for a survivalist style snack. Any ideas on how to improve? I'm specifically looking for texturing advice; I don't know how to make the loop and the button more visually interesting. I'd appreciate any help.
I made a fur coat for the spy. It was a pain to get the rigging to work right so i though i would write something in this post about it. I had to $forcerealign in qc to get the arm skin to orient correctly around the bone. Anyway here is the item i made!
I think you have too much hair detail. You could also use some planes for fur like the soly's gordbort chops.
finished up the medic's Battle bracers
this is medium lod, paintable, 3 lods, misc.
Wanted to give this a try,but I feel I somehow completly missed TF2 texture style,model compiles with errors,and jiggle bones for tail part are not working...
No way, i was gonna start making the same hat
Anyway, here are my entries that don't completely suck
Wanted to give this a try,but I feel I somehow completly missed TF2 texture style,model compiles with errors,and jiggle bones for tail part are not working...
Dang it. Had the idea for that hat about a week ago. Was surprised I hadn't seen it already on the Workshop. Then the enxt day I see it there, and now you've got one too. Haha.
But yeah, some fur would make it look less like a poop. Just saying.
Dang it. Had the idea for that hat about a week ago. Was surprised I hadn't seen it already on the Workshop. Then the enxt day I see it there, and now you've got one too. Haha.
But yeah, some fur would make it look less like a poop. Just saying.
Yeah me too, I even started working on it
Anyway here are my two entries that don't completely suck
It's not like anyone has a copywrite on these ideas.
I've seen about 5 coon skin hats made over the years.
And about 5-6 items I have made and contributed were put in the game by valve (someone else's model). Some were pretty 'generic' (like the marx glasses), others i made like tattoos(multi class) and engi brain were pretty original I thought.
I'm currently working on a steampunk heavy set, some criticism would be greatly accepted regarding any aspect of it. Currently I only have the goggles at a level where feel they can be shown off:
@Jukebox
Is it really that bad? Damn... Good luck with your version.
I think it was just the angle and the lighting. When it is not shiny it'll look better.
I had started one but didn't get too far, here is what I have though.
Was going to use some transparency to get the fur look on those fringe parts. Maybe some day.
Also, an interesting new blog post for those who haven't seen it yet. It goes over some of what Valve looks for when selecting Workshop items. Also says they're adding 64 new items in this next update. Holy shit. http://www.teamfortress.com/post.php?id=11063
That's a good a chance as getting an unusual (my luck with valve seems to be very bad).
Looks like they have already chosen those 64 already and I haven't hear word
====
though I haven't seen Darth Vader sporting any of my items.
---
Still, after reading the requirements I am no more or less confused on how they choose their items.
That's a good a chance as getting an unusual (my luck with valve seems to be very bad).
Looks like they have already chosen those 64 already and I haven't hear word
====
though I haven't seen Darth Vader sporting any of my items.
---
Still, after reading the requirements I am no more or less confused on how they choose their items.
My highest rated gold star item is in the top 300, so I don't think we will being seeing any of my items in this update. At least we can see where exactly the new bar will be set in terms of ratings needed, and I don't know if Valve reaches out to the creators before the update is shipped, or soon after. If its not under NDA maybe someone with experience can chime in on this :poly121:
Yeah I don't know where mine are ranked at. Some of them have decent ratings but only being up for a week or so...anything could happen.
I believe in the past Valve always let authors know. Who knows though, they are doing a huge push now and have the import tool, so maybe letting people know would make it too easy to spoil the surprise for players.
Also since the tool establishes that it works in game, Valve might not need to contact for those reasons.
@ sketchie, looks pretty good so far
Yeah I don't know where mine are ranked at. Some of them have decent ratings but only being up for a week or so...anything could happen.
I believe in the past Valve always let authors know. Who knows though, they are doing a huge push now and have the import tool, so maybe letting people know would make it too easy to spoil the surprise for players.
Also since the tool establishes that it works in game, Valve might not need to contact for those reasons.
@ sketchie, looks pretty good so far
Often times, valve will only contact you on a workshop item in question if it requires a fix of some sort. Granted getting that kind of comment makes the item almost guaranteed to get in, but the chance still exists that it wont.
I have never gotten a comment from them. So im either doing something right, or they just dislike everything I make.
Very few people may have inside information on some of this stuff (the people that are all buddy-buddy with the 1 guy that decides what gets in, you know who you are)
well, nothing in but I have seen a lot of the included items for quite awhile, so they definitely have had most of these picked for awhile.
Was messing with importing when the update went live.
My object got all buggered and I had to start the process over.
it SEEMS (not confirmed) that all LOD's have to be input before you can even preview now. I was just using one before to test it, then working on lod's.
They added a TON of slots.
yesterday we had:
head, face, glasses, lenses.
today we have...
well, there are probably 30 slots grenade,boolets, heavy belt back, head, head skin....
Was messing with importing when the update went live.
My object got all buggered and I had to start the process over.
it SEEMS (not confirmed) that all LOD's have to be input before you can even preview now. I was just using one before to test it, then working on lod's.
I am updating an item as we speak, and it only has 2 LODs and it is verifying just fine, but i have not tested anything that requires more than 2 LODs.
Replies
looks good but one suggestion. Use the lighter red/orange color like the tank on his back. It would give the item more contrast.
Figuring out the multiple bones issue.
I was using a rig of only bip_pelvis, spine_0, lower_arm_l and lower_arm_r.
Something happened and TF2 ctd'ed a few times. Can't find bone 2 and can;'t find bone 4 errors.
left arm had become dettached from the tf2 heiarchy and the right arm was still attached through a link of bones I wasn't exporting.
So I linked the left arm directly to the spine bone (since I'm not exporting full skeleton). In game the left arm item was showing correctly but the right arm was floating away from the mesh.
So I dettached right arm, getting rid of the tf2 heiarchy, and attached it directly to the next visible bone, the spine_0. Bam! in game it's right on.
=========
So to use multiple bones make sure that any 'floating' bones are just attched to the next bone properly. But they probably need to make sense.
sxp: don't link foot bone to hand bone. Instead throw a spine bone in there. Then link the feet and hand bones to the spine.
Is it weird that I watched The Avengers while working on this :poly136:
That might let you see his eye just a bit too.
Got a new one:
The Stud Muffin
http://steamcommunity.com/sharedfiles/filedetails/?id=157709719
@Baddcog, where you create this preview? Help please.
Launch TF2, go to Workshop > Publish New Item > Import beta tool
http://steamcommunity.com/sharedfiles/filedetails/?id=151066265
The pyro items used to be a misc with a stand alone hat.
Now the hat wig, nose, and necktie are all one hat. (the misc bits shouldn't conflict with any misc items so I think it's fine to have them on the hat slot.)
Or it could be a misc item without the hat...
The shoes were seperated into their own misc item.
The tavish ROYAL crown is now updated to gold star and texture update.
The brass knuckle sandvich is now gold star, though it's a weap and probably paintable wouldn't happen.
I have the stars on my model, the normals are correct, texture is correct, they show up in the Import Beta tool, but they don't in HLMV. In fact, it just seems to put random faces on the top layer, when they should be behind part of the mesh, you can see them as if they were on top of the other face.
Anybody know why? I was planning on getting a screenshot from HLMV to use as the backpack icon.
guesses:
You need to reset pivot/scale transform and or xform.
I assume they are assigned to same bone, or is it all one mesh?
I noticed recently on import tool I cannot assign 2 separate meshes to the same bone in one export. Had to combine them into one and assign to bone.
But it seems that all my items that were proper using the old methods (HLMV, cannonfodder, etc..) are all broken now that I try them in the beta import. Mostly axis rotations but also having one mesh on several bones no longer works (must split meshes)
New one
http://steamcommunity.com/sharedfiles/filedetails/?id=158121447
=====
Had some alignment rotation issues with this as well..
I decompiled pyro, imported the grenades bodygroup.
The grenades were skinned to all bones, but only skinned to their respective bones.
Skinning mine the same made them float off in space. I exported the grenades and they were wrong too.
So I unlinked the grenade bones from the skeleton. And ONLY skinned them to the respective bones (they are one mesh, only skinned to 3 bones (that are unattached) but exported the entire skeleton.
Exported just fine.
If only the import tool's vmt editor allowed for the jarate lightwarp to be used.
I would but anytime I try to take a screenshot it won't capture the TF2 window, even with 3rd party screenshot programs.
All the transformations are good, so it's not that. Yeah, it's all one mesh assigned to medal_bone. Since I'm just using it for the screenshot I think I'm fine. It shows in importer so that's all I'm concerned about now.
EDIT:
So the mesh is showing up in HLMV, but the normals or texturing is all out of whack. You can see the stars a bit from this angle but rotate it any more and they don't show.
I made a cooler for the pyro so he won't be all that insane all the time :P
http://steamcommunity.com/sharedfiles/filedetails/?id=158341773
So here is my first model. Its a spy knife and i hope you like it.
http://steamcommunity.com/sharedfiles/filedetails/?id=158355472
http://steamcommunity.com/sharedfiles/filedetails/?id=158214828&searchtext=
Also here is the $forcerealign stuff that i had to put it.....hope it helps someone
$forcerealign "bip_upperArm_L" 0 -90 180 90
$forcerealign "bip_lowerArm_L" 0 -180 180 90
$forcerealign "bip_upperArm_R" 0 -90 180 -90
$forcerealign "bip_lowerArm_R" 0 -90 180 -90
http://steamcommunity.com/sharedfiles/filedetails/?id=158309616
Here's a Sniper misc. I'm working on. The concept is a snake tail the sniper is saving for a survivalist style snack. Any ideas on how to improve? I'm specifically looking for texturing advice; I don't know how to make the loop and the button more visually interesting. I'd appreciate any help.
The Mannbulance
Click to vote.
dont know if it'll help but I've just been breaking the links on any bones that I use so it's position is there but no bones down the line mess it up.
The export the entire rig anyway. Seems to be working great.
Before I broke the links parts would end up floating out away from the character
http://steamcommunity.com/sharedfiles/filedetails/?id=158639324
Pic is workshop link, so feel free to vote.
Oh cool i'll give that a try next time. Thanks
Battle Medic's Battle Bracers of Battling Minnions
finished up the medic's Battle bracers
this is medium lod, paintable, 3 lods, misc.
http://steamcommunity.com/sharedfiles/filedetails/?id=158344170
Here is my pyro headgear. I hope you like it!
http://steamcommunity.com/sharedfiles/filedetails/?id=158344170
No way, i was gonna start making the same hat
Anyway, here are my entries that don't completely suck
Dang it. Had the idea for that hat about a week ago. Was surprised I hadn't seen it already on the Workshop. Then the enxt day I see it there, and now you've got one too. Haha.
But yeah, some fur would make it look less like a poop. Just saying.
Anyway here are my two entries that don't completely suck
I've seen about 5 coon skin hats made over the years.
And about 5-6 items I have made and contributed were put in the game by valve (someone else's model). Some were pretty 'generic' (like the marx glasses), others i made like tattoos(multi class) and engi brain were pretty original I thought.
Still, someone else is getting paid...
http://steamcommunity.com/sharedfiles/filedetails/?id=154545242&searchtext=
This style is right, but it seems like 1000+ votes is where you want to be, but we will see soon where the new bar is once the summer crate hits
I think it was just the angle and the lighting. When it is not shiny it'll look better.
I had started one but didn't get too far, here is what I have though.
Was going to use some transparency to get the fur look on those fringe parts. Maybe some day.
Also, an interesting new blog post for those who haven't seen it yet. It goes over some of what Valve looks for when selecting Workshop items. Also says they're adding 64 new items in this next update. Holy shit.
http://www.teamfortress.com/post.php?id=11063
That's a good a chance as getting an unusual (my luck with valve seems to be very bad).
Looks like they have already chosen those 64 already and I haven't hear word
====
though I haven't seen Darth Vader sporting any of my items.
---
Still, after reading the requirements I am no more or less confused on how they choose their items.
My highest rated gold star item is in the top 300, so I don't think we will being seeing any of my items in this update. At least we can see where exactly the new bar will be set in terms of ratings needed, and I don't know if Valve reaches out to the creators before the update is shipped, or soon after. If its not under NDA maybe someone with experience can chime in on this :poly121:
I believe in the past Valve always let authors know. Who knows though, they are doing a huge push now and have the import tool, so maybe letting people know would make it too easy to spoil the surprise for players.
Also since the tool establishes that it works in game, Valve might not need to contact for those reasons.
@ sketchie, looks pretty good so far
Often times, valve will only contact you on a workshop item in question if it requires a fix of some sort. Granted getting that kind of comment makes the item almost guaranteed to get in, but the chance still exists that it wont.
I have never gotten a comment from them. So im either doing something right, or they just dislike everything I make.
Very few people may have inside information on some of this stuff (the people that are all buddy-buddy with the 1 guy that decides what gets in, you know who you are)
Now to haul in some items that hopefully will work. After all, it takes a lot of failures before you get something right.
Was messing with importing when the update went live.
My object got all buggered and I had to start the process over.
it SEEMS (not confirmed) that all LOD's have to be input before you can even preview now. I was just using one before to test it, then working on lod's.
They added a TON of slots.
yesterday we had:
head, face, glasses, lenses.
today we have...
well, there are probably 30 slots grenade,boolets, heavy belt back, head, head skin....
I am updating an item as we speak, and it only has 2 LODs and it is verifying just fine, but i have not tested anything that requires more than 2 LODs.
Flies Like Eagle
paintable, 3 lod's, grenade slot misc
Might as well take this opportunity to post something I've neglected to post here that I've been doing.
It's great and the update just added more functionality.
You have to do it anyway. SDK is dead