Most likely you put the paint info OVER the existing color of the diffuse?
Instead the paintable areas should be AO only. Then you can choose the RGB values the hat starts off as for each team, so when the hat is painted the original color is removed and the new color is applied.
Hey guys. I'm new here and I'd like to say thanks for all of your contributions to TF2. It has inspired me to start modelling on my own. However I do have a small problem.
As the picture shows, the paint does not affect the hat sufficiently. I wish to make the paint appear more vibrant on my hat so how do you do it? I have done everything required for the .tga texture file (including manipulating the alpha channel and enabling alpha channel diffusion) but it still has the same result. Please help, it will be appreciated.
Your picture isn't showing up. But what you can do is select the paintable ares, then in the texture(not the alpha channel) and add some white to it. The paint is shaded by whatever the texture is in that area. Use pure white where you want it painted in order to get the brightest colors. If you want to use team colors as well as paint then upload a texture that is white where you want it painted then adjust the RGB values for the Red and Blu textures in the Import tool. I use white and then add black and white gradients or the AO over the white to get the best colors.
Your picture isn't showing up. But what you can do is select the paintable ares, then in the texture(not the alpha channel) and add some white to it. The paint is shaded by whatever the texture is in that area. Use pure white where you want it painted in order to get the brightest colors. If you want to use team colors as well as paint then upload a texture that is white where you want it painted then adjust the RGB values for the Red and Blu textures in the Import tool. I use white and then add black and white gradients or the AO over the white to get the best colors.
Thanks for the help. I tried to post a screenshot from my steam profile but I think you are right anyway. I was messing around with the import stuff and came across what you are talking about. So then it would make sense to just make a black and white version of your texture and then manipulate the RGB values to get the intended color.
I do have another problem though. It appears as though my hat (technically its a wig for the scout) is quite shiny at the upper back part of it. It sort of ruins the look of it as its supposed to be a rather matte since its a wig. Thanks for the help again!
white edges around paintable areas. alpha layer is identical to specular, and if i made the paintable area even 1 pixel larger, the paint would go over to the areas that shouldn't be painted. problem worsens as you step away from the item in the game.
You have to mess with the phong/rimlight settings in the materials.
Once when I messed with them the changes showed in the viewer. The next time they didn't show. buggy I think.
Yeah I figured thats what I had to do and it turns out you were right!:) Anyways I have finished my hat and published it on the workshop. The video doesn't seem to work on Steam as of yet, but if you use a normal web browser you should be fine. Watch it in HD if you can. Thank you guys for your help.
@heinous,
Yeah, it's an issue. But I've found overlapping one pixel always looks better. Sure it'll give you a little darker line there, but that looks better than white.
@heinous,
Yeah, it's an issue. But I've found overlapping one pixel always looks better. Sure it'll give you a little darker line there, but that looks better than white.
i agree, but it is rather vexxing that this is even required.
cmon, someone out there HAS to know the real solution! :poly122:
Of course the BEST solution... (on the other hand ...) is to have painted polygons on one texture, and non paint on the other. Then you get clean sharp lines and no mip map side effects.
but you also increase draw counts, texture/file size (maybe), blah blah
=======
Someone asked if my scorpion could be seen in pyroland (of course) which gave me a funny idea. Meh, I'm doing this at work anyway so...
Howdy folks, I modeled this last week and I just started texturing it today and was hoping to get some initial feedback. This hat is styled after a 60's beehive hairdo with a spiral design shown in the geometry. It will be my first workshop item.
I am planning on a normal map to add detail to the bow and I still have to put together a spec map, but my big focus is on the diffuse. The images shown are taken from Maya, though I will get images from the item test map as soon as I figure out why my textures won't show.
Howdy folks, I modeled this last week and I just started texturing it today and was hoping to get some initial feedback. This hat is styled after a 60's beehive hairdo with a spiral design shown in the geometry. It will be my first workshop item.
I am planning on a normal map to add detail to the bow and I still have to put together a spec map, but my big focus is on the diffuse. The images shown are taken from Maya, though I will get images from the item test map as soon as I figure out why my textures won't show.
I like it so far but at only 700 tris I think you can put some more geometry into the beehive part to make it look better. Not trying to be mean but I think the edges are a bit too sharp, kinda looks like soft serve ice cream. I would put the sharp edges in the valleys of the hair while the peaks are smooth and curved.
Made this real quick to show you what I mean, because I suck at explaining.
Thanks for your reply Jukebox, I will definitely round out the hair shape to tame the spiral edges.
I brought the hat into the TF2 item test map last night and the hair material was rendered with exaggerated shadows that did not emulate the way any item in TF2 is actually shown. Do you know how I can achieve a "normal" material render for my hat in-game?
Hi guys, does anyone have any experience of getting jiggle bones to work with the import tool? I have added a root, jiggle1, jiggle2 and jiggle3 to the skin, root is linked to the hat bone. I have then exported the smd and written these in the QC file in the model
Really? Disney? Had no idea ... Ok,what exactly is copyrighted on it? Handprint? Wilson Volleyball? Branches? The whole thing?
Intellectual Property is a sticky area. Most copyrights for movies are explained as "Story and characters are Copyright of [blank]" And Wilson, despite being a volleyball, is a character. So it's not just a specific thing about Wilson; you could have a football with a footprint and sticks poking out of it, that's definitely going to be grounds for a lawsuit. You can however use copyrighted things for education(as long as it's proved) or in parody.
But generally I'm betting Valve won't be even poking the idea of Copyright issues with a 10 ft pole so...
Hi guys, does anyone have any experience of getting jiggle bones to work with the import tool? I have added a root, jiggle1, jiggle2 and jiggle3 to the skin, root is linked to the hat bone. I have then exported the smd and written these in the QC file in the model
It doesn't spit out any errors, just nothing is.. jiggling... (in the import tool window) Am I doing something wrong?
Thanks for any help!
Jigglebones don't work in the importer preview. It uses the same system or whatever as the Loadout preview. A few people have said they've submitted things with jigglebones and it does work even though it doesn't show it.
You can load up the item test map and see the jiggle bones working.
However there is a cvar you need to check in console that makes jiggle bones stop working under 40 fps (I tried several items on my laptop and they never jiggled, once i set the framerate cutoff to 10 fps they worked).
Yeah as far as lawsuits go, Valve doesn't want to risk it so...
Trying out team color combinations,and whatnot... Any suggestion?
Btw,what you use to rig items to shoulder?
@mattface
If you're still under budget for lod0,I suggest adding some geometry on that rope texture on hat.
I am in love with the idea of this one! But the textures don't seem to fit in well within the TF2 universe. For one, there seems to be a lot of tiny little details on it and it looks rather busy compared to the rest of the engineer. I would also say to add some color to it instead of keeping it a gunmetal black. I get that it's supposed to be robotic, but it seems too serious compared to the cartoony style of TF2. Give it more of a painted wood look (red/orange/brown paint for red, blue/yellow/green paint for blue). Also, the tube in the middle is typically glass or plastic, so maybe try to play with some opacity maps on that.
If this thing were a bit more polished, I'd rock this on my engineer all day!
Howdy folks, I ran into another snag today concerning a pyro hat I've been working on. So, I took my obj & tga files through the source sdk "itemtest" then I previewed the item via the in-game item import tool where I had to change my hats lightmap from "weapon" to "pyro" in order for it to render how I wanted and the hat looks just the way I want it to. The problem is that when I try it in the "item test" map, the hat does not retain the "pyro" lightmap, same thing with HLMV...any ideas as to how I can retain the edited lightmap info for my hat?
Thanks by the way guys I have got jigglebones working in HLMV now, although they need tweaking a lot
Oh a couple more questions. Can I split my jiggle bones or do they all need to be attached to each other? I have a twig that jiggles but I want it to jiggle from the middle not one side.
If my root is in the middle, and say jiggle 1 is on the left of it and jiggle 2 on the right would that jiggle from a rigid middle?
Second question is:
How do I get stuff to load properly in the itemtest map! When I try to load up my model (which works in HLMV) it just crashes tf2!
Thanks by the way guys I have got jigglebones working in HLMV now, although they need tweaking a lot
Oh a couple more questions. Can I split my jiggle bones or do they all need to be attached to each other? I have a twig that jiggles but I want it to jiggle from the middle not one side.
If my root is in the middle, and say jiggle 1 is on the left of it and jiggle 2 on the right would that jiggle from a rigid middle?
Second question is:
How do I get stuff to load properly in the itemtest map! When I try to load up my model (which works in HLMV) it just crashes tf2!
This is the way I would rig that:
The top part of the T is the part you want to wiggle, it should all be assigned to the horizontal bone, that way the pivot point is the center. The vertical part of the T is the base.
As far as Item test goes, no clue, you could try reinstalling TF2 but thats just a guess. Itemtest is buggy.
Howdy folks, I ran into another snag today concerning a pyro hat I've been working on. So, I took my obj & tga files through the source sdk "itemtest" then I previewed the item via the in-game item import tool where I had to change my hats lightmap from "weapon" to "pyro" in order for it to render how I wanted. The problem is that when I try it in the "item test" map, the hat does not retain the "pyro" lightmap edit, same thing with HLMV...any ideas as to how I can retain the edited lightmap info for my hat?
Thanks for any and all help! My item is finished and will be uploaded once I solve this problem.
Replies
Link again for good measure.
Most likely you put the paint info OVER the existing color of the diffuse?
Instead the paintable areas should be AO only. Then you can choose the RGB values the hat starts off as for each team, so when the hat is painted the original color is removed and the new color is applied.
The red handed thing is cool for blood. But paintable kind of kills it. Of course blu team...
How about calling it 'Clot Red Handed' the other teams item could be 'Blu Balls'
But i dunno, it gives him such man hands.
Your picture isn't showing up. But what you can do is select the paintable ares, then in the texture(not the alpha channel) and add some white to it. The paint is shaded by whatever the texture is in that area. Use pure white where you want it painted in order to get the brightest colors. If you want to use team colors as well as paint then upload a texture that is white where you want it painted then adjust the RGB values for the Red and Blu textures in the Import tool. I use white and then add black and white gradients or the AO over the white to get the best colors.
Thanks for the help. I tried to post a screenshot from my steam profile but I think you are right anyway. I was messing around with the import stuff and came across what you are talking about. So then it would make sense to just make a black and white version of your texture and then manipulate the RGB values to get the intended color.
I do have another problem though. It appears as though my hat (technically its a wig for the scout) is quite shiny at the upper back part of it. It sort of ruins the look of it as its supposed to be a rather matte since its a wig. Thanks for the help again!
Once when I messed with them the changes showed in the viewer. The next time they didn't show. buggy I think.
The Masked Mann
http://steamcommunity.com/sharedfiles/filedetails/?id=165828968
The Curse Of Capistrano
http://steamcommunity.com/sharedfiles/filedetails/?id=165827126
white edges around paintable areas. alpha layer is identical to specular, and if i made the paintable area even 1 pixel larger, the paint would go over to the areas that shouldn't be painted. problem worsens as you step away from the item in the game.
Yeah I figured thats what I had to do and it turns out you were right!:) Anyways I have finished my hat and published it on the workshop. The video doesn't seem to work on Steam as of yet, but if you use a normal web browser you should be fine. Watch it in HD if you can. Thank you guys for your help.
@heinous,
Yeah, it's an issue. But I've found overlapping one pixel always looks better. Sure it'll give you a little darker line there, but that looks better than white.
i agree, but it is rather vexxing that this is even required.
cmon, someone out there HAS to know the real solution! :poly122:
Of course the BEST solution... (on the other hand ...) is to have painted polygons on one texture, and non paint on the other. Then you get clean sharp lines and no mip map side effects.
but you also increase draw counts, texture/file size (maybe), blah blah
=======
Someone asked if my scorpion could be seen in pyroland (of course) which gave me a funny idea. Meh, I'm doing this at work anyway so...
Balloon animal version
I am planning on a normal map to add detail to the bow and I still have to put together a spec map, but my big focus is on the diffuse. The images shown are taken from Maya, though I will get images from the item test map as soon as I figure out why my textures won't show.
I like it so far but at only 700 tris I think you can put some more geometry into the beehive part to make it look better. Not trying to be mean but I think the edges are a bit too sharp, kinda looks like soft serve ice cream. I would put the sharp edges in the valleys of the hair while the peaks are smooth and curved.
Made this real quick to show you what I mean, because I suck at explaining.
I brought the hat into the TF2 item test map last night and the hair material was rendered with exaggerated shadows that did not emulate the way any item in TF2 is actually shown. Do you know how I can achieve a "normal" material render for my hat in-game?
(hat is shown with diffuse texture only)
Communist Commando. Clicky the pic!
The Scrapper's Safeguard
http://steamcommunity.com/sharedfiles/filedetails/?id=166800023
http://steamcommunity.com/sharedfiles/filedetails/?id=167328494
Got this comment on my Major Award workshop page. Oh people, they never fail to entertain.
I put the wrong side of the outfit forward which is the omnious way(Hidari-Mae) and I was told that I had to change it.
http://steamcommunity.com/sharedfiles/filedetails/?id=167304420
http://steamcommunity.com/sharedfiles/filedetails/?id=167305270
Thanks for voting!
The scoot IS a dead person when I'm playing
Same here
click for workshop
Hey guys! This is my first TF2 item. Hope you dudes and dudettes like it!
http://steamcommunity.com/sharedfiles/filedetails/?id=168782691
A long pending item that I had worked on a while back - a small team colored nurse's watch for the medic.
$jigglebone "root" {
is_flexible {
yaw_stiffness 1
yaw_damping 1
length 1
yaw_constraint 0
(values just to test)
It doesn't spit out any errors, just nothing is.. jiggling... (in the import tool window) Am I doing something wrong?
Thanks for any help!
Intellectual Property is a sticky area. Most copyrights for movies are explained as "Story and characters are Copyright of [blank]" And Wilson, despite being a volleyball, is a character. So it's not just a specific thing about Wilson; you could have a football with a footprint and sticks poking out of it, that's definitely going to be grounds for a lawsuit. You can however use copyrighted things for education(as long as it's proved) or in parody.
But generally I'm betting Valve won't be even poking the idea of Copyright issues with a 10 ft pole so...
Jigglebones don't work in the importer preview. It uses the same system or whatever as the Loadout preview. A few people have said they've submitted things with jigglebones and it does work even though it doesn't show it.
However there is a cvar you need to check in console that makes jiggle bones stop working under 40 fps (I tried several items on my laptop and they never jiggled, once i set the framerate cutoff to 10 fps they worked).
Yeah as far as lawsuits go, Valve doesn't want to risk it so...
I am in love with the idea of this one! But the textures don't seem to fit in well within the TF2 universe. For one, there seems to be a lot of tiny little details on it and it looks rather busy compared to the rest of the engineer. I would also say to add some color to it instead of keeping it a gunmetal black. I get that it's supposed to be robotic, but it seems too serious compared to the cartoony style of TF2. Give it more of a painted wood look (red/orange/brown paint for red, blue/yellow/green paint for blue). Also, the tube in the middle is typically glass or plastic, so maybe try to play with some opacity maps on that.
If this thing were a bit more polished, I'd rock this on my engineer all day!
Thanks for any and all help!
Oh a couple more questions. Can I split my jiggle bones or do they all need to be attached to each other? I have a twig that jiggles but I want it to jiggle from the middle not one side.
If my root is in the middle, and say jiggle 1 is on the left of it and jiggle 2 on the right would that jiggle from a rigid middle?
Second question is:
How do I get stuff to load properly in the itemtest map! When I try to load up my model (which works in HLMV) it just crashes tf2!
ie: bip_head>jiggle 1>jiggle 2 as one chain
bip_spine>jiggle 3 as another.
They just need ;linked to a bone that is on the base skeleton (export all bones if they are used or not)
This is the way I would rig that:
The top part of the T is the part you want to wiggle, it should all be assigned to the horizontal bone, that way the pivot point is the center. The vertical part of the T is the base.
As far as Item test goes, no clue, you could try reinstalling TF2 but thats just a guess. Itemtest is buggy.
Here's a thing i've worked on the past few days.
SketchFab Version
Thanks for any and all help! My item is finished and will be uploaded once I solve this problem.