I accidently deleted the original workshop file (I'm so fucking dumb :v:), so I had to reupload it. Took the liberty to make some new promo's though. Thanks for voting (again)!
Anybody have any experience with creating skins for weapons? I've got a Loch N Load replacement I'm trying to make right now. Have the models complete and I want to create a custom skin for it. Tried it on my own and ended up where the Demoman isn't holding a weapon at all for World and View models. Any help?
Hey guys! I have a couple questions if any of you would be so kind as to lend me an ear (or two)
1: So first and foremost, I've been battling up hill to get jiggle bones to work in the actual TF2 test map. I have my model all decompiled and recompiled, and it's working with the jiggle bones in the source sdk model viewer, but when it comes to getting it to work in the actual Gold star submission screen or the testmap in TF2 itself, it won't work at all.
The model itself will work, but the bones don't do anything. I've tried adding the code to the QC code in the submission page, but that doesn't work. Do you guys have any advice? Possibly how I get jiggle to work in the QC code editor IN TF2?
ALSO. I see a lot of amazing pictures taken of models. Are these taken in the Source Film Maker?
Hey guys! I have a couple questions if any of you would be so kind as to lend me an ear (or two)
1: So first and foremost, I've been battling up hill to get jiggle bones to work in the actual TF2 test map. I have my model all decompiled and recompiled, and it's working with the jiggle bones in the source sdk model viewer, but when it comes to getting it to work in the actual Gold star submission screen or the testmap in TF2 itself, it won't work at all.
The model itself will work, but the bones don't do anything. I've tried adding the code to the QC code in the submission page, but that doesn't work. Do you guys have any advice? Possibly how I get jiggle to work in the QC code editor IN TF2?
ALSO. I see a lot of amazing pictures taken of models. Are these taken in the Source Film Maker?
You can't view jigglebones in the importer's preview screen, you have to view them in hlmv or the itemtest map. If they work in those, it should be fine. You have to add your jigglebone parameters to the qc in the importer though, to make them work.
I use SFM for making promo's, but you can use hlmv too. Both work perfectly fine. Altough SFM gives it a bit more class.
Hey guys! I have a couple questions if any of you would be so kind as to lend me an ear (or two)
1: So first and foremost, I've been battling up hill to get jiggle bones to work in the actual TF2 test map. I have my model all decompiled and recompiled, and it's working with the jiggle bones in the source sdk model viewer, but when it comes to getting it to work in the actual Gold star submission screen or the testmap in TF2 itself, it won't work at all.
The model itself will work, but the bones don't do anything. I've tried adding the code to the QC code in the submission page, but that doesn't work. Do you guys have any advice? Possibly how I get jiggle to work in the QC code editor IN TF2?
ALSO. I see a lot of amazing pictures taken of models. Are these taken in the Source Film Maker?
There's also a cvar jiggle bone framerate cutoff set at 40 fps standard in tf2. You preobably need to lower it.
My laptop wasn't showing jiggle bones until I set it to 10 fps, then they worked.
I haven't been using SFM for promo images in the past because it's fairly time consuming. However I recently upgraded my computer pretty heavily, so now renders take no time at all. I'm hoping to start using SFM much more frequently.
For paint samples, I think screenshots in HLMV are still the better method.
Oh, I was thinking what I could add. Thanks for both the comment and the suggestion :icon60:
could use some ridges in the rear flippers, and flatter front flippers. not sure how realistic you want to depict them, but one or 2 minor detail like that may help.
i have 3 items in the works. can't wait to show them off
Howdy folks,
I just released my first workshop item and if it wasn't for the Polycount forums I would have had a rough time finishing up, so Thank you all and if you like the hat send some votes my way!
I'm finishing up a pack for the scout and wanted to get some sweet renders in Filmmaker. Can anyone recommend a tutorial or video or just some advice though here on how to take my workshop files and convert/import them into Filmmaker? I have some older work that I'd like to update with some better shots too.
One more question, I have goggles on the Scout's new hat that I want to be semi-transparent. Does anyone know how to target the goggles and apply that effect with the new workshop publisher?
Sorry for the double post, too late to edit my last post.
I'm finishing up a pack for the scout and wanted to get some sweet renders in Filmmaker. Can anyone recommend a tutorial or video or just some advice though here on how to take my workshop files and convert/import them into Filmmaker? I have some older work that I'd like to update with some better shots too.
Use the .zip file from the import tool
Get .vtf and .vmt from the zip file:
steamapps>common>Team Fortress 2>tf>workshop
Copy them to:
common>SourceFilmmaker>game>tf>materials>models>workshop>player>items>[class]>[item name]
Compile from the QC in the .zip using GUIstudioMDL
New .mdl will be created in:
[ROOT]>models>workshop>player>items>[class]
So I'm currently trying to work out how to create an item that has areas that are paintable and glowing. I've got the Alpha channel set, which works for paint. I thought to get glow I could upload an image in the Shared Illum Mask area that is a .tga with an alpha channel where I want the texture to glow. However it changes the Paint VMT so that it applies the paint to the entire object, and then I can't tell if it's even glowing or not. Anybody know how I could correctly work this?
Are you using a normal map? You could possibly get the alpha channel of a normal map (if not using one just use the default purple in the diffuse so it doesn't do anything) to change the glow?
Actually you could even just use the alpha channel of your diffuse as your paintable which is pretty common, and as an alpha mask for the glow would have white where it wants to glow and black where it doesn't, surely they can share the same thing? Could you post your textures? It's a little confusing just reading text.
So I have my hat working in the import tool, verified and exported and works fine with jiggle bones in HLMV. When I try to load that up in itemtest TF2 just crashes to desktop and I have no idea why! I seem to remember a while ago I had to copy all the files for the item (even textures etc) in to the same folder for it not to crash, but that's not even working this time. Any ideas?
Edit: it appears my tf2 is broken as it worked for someone I just sent the exported zip file to. Looks like I'll need to reinstall.
Are you using a normal map? You could possibly get the alpha channel of a normal map (if not using one just use the default purple in the diffuse so it doesn't do anything) to change the glow?
Actually you could even just use the alpha channel of your diffuse as your paintable which is pretty common, and as an alpha mask for the glow would have white where it wants to glow and black where it doesn't, surely they can share the same thing? Could you post your textures? It's a little confusing just reading text.
Not currently using a Normal Map. I'm hesitant to use one since I know Valve only uses Normal Maps when it is really necessary.
Texture as of now, it's only the AO and some base colors:
Alpha Channel:
I have a copy of the Alpha channel saved for the Self Illumination map. Not sure if I'm doing it right. If I used the alpha of the Diffuse map how would I get the Import tool to use it for glow? Steam is having some issues right now so I can't open TF2 to take a look or get screenshots of the item. Thanks for the help.
@EmAr - Are those fangs? Also, I agree with whoever said it earlier, the fins need a bit more shape to them. Right now they are blobby and a bit too cartoony.
Not currently using a Normal Map. I'm hesitant to use one since I know Valve only uses Normal Maps when it is really necessary.
Texture as of now, it's only the AO and some base colors:
Alpha Channel:
I have a copy of the Alpha channel saved for the Self Illumination map. Not sure if I'm doing it right. If I used the alpha of the Diffuse map how would I get the Import tool to use it for glow? Steam is having some issues right now so I can't open TF2 to take a look or get screenshots of the item. Thanks for the help.
@EmAr - Are those fangs? Also, I agree with whoever said it earlier, the fins need a bit more shape to them. Right now they are blobby and a bit too cartoony.
I didn't know about them not liking normal maps. I have a normal map in the hat I got accepted and it's vital if you want a specular map in the alpha channel of the normal map. To be honest I haven't done glowy stuff yet so I'm not totally sure. You could maybe edit the QC file though?
As for the walrus fangs, they need to be in the corners of his mouth, not the front as he's looking a bit vampirish at the moment. Spread them out a bit
Has anyone had any problems with recorded demos not playing? I'm trying to take a quick video of my hat's jiggle bones in itemtest, when I record a demo and load it to play it back it crashes TF2 to desktop. What's the best way to make a video?
are baby walrus' seal colored? Big ones are brown.
Nope, baby walrus are also brown but brown doesn't look good with the blue team uniform. Maybe I can find a brownish color for the red team texture though. Thanks for the feedback
@EmAr - Are those fangs? Also, I agree with whoever said it earlier, the fins need a bit more shape to them. Right now they are blobby and a bit too cartoony.
Thanks for the feedback. Those tiny things were supposed to be fangs but they are larger and better placed now.
I'll be looking into the feet next. Thanks again
EDIT: Forgot to add, I'm trying to make the fangs even larger.
I didn't know about them not liking normal maps. I have a normal map in the hat I got accepted and it's vital if you want a specular map in the alpha channel of the normal map. To be honest I haven't done glowy stuff yet so I'm not totally sure. You could maybe edit the QC file though?
Has anyone had any problems with recorded demos not playing? I'm trying to take a quick video of my hat's jiggle bones in itemtest, when I record a demo and load it to play it back it crashes TF2 to desktop. What's the best way to make a video?
On their Q&A page they say that they prefer not to use one unless it really helps the model. They used the Ambassador as an example. I'll have to go try and make a normal and specular map, this would be the first time for me. The Import tool only has an option for Self Illumination Mask, so I guess I would have to go into the .qc to change it. I'm definitely not too confident with my .qc abilities but I guess it's a good time to learn.
Are you using TF2's in-game replay? If so I would suggest FRAPS, but be sure to set the jiggle cut off frame rate to 1.
On their Q&A page they say that they prefer not to use one unless it really helps the model. They used the Ambassador as an example. I'll have to go try and make a normal and specular map, this would be the first time for me. The Import tool only has an option for Self Illumination Mask, so I guess I would have to go into the .qc to change it. I'm definitely not too confident with my .qc abilities but I guess it's a good time to learn.
Are you using TF2's in-game replay? If so I would suggest FRAPS, but be sure to set the jiggle cut off frame rate to 1.
i think valve will let you use normal maps as long as it's simple and subtle. you can also always just leave the rgb layers as a blank normal map with the color 128 128 255 rgb numbers.
if you don't mind watermark and a 10 minute limit, bandicam free trial seems to give me better in-game performance after messing with the settings
@heinous Awesome! Following movement should be bit less jerky,but other than that love em! How you did all that,and still kept them gold star items? +1 for making opening shot remind me of Fallout 3.
ah, fallout. i knew i was inspired by something.
i studied how jigglebones work and then messed around for a long time to get the movement out of it. it's partly why i'm afraid to try eliminating the jerky movement after getting it to actually work.
spy item is looking spiffy. might want to make the shirt colored though, i don't think valve wants items that take away team distinction and they talked about that in the blog post a while back.
@heinous Awesome! Following movement should be bit less jerky,but other than that love em! How you did all that,and still kept them gold star items? +1 for making opening shot remind me of Fallout 3.
New thing for spy:
It's basicly default suit with some extrudes,bridges,etc. If I get it under 1400 tris,is it possible to replace default suit? Because this is basicly default one,I've kept all bones and skin modifier on,so hopefully it deforms well. I've seen some spy suits on workshop,and they don't look like they just added some floating geo,or modeled over default one... On the other hand,I don't see option to hide it in importer... Also,ignore colors for now,they are overlays to just get general idea.
Someone a while ago had a workshop item that replaced the arm models of the soldier. They said they used the .qc code from the Zombie Skins, which makes the model override the default mesh. I've looked at the .qc for it though and I can't figure out what it was. I don't remember the name of the item but it was rolled up sleeves for the soldier. If you find it let me know, I have a few items on the back burner that I wanted to do the same thing to.
He took the texture for the Soldier model, made an alpha layer and whited out the areas that conflicted. Then added
$alphatest 1
$nodecal 1
This made the model invisible wherever the alpha layer was applied.
So unless Valve changes the Importer to allow more stuff, any item you make won't be Gold Star'd. And I'm thinking Valve is only going to implement Gold Star items.
Okay, thanks to Ermfish for helping me out with my paint and glow problem. He recommended that I assign 2 materials to my mesh, one for the diffuse map and the second for the paint and glow. Still can't tell with the importer tool if it's glowing or not but the paint works just fine with it. Need to test it out in game to see.
Also, been working on Halloween set for the Medic, really excited about it.
Kind of a Witch Doctor set.
-Deer skull hat
-Shrunken Head Necklace
-Arm and Ankle bands
Replies
Images are links, so feel free to vote as you like.
1: So first and foremost, I've been battling up hill to get jiggle bones to work in the actual TF2 test map. I have my model all decompiled and recompiled, and it's working with the jiggle bones in the source sdk model viewer, but when it comes to getting it to work in the actual Gold star submission screen or the testmap in TF2 itself, it won't work at all.
The model itself will work, but the bones don't do anything. I've tried adding the code to the QC code in the submission page, but that doesn't work. Do you guys have any advice? Possibly how I get jiggle to work in the QC code editor IN TF2?
ALSO. I see a lot of amazing pictures taken of models. Are these taken in the Source Film Maker?
You can't view jigglebones in the importer's preview screen, you have to view them in hlmv or the itemtest map. If they work in those, it should be fine. You have to add your jigglebone parameters to the qc in the importer though, to make them work.
I use SFM for making promo's, but you can use hlmv too. Both work perfectly fine. Altough SFM gives it a bit more class.
edit: I'd also make his eyes have a bit more specular, and join the tail up a little bit
There's also a cvar jiggle bone framerate cutoff set at 40 fps standard in tf2. You preobably need to lower it.
My laptop wasn't showing jiggle bones until I set it to 10 fps, then they worked.
For paint samples, I think screenshots in HLMV are still the better method.
Wat.
A community full of Jueveniles who know everything and have no tact.
What is Steam Alex.
the command in the ~ console is
cl_jiggle_bone_framerate cutoff 1
which sets the cutoff to 1. i use 1 because sometimes i like to record as well and that might slow things down more than usual.
could use some ridges in the rear flippers, and flatter front flippers. not sure how realistic you want to depict them, but one or 2 minor detail like that may help.
i have 3 items in the works. can't wait to show them off
I just released my first workshop item and if it wasn't for the Polycount forums I would have had a rough time finishing up, so Thank you all and if you like the hat send some votes my way!
http://steamcommunity.com/sharedfiles/filedetails/?id=170213931&searchtext=
I'm finishing up a pack for the scout and wanted to get some sweet renders in Filmmaker. Can anyone recommend a tutorial or video or just some advice though here on how to take my workshop files and convert/import them into Filmmaker? I have some older work that I'd like to update with some better shots too.
Sorry for the double post, too late to edit my last post.
Here is a link to the official Source Filmmaker tutorials which helped me learn the program to in order to create my hat renders.
http://www.youtube.com/playlist?list=PL2B46DEB4157E67C4
You guys are making some snazzy stuff!
Here's my latest contribution!
http://steamcommunity.com/sharedfiles/filedetails/?id=170635
Here's the video tutorials I watched; includes pretty much everything you need to know plus some.
https://www.youtube.com/watch?v=Eht7vIZqDcE
Also,steps to import your model to Filmmaker:
Use the .zip file from the import tool
Get .vtf and .vmt from the zip file:
steamapps>common>Team Fortress 2>tf>workshop
Copy them to:
common>SourceFilmmaker>game>tf>materials>models>workshop>player>items>[class]>[item name]
Compile from the QC in the .zip using GUIstudioMDL
New .mdl will be created in:
[ROOT]>models>workshop>player>items>[class]
So I'm currently trying to work out how to create an item that has areas that are paintable and glowing. I've got the Alpha channel set, which works for paint. I thought to get glow I could upload an image in the Shared Illum Mask area that is a .tga with an alpha channel where I want the texture to glow. However it changes the Paint VMT so that it applies the paint to the entire object, and then I can't tell if it's even glowing or not. Anybody know how I could correctly work this?
Actually you could even just use the alpha channel of your diffuse as your paintable which is pretty common, and as an alpha mask for the glow would have white where it wants to glow and black where it doesn't, surely they can share the same thing? Could you post your textures? It's a little confusing just reading text.
Edit: it appears my tf2 is broken as it worked for someone I just sent the exported zip file to. Looks like I'll need to reinstall.
http://steamcommunity.com/sharedfiles/filedetails/?id=170881280
Not currently using a Normal Map. I'm hesitant to use one since I know Valve only uses Normal Maps when it is really necessary.
Texture as of now, it's only the AO and some base colors:
Alpha Channel:
I have a copy of the Alpha channel saved for the Self Illumination map. Not sure if I'm doing it right. If I used the alpha of the Diffuse map how would I get the Import tool to use it for glow? Steam is having some issues right now so I can't open TF2 to take a look or get screenshots of the item. Thanks for the help.
@EmAr - Are those fangs? Also, I agree with whoever said it earlier, the fins need a bit more shape to them. Right now they are blobby and a bit too cartoony.
I didn't know about them not liking normal maps. I have a normal map in the hat I got accepted and it's vital if you want a specular map in the alpha channel of the normal map. To be honest I haven't done glowy stuff yet so I'm not totally sure. You could maybe edit the QC file though?
As for the walrus fangs, they need to be in the corners of his mouth, not the front as he's looking a bit vampirish at the moment. Spread them out a bit
Has anyone had any problems with recorded demos not playing? I'm trying to take a quick video of my hat's jiggle bones in itemtest, when I record a demo and load it to play it back it crashes TF2 to desktop. What's the best way to make a video?
Nope, baby walrus are also brown but brown doesn't look good with the blue team uniform. Maybe I can find a brownish color for the red team texture though. Thanks for the feedback
Thanks for the feedback. Those tiny things were supposed to be fangs but they are larger and better placed now.
I'll be looking into the feet next. Thanks again
EDIT: Forgot to add, I'm trying to make the fangs even larger.
Right in to the corners of his mouth.
On their Q&A page they say that they prefer not to use one unless it really helps the model. They used the Ambassador as an example. I'll have to go try and make a normal and specular map, this would be the first time for me. The Import tool only has an option for Self Illumination Mask, so I guess I would have to go into the .qc to change it. I'm definitely not too confident with my .qc abilities but I guess it's a good time to learn.
Are you using TF2's in-game replay? If so I would suggest FRAPS, but be sure to set the jiggle cut off frame rate to 1.
http://steamcommunity.com/sharedfiles/filedetails/?id=171257150&searchtext=
Thanks for all the help guys.
i think valve will let you use normal maps as long as it's simple and subtle. you can also always just leave the rgb layers as a blank normal map with the color 128 128 255 rgb numbers.
if you don't mind watermark and a 10 minute limit, bandicam free trial seems to give me better in-game performance after messing with the settings
I think this is a good placement:
Congrats on your hat BTW, cool idea! I'd put some images here as well.
Ah ok cool thanks, here's my hat:
And here's a little video:
https://www.youtube.com/watch?v=dyZogZRIpCo
[ame="http://www.youtube.com/watch?v=lUu9Y8CBwS8"]Flying Pets Set Team Fortress 2 Steam Workshop Demonstration - YouTube[/ame]
links above pictures go to respetive workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=171803542
http://steamcommunity.com/sharedfiles/filedetails/?id=171804425
http://steamcommunity.com/sharedfiles/filedetails/?id=171805154
http://steamcommunity.com/sharedfiles/filedetails/?id=171806256
ah, fallout. i knew i was inspired by something.
i studied how jigglebones work and then messed around for a long time to get the movement out of it. it's partly why i'm afraid to try eliminating the jerky movement after getting it to actually work.
spy item is looking spiffy. might want to make the shirt colored though, i don't think valve wants items that take away team distinction and they talked about that in the blog post a while back.
I would love some feed back if possible
Thanks
http://steamcommunity.com/sharedfiles/filedetails/?id=171753927&searchtext=
Someone a while ago had a workshop item that replaced the arm models of the soldier. They said they used the .qc code from the Zombie Skins, which makes the model override the default mesh. I've looked at the .qc for it though and I can't figure out what it was. I don't remember the name of the item but it was rolled up sleeves for the soldier. If you find it let me know, I have a few items on the back burner that I wanted to do the same thing to.
Found it. However, it did it differently than I thought.
http://steamcommunity.com/sharedfiles/filedetails/?id=131553149&searchtext=
He took the texture for the Soldier model, made an alpha layer and whited out the areas that conflicted. Then added
$alphatest 1
$nodecal 1
This made the model invisible wherever the alpha layer was applied.
Forum thread on the workaround:
http://steamcommunity.com/workshop/filedetails/discussion/131553149/864961721958843498/
So unless Valve changes the Importer to allow more stuff, any item you make won't be Gold Star'd. And I'm thinking Valve is only going to implement Gold Star items.
That being said, you can still do it for fun.
Also, been working on Halloween set for the Medic, really excited about it.
Kind of a Witch Doctor set.
-Deer skull hat
-Shrunken Head Necklace
-Arm and Ankle bands
Only have the initial models at this point.
http://steamcommunity.com/sharedfiles/filedetails/?id=173906920
Also my first time using sfm to make item screenshots
demo is a bit out of focus to keep attention to the item
Maybe you could find something better by using the word fugitive instead of prisoner, just a suggestion...
Good luck!
Django Chained
Because copyright shmopyright.
The chains will most likely end up as a separate item because of their complexity, but the hair and feather will be the hat equip.
[ame="http://www.youtube.com/watch?v=k_wHegZZIaA"]Pauling the Pollinator Team Fortress 2 Steam Workshop Demonstration - YouTube[/ame]