Awesome model and video! I think the butterfly should maybe have a more blue blu-team variant though? Oh also how did you get 3rd person camera viewing? I need to do that!
Awesome model and video! I think the butterfly should maybe have a more blue blu-team variant though? Oh also how did you get 3rd person camera viewing? I need to do that!
i was afraid it would stray too far from the comic coloring. in any case, the body is paintable, so if valve wants to change the stock blue color, it can be changed by just typing a new number.
which 3rd person are you talking about? i used both replay and sfm footages. in replay you just click that one button, in sfm you just lock the camera to whatever you want to follow and fix a bit of clipping here and there.
Does anyone know how to go about making a misc item that replaces a whole body part?
I can't seem to find any tutorial or piece of information to point me in the right direction!
Does anyone know how to go about making a misc item that replaces a whole body part?
I can't seem to find any tutorial or piece of information to point me in the right direction!
You mean like an arm or something?
I know how but it involves changing the texture of the character. Like if you want to replace the Soldier's head you'd need to edit the texture for the soldier, which would make every other soldier in the game have invisible heads.
Basically, you add an alpha channel to the base character you want the item for, where the alpha is white for what you want to replace. Then there are 2 qc lines you can add in the VMT which will make those areas invisible. Then you have the model rigged like usual. That's how Valve did the Zombie Skins.
I know how but it involves changing the texture of the character. Like if you want to replace the Soldier's head you'd need to edit the texture for the soldier, which would make every other soldier in the game have invisible heads.
Basically, you add an alpha channel to the base character you want the item for, where the alpha is white for what you want to replace. Then there are 2 qc lines you can add in the VMT which will make those areas invisible. Then you have the model rigged like usual. That's how Valve did the Zombie Skins.
Nope, looks to me like it's just some mesh added on top. Along with matching up the textures well. You can decompile it and find out for sure though.
Well, you're both right!
I do have to agree with Jukebox, this mesh is just cleverly modeled on top of the existing mesh. However, there are cases that I have seen where the mesh would break through miscellaneous items if the limbs were not removed:
- I found out that the top arch of Flunkyware breaks through the Scouts shoes.
- The whole foot is angled differently on the LongFall
- And then there's this. :poly108:
Although I have never tried this myself, If you interested in finding out how certain parts are removed I'd start looking at one of the above's QC file.
I do have to agree with Jukebox, this mesh is just cleverly modeled on top of the existing mesh. However, there are cases that I have seen where the mesh would break through miscellaneous items if the limbs were not removed:
- I found out that the top arch of Flunkyware breaks through the Scouts shoes.
- The whole foot is angled differently on the LongFall
- And then there's this. :poly108:
Although I have never tried this myself, If you interested in finding out how certain parts are removed I'd start looking at one of the above's QC file.
The Zombie Skins use the methods I described above. The Flunkyware looks like it fits over the regular feet. Not sure about the Loafers though, it could possibly do the same thing as the Zombie Skins. It's promotional so I could see Valve bothering with 2 textures for it.
You can see this in the workshop importer. The last update made 50 more body groups (ie: we used to have glasses, hat, pyro head, scoot feet). Now we have badge, moustache, etc..
Makes all misc more compatible because a moustache can go in moustache group not feet group or whatever.
The pyro head was the first 'bodygroup' when they made the last breath I think (actually the killing floor gas mask). The head was actually removed from the pyros mesh, and attached as an item.
So then a lot of pyro head items became available.
Scoots feet were next with the Essential accessories. So now the scout model doesn't actually have feet. So none of the boots overlap. If something is wrong with flunky ware it has nothing to do with his feet clipping through.
Again, the long fall replaces the scoot feet bodygroup.
The zombie skins could quite possibly use an alpha channel to remove bits. However it is unlikely any other items will be done this way.
The zombie skin works because that misc replaces the entire skin, it's only been done on the halloween update and it probably takes some valve scripting magic... which at this point the beta importer doesn't let us do. So no gold star, most likely no in game. It's also halloween time only.
The character skins are very large files (1024x2048) and Valve wants our textures at 256x256... So if your misc replaced parts it would require a huge texture to be included.
Here is my latest project. It stated as a simple idea, but now I'm taking it further.
[VEROLD]522a13d96eb2d40200000619[/VEROLD]
The R-CAT, a replacement to the sentry in Engineers Loadout.
Although un-upgradable, this machine is a little more powerful than the regular Level 1 sentry, and fully mobile. It is not autonomous like the regular sentry either, but must be controlled by the engineer from anywhere on the map (leaving engie vulnerable whilst operating). The Helipad/base looking thing is a reload/repair station.
I need to re-work the base, I dont like it. I am currently working on a deploy animation.
--Edit--
I have started on the deploy animation. This is not my strong suit, and its still pretty rough.
I considered that, but it needs to remain vulnerable to the spy, and Im giving this a fixed flight height to avoid it being overpowered and too easy to flee with so damage on contact would be easy headshots all round.
I'm trying to get up to speed with the pipeline to get models in-game and since there is so much invalid/outdated information out there I'm having a lot of trouble.
Can anyone point me towards an up to date workflow?
Here's where I am at specifially...
I used the source sdk > itemtest workflow to successfully (at least thats what it says) compile my .obj and .tga files.
However, when I run the game > workshop > test map > press f7 > Add headgear > select model > I cannot select the .mdl file I created. Basically I navigate to the default path it creates with itemtest (C:\program files (x86)\steam\steamapps\bradmyers82\team fortress 2\tf\models\player\items\demo\0x02c13dd1\test)
and when I click open nothing happens.
So, I tried to simply place those files created in itemtest in the "common" folder, (since it wants to navigate there anyway it seems) instead of using my steam name path. So I placed the files here specifically... C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\materials\models\player\items\0x02c13dd1\test
Once I did this I could actually load the model, however it wasn't appearing with a texture at all (it was entirely pink). I'm guessing I can't just paste the files here and everything will magically work correctly.
It seems like no one is having trouble getting stuff in, so where am I going wrong?
This is my first post. The reason I joined poly count was to join the TF asset creation community. I am currently a 3D artist doing military training and simulation in FL. I really want to get into game asset creation and figured this would be fun practice that could potentially lead to my models being used in TF2!
I read the requirements over on the Valve page but wanted to know if anyone had pointers. I see that they usually don't take your normal maps for hats, correct?
What else can we make that can be submitted? It seems like no weapons, but people are making companion type models for characters? Saw some little bots for the Engineer, and a seal for the Heavy lol
To be honest I could do with some help on this workflow as well, I've been trying 2 days to figure this stuff out, I can get a mode into the game, but it wil not find the VMT texture file.
I'll describe the pipeline I use for initial testing, but I'm sure other with more experience would have a better.
Exports as .smd / save texture as .tga > run game > workshop > publish new item > import > pick a class > add exported .smd as high lod > add .tga in skins window > hit preview.
At this early stage using the previewer is normally enough for me, but if you want to use it on the itemtestmap you can add a placeholder name/backpack icon/lods and click verify. It will actually compile it all for you and spit out a .mdl that you can then open through itemtest using the method you described above.
Well at least I know I'm not the only one! Seeing all the awesome work on this thread, I was starting to think I might just be retarded. lol
br0br0br0: I don't fully follow you on the instructions for getting it in game via "Test Map", but like you said I'm sure someone here can easily articulate how to do it.
BTW, I should have mentioned in my post above that I CAN easily view the model with the model viewer ("Launch HLMV" after the model has been compiled with itemtest) and the textures and stuff look correct. Its really just a matter of getting it compiled to a directory where I can actually open the .mdl file in the Test Map.
[EDIT] I also googled around and did read that you can change the output path for "itemtest" However, that caused a lot of other things to break for people and I really don't want to risk digging myself a deeper hole if there is a better way now.
Ok, I was digging threw this huge thread just going backwards page by page and I read someone wrote this comment
Quote:
Originally Posted by Estavos View Post
Hello! Where I can get new itemtest? Or ammm... @Baddcog, where you create this preview? Help please.
Launch TF2, go to Workshop > Publish New Item > Import beta tool
So I tried to import with the tool there in the game itself (btw, I would have never guessed that you had to hit the "publish your file" button considering I am just learning this and no where near ready to publish anything) and anyway, its stupid easy to get started there.
Not trying to bitch or anything, but we should have something something stickied to the first post in this thread with all the up-to-date info. Relevant info is so buried here its crazy, and the web is just filled with old garbage advice.
Here is my test hat, a broken tutorial I started last week...
p.s. One bit of advice if making hats... You need to have the bip_head bone selected along with the mesh you are imported, when exporting to smd. Otherwise you will get a Error in preview 'ERROR: unknown attachment link 'bip_head'. This was a small snag I had when importing the .smd with the new import tool.
[Edit] I was just reading back on br0br0br0's comment and it makes sense now. He did point me to the correct place, I just didn't realize it!
I'm trying to get up to speed with the pipeline to get models in-game and since there is so much invalid/outdated information out there I'm having a lot of trouble.
Can anyone point me towards an up to date workflow?
I used the source sdk > itemtest workflow to successfully (at least thats what it says) compile my .obj and .tga files.
There's your major issue right there. you are using the old compile method.
Open TF2, hit the workshop button and the new importer will pop up.
Input your files correctly and it will basically walk you through every step. by the time you hit compile your item is in game and workshop compatible.
Go into item test map and navigate models>user name> whatever to your model folder.
There is a tutorial on Steam under workshop. I tried to find it for you but there is basically no search function for guides on steam and one million people writing guides
At this early stage using the previewer is normally enough for me, but if you want to use it on the itemtestmap you can add a placeholder name/backpack icon/lods and click verify. It will actually compile it all for you and spit out a .mdl that you can then open through itemtest using the method you described above.
You don't need a place holder name. If you do just put a partial name:
ie: Skullhat, just use skull. it will reload the same items everytime you open workshop and type skull. But the folder will be made everytime you compile : skull01, skull02, skull03...
Then when you are ready to submit just name it 'skullhat' and it will make a folder for that, OR update the already named Skullhat.
Baddcog: Thanks for taking the time to further explain this!
There is a tutorial on Steam under workshop. I tried to find it for you but there is basically no search function for guides on steam and one million people writing guides
This is exactly why I was bitching earlier. There really should be a go to place with all the latest information.
But even there they point you to the sdk itemtest compile method that doesn't work. The "Good" information out there is like trying to find a needle in a hay stack. Maybe I'll put in a request for an up to date info page in this forum section...
Ok, br0br0br0: Your comment makes full sense to me now. I managed to get it in the test map as well, without much difficulty. Thanks Dude!
Glad you sorted it
Yeah I guess things must have changed fairly recently and the tutorials have yet to catch up.
It's nice seeing your things in game for the first time isn't it Feels really rewarding, especially when you've spent time trying to figure out all the import stuff.
I have since updated my R-cat design, and even managed to get it into SFM and the Steam Workshop.
Now I'm stuck though. It has been suggested that I go with a robro-style approach to this, allowing the rcat to follow engie around, like a little, low power support turret.
I figure I can work out how to do this by looking at how the sentry and robro are scripted, but I cant find where their scripts are. Would anyone here know where to look?
Thanks for that little info-nugget, saved a lot of time of random searching (This is my first tf2 thing so I never know about jigglebones).
I've managed to get it as far as being a useless adorably tiny flying sentry-pet, I just need to figure out how to make it target and shoot stuff like a good little sentry-pet, and Valve dont seem to make it easy to figure that stuff out.
On the one hand it's a pet and other than getting assists (and now counting points if strange) pets have always been a visual items only.
So you gotta wonder how they'll look at that. Coming straight out of spawn with a built sentry/ people being confused visually (is it pet or weapon).
Of course scripting, moving sentry aiming at moving targets...
But you never know, they might like it enough to include it, but most likely you'd need to have working scripting.
There are very few submissions anything like this. The mini-sentry is the only one included i can think of so far. And it's just an animated object, scripting isn't that far off from a regular sentry.
Replies
i was afraid it would stray too far from the comic coloring. in any case, the body is paintable, so if valve wants to change the stock blue color, it can be changed by just typing a new number.
which 3rd person are you talking about? i used both replay and sfm footages. in replay you just click that one button, in sfm you just lock the camera to whatever you want to follow and fix a bit of clipping here and there.
didn't know about drawhud though, i can start using that from now on, thanks!
Does anyone know how to go about making a misc item that replaces a whole body part?
I can't seem to find any tutorial or piece of information to point me in the right direction!
You mean like an arm or something?
I know how but it involves changing the texture of the character. Like if you want to replace the Soldier's head you'd need to edit the texture for the soldier, which would make every other soldier in the game have invisible heads.
Basically, you add an alpha channel to the base character you want the item for, where the alpha is white for what you want to replace. Then there are 2 qc lines you can add in the VMT which will make those areas invisible. Then you have the model rigged like usual. That's how Valve did the Zombie Skins.
I meant for stuff like the Blood Banker:
http://wiki.teamfortress.com/wiki/Blood_Banker
It's clearly not a mesh that hovers on top, it's replacing the whole upper body. Isn't it?
Nope, looks to me like it's just some mesh added on top. Along with matching up the textures well. You can decompile it and find out for sure though.
Well, you're both right!
I do have to agree with Jukebox, this mesh is just cleverly modeled on top of the existing mesh. However, there are cases that I have seen where the mesh would break through miscellaneous items if the limbs were not removed:
- I found out that the top arch of Flunkyware breaks through the Scouts shoes.
- The whole foot is angled differently on the LongFall
- And then there's this. :poly108:
Although I have never tried this myself, If you interested in finding out how certain parts are removed I'd start looking at one of the above's QC file.
The Zombie Skins use the methods I described above. The Flunkyware looks like it fits over the regular feet. Not sure about the Loafers though, it could possibly do the same thing as the Zombie Skins. It's promotional so I could see Valve bothering with 2 textures for it.
You can see this in the workshop importer. The last update made 50 more body groups (ie: we used to have glasses, hat, pyro head, scoot feet). Now we have badge, moustache, etc..
Makes all misc more compatible because a moustache can go in moustache group not feet group or whatever.
The pyro head was the first 'bodygroup' when they made the last breath I think (actually the killing floor gas mask). The head was actually removed from the pyros mesh, and attached as an item.
So then a lot of pyro head items became available.
Scoots feet were next with the Essential accessories. So now the scout model doesn't actually have feet. So none of the boots overlap. If something is wrong with flunky ware it has nothing to do with his feet clipping through.
Again, the long fall replaces the scoot feet bodygroup.
The zombie skins could quite possibly use an alpha channel to remove bits. However it is unlikely any other items will be done this way.
The zombie skin works because that misc replaces the entire skin, it's only been done on the halloween update and it probably takes some valve scripting magic... which at this point the beta importer doesn't let us do. So no gold star, most likely no in game. It's also halloween time only.
The character skins are very large files (1024x2048) and Valve wants our textures at 256x256... So if your misc replaced parts it would require a huge texture to be included.
[VEROLD]522a13d96eb2d40200000619[/VEROLD]
The R-CAT, a replacement to the sentry in Engineers Loadout.
Although un-upgradable, this machine is a little more powerful than the regular Level 1 sentry, and fully mobile. It is not autonomous like the regular sentry either, but must be controlled by the engineer from anywhere on the map (leaving engie vulnerable whilst operating). The Helipad/base looking thing is a reload/repair station.
I need to re-work the base, I dont like it. I am currently working on a deploy animation.
--Edit--
I have started on the deploy animation. This is not my strong suit, and its still pretty rough.
Her is the video: http://www.youtube.com/watch?v=VbIFBuf-vKE&feature=youtu.be
No but it sure makes me wish it was! Wow, those pumpkin bombs look fantastic. I give you a severed hand of approval :thumbup:
Thanks for voting!
http://steamcommunity.com/sharedfiles/filedetails/?id=177516715
Model and texture by Bapaul, original concept by me.
Your votes are appreciated!
I'm trying to get up to speed with the pipeline to get models in-game and since there is so much invalid/outdated information out there I'm having a lot of trouble.
Can anyone point me towards an up to date workflow?
Here's where I am at specifially...
I used the source sdk > itemtest workflow to successfully (at least thats what it says) compile my .obj and .tga files.
However, when I run the game > workshop > test map > press f7 > Add headgear > select model > I cannot select the .mdl file I created. Basically I navigate to the default path it creates with itemtest (C:\program files (x86)\steam\steamapps\bradmyers82\team fortress 2\tf\models\player\items\demo\0x02c13dd1\test)
and when I click open nothing happens.
So, I tried to simply place those files created in itemtest in the "common" folder, (since it wants to navigate there anyway it seems) instead of using my steam name path. So I placed the files here specifically... C:\program files (x86)\steam\steamapps\common\Team Fortress 2\tf\materials\models\player\items\0x02c13dd1\test
Once I did this I could actually load the model, however it wasn't appearing with a texture at all (it was entirely pink). I'm guessing I can't just paste the files here and everything will magically work correctly.
It seems like no one is having trouble getting stuff in, so where am I going wrong?
Thanks a lot in advance!!!
This is my first post. The reason I joined poly count was to join the TF asset creation community. I am currently a 3D artist doing military training and simulation in FL. I really want to get into game asset creation and figured this would be fun practice that could potentially lead to my models being used in TF2!
I read the requirements over on the Valve page but wanted to know if anyone had pointers. I see that they usually don't take your normal maps for hats, correct?
What else can we make that can be submitted? It seems like no weapons, but people are making companion type models for characters? Saw some little bots for the Engineer, and a seal for the Heavy lol
I'll describe the pipeline I use for initial testing, but I'm sure other with more experience would have a better.
Exports as .smd / save texture as .tga > run game > workshop > publish new item > import > pick a class > add exported .smd as high lod > add .tga in skins window > hit preview.
At this early stage using the previewer is normally enough for me, but if you want to use it on the itemtestmap you can add a placeholder name/backpack icon/lods and click verify. It will actually compile it all for you and spit out a .mdl that you can then open through itemtest using the method you described above.
br0br0br0: I don't fully follow you on the instructions for getting it in game via "Test Map", but like you said I'm sure someone here can easily articulate how to do it.
BTW, I should have mentioned in my post above that I CAN easily view the model with the model viewer ("Launch HLMV" after the model has been compiled with itemtest) and the textures and stuff look correct. Its really just a matter of getting it compiled to a directory where I can actually open the .mdl file in the Test Map.
[EDIT] I also googled around and did read that you can change the output path for "itemtest" However, that caused a lot of other things to break for people and I really don't want to risk digging myself a deeper hole if there is a better way now.
So I tried to import with the tool there in the game itself (btw, I would have never guessed that you had to hit the "publish your file" button considering I am just learning this and no where near ready to publish anything) and anyway, its stupid easy to get started there.
Not trying to bitch or anything, but we should have something something stickied to the first post in this thread with all the up-to-date info. Relevant info is so buried here its crazy, and the web is just filled with old garbage advice.
Here is my test hat, a broken tutorial I started last week...
p.s. One bit of advice if making hats... You need to have the bip_head bone selected along with the mesh you are imported, when exporting to smd. Otherwise you will get a Error in preview 'ERROR: unknown attachment link 'bip_head'. This was a small snag I had when importing the .smd with the new import tool.
[Edit] I was just reading back on br0br0br0's comment and it makes sense now. He did point me to the correct place, I just didn't realize it!
There's your major issue right there. you are using the old compile method.
Open TF2, hit the workshop button and the new importer will pop up.
Input your files correctly and it will basically walk you through every step. by the time you hit compile your item is in game and workshop compatible.
Go into item test map and navigate models>user name> whatever to your model folder.
There is a tutorial on Steam under workshop. I tried to find it for you but there is basically no search function for guides on steam and one million people writing guides
You don't need a place holder name. If you do just put a partial name:
ie: Skullhat, just use skull. it will reload the same items everytime you open workshop and type skull. But the folder will be made everytime you compile : skull01, skull02, skull03...
Then when you are ready to submit just name it 'skullhat' and it will make a folder for that, OR update the already named Skullhat.
This is exactly why I was bitching earlier. There really should be a go to place with all the latest information.
there is this... http://www.teamfortress.com/workshop/
But even there they point you to the sdk itemtest compile method that doesn't work. The "Good" information out there is like trying to find a needle in a hay stack. Maybe I'll put in a request for an up to date info page in this forum section...
Glad you sorted it
Yeah I guess things must have changed fairly recently and the tutorials have yet to catch up.
It's nice seeing your things in game for the first time isn't it Feels really rewarding, especially when you've spent time trying to figure out all the import stuff.
No prob...
No, that's not the one. There is an actual user made guide that has pictures of all the in game beta compile tool parts and explains all the inputs.
But like i said, actually finding it on steam, ugghhh
Do you mean this?
http://steamcommunity.com/sharedfiles/filedetails/?id=148063940
Everyone should bookmark that
Now I'm stuck though. It has been suggested that I go with a robro-style approach to this, allowing the rcat to follow engie around, like a little, low power support turret.
I figure I can work out how to do this by looking at how the sentry and robro are scripted, but I cant find where their scripts are. Would anyone here know where to look?
Sadly very few people are catching the homage on this one:
And I'm surprised that this silly idea is getting some support:
Working on a few more Halloweeny items.
Also, bump so EmAr's cool item doesn't get buried on the last page:
Kid's these days. I just noticed the other day there are 3-4 more hellraisers than I ever saw.
The pyro is cool.
Thanks :icon60:
Thanks for that little info-nugget, saved a lot of time of random searching (This is my first tf2 thing so I never know about jigglebones).
I've managed to get it as far as being a useless adorably tiny flying sentry-pet, I just need to figure out how to make it target and shoot stuff like a good little sentry-pet, and Valve dont seem to make it easy to figure that stuff out.
heres a little video of its current progress.
[ame="http://www.youtube.com/watch?v=NZXx3662I6A&feature=c4-overview&list=UUG4Rm6pvn5duk8sAIXraKHQ"]http://www.youtube.com/watch?v=NZXx3662I6A&feature=c4-overview&list=UUG4Rm6pvn5duk8sAIXraKHQ[/ame]
On the one hand it's a pet and other than getting assists (and now counting points if strange) pets have always been a visual items only.
So you gotta wonder how they'll look at that. Coming straight out of spawn with a built sentry/ people being confused visually (is it pet or weapon).
Of course scripting, moving sentry aiming at moving targets...
But you never know, they might like it enough to include it, but most likely you'd need to have working scripting.
There are very few submissions anything like this. The mini-sentry is the only one included i can think of so far. And it's just an animated object, scripting isn't that far off from a regular sentry.
workshop link above^^^^^