Anyone ever had a problem with the golden jarate effect not being applied to their misc items?
In the workshop importer when I preview my model with the jarate effect it applies it to the character wearing the item but not the item itself. The uber and buring effects both work find though
Anyone ever had a problem with the golden jarate effect not being applied to their misc items?
In the workshop importer when I preview my model with the jarate effect it applies it to the character wearing the item but not the item itself. The uber and buring effects both work find though
Is it possible to make a paintable item have self illumination with the new tf2 import tool? The red in the eyes is a tint using the alpha channel as a mask, but when I turn on self illumination it ignores the alpha channel and tints everything. Is there a way to fix this?
RetroMike, the most practical way to make such arm/leg etc. mods is to cut the required region from the original model without losing vertex weights. Blender can do that, I guess all other programs should be able to do it as well. Afterwards, you can move vertices to match your model.
RetroMike, the most practical way to make such arm/leg etc. mods is to cut the required region from the original model without losing vertex weights. Blender can do that, I guess all other programs should be able to do it as well. Afterwards, you can move vertices to match your model.
Good luck!
I gave that a shot and they still came in jacked. Mysource models might be fucked. Not sure.
Have you tried decompiling the game model? You get LOD models too that way.
Probably a good idea. I just have to figure out how GCFscape works with steampipe and where everything is tucked away. It's been a long time since I've done this.
Probably a good idea. I just have to figure out how GCFscape works with steampipe and where everything is tucked away. It's been a long time since I've done this.
Everything is inside the file "tf2_misc_dir.vpk" now. GCFscape should open it fine.
Quoting the last item in the previous page so it doesn't get in the 2nd page:
I need some help with my first tf2 gun (something easier after my Rcat is doomed to being just a cool cosmetic item).
Most of the process I have down perfectly fine, I managed to get my new minigun into the game. But when I fire it, the bullets originate from heavy's head in first-person view, and from his arm (I'm guessing the weapon_bone) in third person view.
I believe I have all the required bones (weapon_bone, barrel and muzzle) to make this work, it just refuses to do so.
I need some help with my first tf2 gun (something easier after my Rcat is doomed to being just a cool cosmetic item).
Most of the process I have down perfectly fine, I managed to get my new minigun into the game. But when I fire it, the bullets originate from heavy's head in first-person view, and from his arm (I'm guessing the weapon_bone) in third person view.
I believe I have all the required bones (weapon_bone, barrel and muzzle) to make this work, it just refuses to do so.
Any idea what may be causing this?
I noticed the other day that if you're using weapon_bone as the root bone in your scene it needs to be called Weapon_bone not weapon_bone. This was in maya with mesa exporter tools not sure if that has anything to do with it though. Worth a try.
I noticed the other day that if you're using weapon_bone as the root bone in your scene it needs to be called Weapon_bone not weapon_bone. This was in maya with mesa exporter tools not sure if that has anything to do with it though. Worth a try.
Gave that a try, but no difference.
Heavy holds the gun fine and the barrels spin properly, so I assume the bones are fine. Just the bullets dont shoot from the right area.
At the moment its just a basic QC, no extra animations or anything, and I havent got an area for bullet casings...I'll quickly see if thats causing the problems, but Id prefer not to have it in due to the design of the weapon.
Could be wrong about this but I think its because you haven't defined the locations of the muzzle and eject_brass attachments in the qc so its just defaulting to 0, 0, 0
They're the locations the original minigun uses, you can tweak these to whatever you want.
If you open up the orginal minigun in model viewer and then click the attachment tab you'll be able to select the different attachments in there. That might make it a bit easier to see whats going on.
Could be wrong about this but I think its because you haven't defined the locations of the muzzle and eject_brass attachments in the qc so its just defaulting to 0, 0, 0
They're the locations the original minigun uses, you can tweak these to whatever you want.
If you open up the orginal minigun in model viewer and then click the attachment tab you'll be able to select the different attachments in there. That might make it a bit easier to see whats going on.
Has anyone else had any problems viewing .vtf files since the steampipe update?
I've been getting the "file signature does not match .VTF" error.
Is there a way I can convert vtf's without VTFEdit?
I've only had a very recent, random issue that only occurs in-game, where textures of my reskins drop out randomly. For example, my Rcat reskin of the Professor Speks will randomly display the pink chequered map instead of the proper vmt. But it will only happen for some characters, inconistently. All characters Rcats use the same texture path, so it really is confusing me.
It seems to fix itself after a few games, but I have seen it on 3 computers myself, I would assume it happens to others too.
I've only had a very recent, random issue that only occurs in-game, where textures of my reskins drop out randomly. For example, my Rcat reskin of the Professor Speks will randomly display the pink chequered map instead of the proper vmt. But it will only happen for some characters, inconistently. All characters Rcats use the same texture path, so it really is confusing me.
It seems to fix itself after a few games, but I have seen it on 3 computers myself, I would assume it happens to others too.
Yep had the exact same thing with my Doktoberfest. I got the missing texture the other day whilst playing, so I loaded up testmap to check it in there and it was fine! Glad it's not just me.
Yea, but I'm talking about the decompiled .vtfs of like the Medic, any of the weapons. After I decompile the "tf2_textures_dir" with vpk.exe. Any of the vtfs it spits out will not load in VTFEdit.
Yep had the exact same thing with my Doktoberfest. I got the missing texture the other day whilst playing, so I loaded up testmap to check it in there and it was fine! Glad it's not just me.
I think it mostly occurs after I start a group search with a few friends on MVM. At first none of the Rcats have their textures, then as we progress to a new server, maybe two or three are only missing textures.
Occasionally it happens in a CP map too, but again, will fix itself after a bit.
I'm not sure, due to the short amount of time I've been using the rcat, but it seems to have started after an update this monday.
I have a newer question for anyone who may be able to answer.
Is it possible to use different bullets for a weapon? Some designs I have require custom bullets for best visual effect.
disregard this, after making minigun/rocket launchers, I figured it out.
http://www.polycount.com/forum/attachment.php?attachmentid=13429&stc=1&d=1380283979
Its my first hat submission for TF2 Steam Workshop suitable for all class and almost ready to upload. I have some problems below:
1. why I try to load that up in itemtest TF2 just crashes to desktop after compiled with tf2 importer? How I can fix it?
2. What's suitable name for my hat?
3. Any feedback for my hat?
http://www.polycount.com/forum/attachment.php?attachmentid=13429&stc=1&d=1380283979
Its my first hat submission for TF2 Steam Workshop suitable for all class and almost ready to upload. I have some problems below:
1. why I try to load that up in itemtest TF2 just crashes to desktop after compiled with tf2 importer? How I can fix it?
2. What's suitable name for my hat?
3. Any feedback for my hat?
I need some assistance on getting textures to showup in game. currently my weapon has a purple and black checkerboard texture. I have put the vtf files in /materials/models/weapons/teslazapper1. In my qc file, I also have the material directory assigned to the right folder, yet ingame the texture will not showup. I am suspicious that I must fiddle around with the smd file itself, perhaps toggle some special option in Blender?
If anyone can help, the polycount forum will get ecstatic eyecandy from my wep.
I need some assistance on getting textures to showup in game.
You need to create matching .vmt file(s) as well.
If you are making a weapon which can replace a current weapon I'd suggest using the import tool. You can replace weapons in the item test map. There are two restrictions though, the weapon must be below 1400 tri's and it shouldn't require a v_model.
New version of my gas can! I arranged the UVs in a better way to be able to paint the new texture:
Moral dilemma. I asked someone to help with the skin assignments on the demon arms I'm working on for the Heavy. I got a volunteer and they put in work on it but it's not gonna end up working out. Turns out i need to scrap it and go back to square one to fix some issues. Because the stuff they worked on isn't going in game is it wrong to exclude them from rev share despite the work they attempted?
I know polycount.com is awesome place to share anything if we got stuck to finish modelling. My question is:
1. What's wrong with my texture on my casual fedora hat and what I should do now?
2. How I can make more lighting for my hat?
I know polycount.com is awesome place to share anything if we got stuck to finish modelling. My question is:
1. What's wrong with my texture on my casual fedora hat and what I should do now?
2. How I can make more lighting for my hat?
I dont want to sound harsh but if you want to know what it wrong with the hat, there are many things. It looks low poly and does not resemble a fedora. The texture and colors you chose dont really seem to fit the tf2 style either.
I recommend looking at the mesh of existing fedoras that are already in game and use them as a reference to make your own model. And look at existing textures to get a feel for what a texture should look like.
As for lighting, it is done with the texture's alpha and the phong settings in the vmt. Areas that are whiter in the alpha will "reflect" more light while areas that are dark will absorb more light. The setting "$phongboost" in the vmt dictates the intensity of light hitting the model. A higher value will make it brighter.
Replies
Doppelg
http://steamcommunity.com/sharedfiles/filedetails/?id=163156822
In the workshop importer when I preview my model with the jarate effect it applies it to the character wearing the item but not the item itself. The uber and buring effects both work find though
yeah, workshop bug
Good to know it's not me I tested it on some of the other items as well, they have the same problem.
By test I mean, getting a friend to stand around getting piss thrown at them.
Good luck!
Fallen Samurai
Have you tried decompiling the game model? You get LOD models too that way.
I have always imagined the pyro creating some sort of mask out of Scrap metal and making it look sort of like a dragon so i made this
the design is based off "Lil Chew chew" mostly with the paint design and jagged scrap pieces for teeth
http://steamcommunity.com/sharedfiles/filedetails/?id=179157723
Everything is inside the file "tf2_misc_dir.vpk" now. GCFscape should open it fine.
Quoting the last item in the previous page so it doesn't get in the 2nd page:
The Parasight
Most of the process I have down perfectly fine, I managed to get my new minigun into the game. But when I fire it, the bullets originate from heavy's head in first-person view, and from his arm (I'm guessing the weapon_bone) in third person view.
I believe I have all the required bones (weapon_bone, barrel and muzzle) to make this work, it just refuses to do so.
Any idea what may be causing this?
I noticed the other day that if you're using weapon_bone as the root bone in your scene it needs to be called Weapon_bone not weapon_bone. This was in maya with mesa exporter tools not sure if that has anything to do with it though. Worth a try.
Gave that a try, but no difference.
Heavy holds the gun fine and the barrels spin properly, so I assume the bones are fine. Just the bullets dont shoot from the right area.
Post your .qc might be an attachment thing. Where do the brass bullet casing eject from?
--
Adding a eject_brass bone changed nothing...wont even eject brass, so I assume I'm supposed to add something in the QC, I just dont know what it is.
Try adding to your .qc:
$attachment "muzzle" "v_minigun_body" 3.38 -37.71 0.00 rotate -0 -107 180
$attachment "eject_brass" "v_minigun_body" 16.08 -8.86 -7.45 rotate 45 163 90
They're the locations the original minigun uses, you can tweak these to whatever you want.
If you open up the orginal minigun in model viewer and then click the attachment tab you'll be able to select the different attachments in there. That might make it a bit easier to see whats going on.
Thanks I'll see how this goes!
--
Great, it works Thanks a bunch!
Yeyeyey! no prob
The Space Oddity
The Tin Can
I've been getting the "file signature does not match .VTF" error.
Is there a way I can convert vtf's without VTFEdit?
I've only had a very recent, random issue that only occurs in-game, where textures of my reskins drop out randomly. For example, my Rcat reskin of the Professor Speks will randomly display the pink chequered map instead of the proper vmt. But it will only happen for some characters, inconistently. All characters Rcats use the same texture path, so it really is confusing me.
It seems to fix itself after a few games, but I have seen it on 3 computers myself, I would assume it happens to others too.
Yep had the exact same thing with my Doktoberfest. I got the missing texture the other day whilst playing, so I loaded up testmap to check it in there and it was fine! Glad it's not just me.
I think it mostly occurs after I start a group search with a few friends on MVM. At first none of the Rcats have their textures, then as we progress to a new server, maybe two or three are only missing textures.
Occasionally it happens in a CP map too, but again, will fix itself after a bit.
I'm not sure, due to the short amount of time I've been using the rcat, but it seems to have started after an update this monday.
Is it possible to use different bullets for a weapon? Some designs I have require custom bullets for best visual effect.
disregard this, after making minigun/rocket launchers, I figured it out.
http://steamcommunity.com/sharedfiles/filedetails/?id=181630731
[ame="http://www.youtube.com/watch?v=8ddb-eKm5EM"]Caws of Death and Fire Bat Versions 2 Workshop Demonstration - YouTube[/ame]
http://www.polycount.com/forum/attachment.php?attachmentid=13429&stc=1&d=1380283979
Its my first hat submission for TF2 Steam Workshop suitable for all class and almost ready to upload. I have some problems below:
1. why I try to load that up in itemtest TF2 just crashes to desktop after compiled with tf2 importer? How I can fix it?
2. What's suitable name for my hat?
3. Any feedback for my hat?
For second style: http://steamcommunity.com/sharedfiles/filedetails/?id=181864094
Already uploaded: http://steamcommunity.com/sharedfiles/filedetails/?id=181882681
The Close Encounter is now on the workshop. Thanks for voting!
If anyone can help, the polycount forum will get ecstatic eyecandy from my wep.
You need to create matching .vmt file(s) as well.
If you are making a weapon which can replace a current weapon I'd suggest using the import tool. You can replace weapons in the item test map. There are two restrictions though, the weapon must be below 1400 tri's and it shouldn't require a v_model.
New version of my gas can! I arranged the UVs in a better way to be able to paint the new texture:
Thanks for voting
http://steamcommunity.com/sharedfiles/filedetails/?id=182078457
I know polycount.com is awesome place to share anything if we got stuck to finish modelling. My question is:
1. What's wrong with my texture on my casual fedora hat and what I should do now?
2. How I can make more lighting for my hat?
I dont want to sound harsh but if you want to know what it wrong with the hat, there are many things. It looks low poly and does not resemble a fedora. The texture and colors you chose dont really seem to fit the tf2 style either.
I recommend looking at the mesh of existing fedoras that are already in game and use them as a reference to make your own model. And look at existing textures to get a feel for what a texture should look like.
As for lighting, it is done with the texture's alpha and the phong settings in the vmt. Areas that are whiter in the alpha will "reflect" more light while areas that are dark will absorb more light. The setting "$phongboost" in the vmt dictates the intensity of light hitting the model. A higher value will make it brighter.
I hope this helps
The Freaky Flayed Face
http://steamcommunity.com/sharedfiles/filedetails/?id=182519055