I didn't think I needed to include feet and toe bones in the model since they weren't used. But I guess the whole chain of bones is required so they don't freak out.
So
bip pelvis>Bip_hip (L& R), bip knee (L&r), bip_foot (l&r), bip toe (l&r) are all required.
1: It seems like you have no ao bake. Definitely required. If you do it should be stronger.
2: White stock is a no go imo. You should just do stripes in team colors (blu/orange, red/orange). Then have the orange stripes paintable. If someone wants white they can then use it.
Or even do the off-white color to start.
3: and nitpick but the brim seems about 2x as thick as it should be.
1: It seems like you have no ao bake. Definitely required. If you do it should be stronger.
2: White stock is a no go imo. You should just do stripes in team colors (blu/orange, red/orange). Then have the orange stripes paintable. If someone wants white they can then use it.
Or even do the off-white color to start.
3: and nitpick but the brim seems about 2x as thick as it should be.
thanks for the crits, and i did bake it but ill see if i can darken it a bit and ill fix the brim as well, i made the hat fully paintable as well.
Alright, i gave the hat a better color on both teams, almost like team spirit just a tad lighter, and i darkened the white ares so that the AO can show the shadows much more clearer, again if i need to inprove i have to know, thank you.
It still seems your red is solid and not showing the ao. Did you overlay it on the ao?
I also think you should start the white off as the off white color on the palette and let it be paintable. Items usually are pretty limited on pure white, that's saved for expensive paint.
It still seems your red is solid and not showing the ao. Did you overlay it on the ao?
I also think you should start the white off as the off white color on the palette and let it be paintable. Items usually are pretty limited on pure white, that's saved for expensive paint.
well in the alpha layers its over the AO but i can make it transparent so the AO would be more visible if that's what it takes,
and I'm not sure if i want to make the white ares paint-able too, but i can possibly go with a very light tint of blu/red in place of the white
well in the alpha layers its over the AO but i can make it transparent so the AO would be more visible if that's what it takes,
and I'm not sure if i want to make the white ares paint-able too, but i can possibly go with a very light tint of blu/red in place of the white
alright i made the stripes more transparent where the AO is more visible also changed to white parts to a different color, which is the color you provided in the thumbnail. is this better?
You shouldn't make the layer 'transparent', that bleeds it out.
Make the color layer a 'multiply' layer.that'll make white full color and blacker areas darker.
(photoshop shown but gimp is similar)
the lines are in the Alpha they are not on top of the hat or anything, without the alpha its just the texture without the stripes, what im wondering is how im able to make it transparent with the color being full
Anyone have a model that crashes model viewer no matter what?
Working on my nightcap and the jiggle bones just won't work. They work on everything else.
I've rekinned to only bip_head. Still crashes. compile under different name, still errors.
I've exported fbx, reimpoorted pyro rig and reskinned, error. Exported, reimported obj file, error...
I can load all three lod's in game and SFM. I just can't get jiggles to work or see it in model viewer
EDIT: Baddcog, what kind of jiggles are you using in your .qc file? If you are using the type "has_base_spring" you might have forgotten to include a base bone. I remember struggling with this once. I think the character's original bones don't work as base bones, you need to create one as a parent to the bone which you want to jiggle.
Last night they weren't working but I also noticed that after the fbx re-import they were 'dummies' not bones.
I've always just attached to a base skeleton and they always worked. I've linked them in a row and they worked. I don't know, I screwed up last night so I'm completely re-rigging today and using newly created jiggles.
Another question, I have clock hands that I want to spin wildly. But I would like the minute hand to spin faster.
And if possible only in one direction, any math whizzes?
@Baddcog thanks for the feedback! It seems the support tapes didn't work out well. I received similar feedback at the Workshop too. I'll remove the supports altogether probably.
For the clock hands, I don't have a solution but I'm pretty sure it's possible:
ODD, still the jiggles don't work. The names are correct too. But it does load in model viewer...
But I load another model with the exact same bone and it jiggles all over.
(the bones and the vert weights show properly in model viewer too.)
Made a Tenderizor melee weapon for the Pyro! In case you didn't know, a tenderizor is a cooking utensil (not a weapon), but I figured it could be in the TF2 World. Not textured yet, and I still need to make a few touches on it. Any suggestions?
Haven't post here for a while, but I suppose page 666 is a great reason to come back for any maniac
Now I'm working on some winter/festive themed items, and have already released a couple.
Check them out and rate if you like them, thanks
From Mother, with Love
Rain / Void For the kids who aren't main character-enough to get an invisibility cloak, there's always christmas socks from your real girl back home: your mother.
Here is the new look for my SOCKHAT after the last update, it had different look for each class but since the new import tool does not support multi-texture i had to create a new unified look across all classes, it is also my first TF2 hat ever.
Feel free to rate up or rate down, and feedback is most welcome as well.
The Stimulus Package
DeRosaJ / Void Just like Kevin Spacey in the classic children's movie, Se7en, this carefully-wrapped gift will leave you violently asking "What's in the box?" in no time!
Hi, I have a problem with the import tool. It won't let me make multi-class items. I am using dmx files and all files work fine when I use them one by one. When I assign files for multiple classes, import tool uses the same dmx file for all classes. Here's a video of the problem:
Baddcog, thanks for the suggestion but I need dmx files for face flex support. The import tool doesn't make use of smd+vta files for flexes.
If nothing works, I'll compile models one by one and send them as a single zip file but they might not even look at it no matter how many votes I get since it won't have a gold star. I don't want to flood the Workshop with seal pups submitted one by one either :P
So, I'm in need of a person or persons to rig and texture a few weapons there are more but I'm putting those items on hold because I'm finishing up my Xmas items which will soon need the same attention.
if you do choose to work with me, please note that you'll have to send the file back after you've completed your side so that i can submit to workshop as for percentages
I'll happily do 20% for rigging and 30% for texturing or if you are intent on doing both naturally 50% for both rigging and texturing.
Now time scale, quickly would be nice.
Are there any safe recommended links to a decompiler?
:S
Is the link on Game Banana safe?
well, most people tend to use GFSCAPE then from there you use an updated version of MDL DE-compiler and you place it in Source SDK EP1 so that it will work then you you'll be able to decompile items that are extracted with gfscape.
two programs i mention are all on the same website so it shouldn't be much of an issue but i think mdl decompiler has another url now because the auorther is missing.
surprise surprise the valve wiki may have some useful information on where to download the most recent version of it, out of all the things that aren't updated on that wiki that is..
you'll also need smd importer for whatever you're using, now i think i explain a little to much but eh.
Now, My Question know anyone who has spare time to rig and texture items before 13th
The Minnesota Slick
Vonwilbur / Void / Multitrip Cold outside? Yah. Slick sense of style? You betcha. You should wear a hat outside so you don't die of hypothermia? The heck do ya mean?
well, most people tend to use GFSCAPE then from there you use an updated version of MDL DE-compiler and you place it in Source SDK EP1 so that it will work then you you'll be able to decompile items that are extracted with gfscape.
two programs i mention are all on the same website so it shouldn't be much of an issue but i think mdl decompiler has another url now because the auorther is missing.
surprise surprise the valve wiki may have some useful information on where to download the most recent version of it, out of all the things that aren't updated on that wiki that is..
you'll also need smd importer for whatever you're using, now i think i explain a little to much but eh.
Now, My Question know anyone who has spare time to rig and texture items before 13th
I'm pretty lost right now.
There's a LOT of noise, with not a lot of information.
I managed to extract the MDL, but I'm not exactly sure how I can open this in Max 2013.
Theres an SMD importer/exporter (does this work???) for Max 2012.
There's a LOT of noise, with not a lot of information.
I managed to extract the MDL, but I'm not exactly sure how I can open this in Max 2013.
Theres an SMD importer/exporter (does this work???) for Max 2012.
Is there an easier way to do this?
I totally agree with you from what i've gather with talking with users on this subject we more on the side of people don't want others into workshop because it may hurt the chances of their object been accepted.
but i did begin writing a tutorial on this subject a while back but i haven't really being paying attention to it so i never had the chance to complete and upload it to guides.
but anyway, there are packs but they tend to be out of date my suggestion is to extract the entire model folder then shortcut the mdl compiler to that folder so you can easily access it for decom.
but once you've located a MDL in GFScape it can be anything like this for example [IN VIEWER]
You locate the MDL to the directory you've extracted it too.
then decompile it with the MDL decompiler it isn't that hard to use you have an input as in MDL file and Output as in where you want the SMD to be placed.
then after its extracted you'll have a number of files and a few SMDs for LODS
there's usually a reference file and i tend to use that when possible because most of the weapons have been converted to the new format some haven't.
but yeah, i'm using 3d max 2012 with SMD plugin and it works fine and from conversations with other people that are using 2010 it works great on their system as for maya don't bother valve aren't really good at keeping things up to date or even keeping them working in some cases.
I don't know why but something looks a bit strange about this, reminds me of laser scanners and how the geometry tends to be poor when using low end scanners.
Replies
It's just this one issue
But I just learned about the SDK having them so I will try... but gotta split to work.
Where are they located though, looking real quick and I don't see them. They are decompiled already>?
Steam\SteamApps\*your_steam_username*\sourcesdk_content\tf\modelsrc\player\pyro\parts\smd
If you are using Maya, you can find corresponding Maya files as well in the parts folder.
I hope it works!
My new hat is now posted in the workshop, i will post paint samples in the image section later.
AH thanks Emar, would have never found that.
Unfortunately it has the same issue. If I only skin the pelvis bone the waist attches fine (even though legs don't move).
But once I add any other bone the wait is twisted to weird angles and everything else twists weird too.
The pelvis bone also has the world rotation coords of 151, 0, 0 like the self decompiled model. And unlike the demo's which is 0,0,0 (no issues).
I didn't think I needed to include feet and toe bones in the model since they weren't used. But I guess the whole chain of bones is required so they don't freak out.
So
bip pelvis>Bip_hip (L& R), bip knee (L&r), bip_foot (l&r), bip toe (l&r) are all required.
couple crits:
1: It seems like you have no ao bake. Definitely required. If you do it should be stronger.
2: White stock is a no go imo. You should just do stripes in team colors (blu/orange, red/orange). Then have the orange stripes paintable. If someone wants white they can then use it.
Or even do the off-white color to start.
3: and nitpick but the brim seems about 2x as thick as it should be.
thanks for the crits, and i did bake it but ill see if i can darken it a bit and ill fix the brim as well, i made the hat fully paintable as well.
i re-did most of the freezer now. does anyone have any other critique for it now?
I also think you should start the white off as the off white color on the palette and let it be paintable. Items usually are pretty limited on pure white, that's saved for expensive paint.
well in the alpha layers its over the AO but i can make it transparent so the AO would be more visible if that's what it takes,
and I'm not sure if i want to make the white ares paint-able too, but i can possibly go with a very light tint of blu/red in place of the white
alright i made the stripes more transparent where the AO is more visible also changed to white parts to a different color, which is the color you provided in the thumbnail. is this better?
Make the color layer a 'multiply' layer.that'll make white full color and blacker areas darker.
(photoshop shown but gimp is similar)
the lines are in the Alpha they are not on top of the hat or anything, without the alpha its just the texture without the stripes, what im wondering is how im able to make it transparent with the color being full
Any feedbacks?
Working on my nightcap and the jiggle bones just won't work. They work on everything else.
I've rekinned to only bip_head. Still crashes. compile under different name, still errors.
I've exported fbx, reimpoorted pyro rig and reskinned, error. Exported, reimported obj file, error...
I can load all three lod's in game and SFM. I just can't get jiggles to work or see it in model viewer
http://steamcommunity.com/sharedfiles/filedetails/?id=198457493
Thanks for looking/voting
EDIT: Baddcog, what kind of jiggles are you using in your .qc file? If you are using the type "has_base_spring" you might have forgotten to include a base bone. I remember struggling with this once. I think the character's original bones don't work as base bones, you need to create one as a parent to the bone which you want to jiggle.
----
I am down to the simplest jiggle possible:
$jigglebone "Floppy" {
is_rigid {
tip_mass 100
length 20
angle_constraint 60
}
}
(though mine is renamed jiggle_1,2 and 3)
Last night they weren't working but I also noticed that after the fbx re-import they were 'dummies' not bones.
I've always just attached to a base skeleton and they always worked. I've linked them in a row and they worked. I don't know, I screwed up last night so I'm completely re-rigging today and using newly created jiggles.
Another question, I have clock hands that I want to spin wildly. But I would like the minute hand to spin faster.
And if possible only in one direction, any math whizzes?
For the clock hands, I don't have a solution but I'm pretty sure it's possible:
[ame="http://www.youtube.com/watch?v=YHyIDyS5VCE"][TF2 Contribute] The HypnoTeam - YouTube[/ame]
http://steamcommunity.com/sharedfiles/filedetails/?id=198595353
ODD, still the jiggles don't work. The names are correct too. But it does load in model viewer...
But I load another model with the exact same bone and it jiggles all over.
(the bones and the vert weights show properly in model viewer too.)
Made a Tenderizor melee weapon for the Pyro! In case you didn't know, a tenderizor is a cooking utensil (not a weapon), but I figured it could be in the TF2 World. Not textured yet, and I still need to make a few touches on it. Any suggestions?
http://steamcommunity.com/sharedfiles/filedetails/?id=198696004&searchtext=
Hope you guys like it
Now I'm working on some winter/festive themed items, and have already released a couple.
Check them out and rate if you like them, thanks
Rain / Void
For the kids who aren't main character-enough to get an invisibility cloak, there's always christmas socks from your real girl back home: your mother.
Feel free to rate up or rate down, and feedback is most welcome as well.
The new look:
DeRosaJ / Void
Just like Kevin Spacey in the classic children's movie, Se7en, this carefully-wrapped gift will leave you violently asking "What's in the box?" in no time!
does anyone have any crits on this texture?
the hole is supposed to be a bullet hole.
http://steamcommunity.com/sharedfiles/filedetails/?id=200096174
Christmas Dream
sample video
http://steamcommunity.com/sharedfiles/filedetails/?id=200677147&searchtext=
[ame="http://www.youtube.com/watch?v=mzEMwtHBg6g"]TF2 import tool problem - YouTube[/ame]
Any help is appreciated, thanks a bunch for looking
EDIT: BTW here's a preview SFM shot. I hope you like it:
If nothing works, I'll compile models one by one and send them as a single zip file but they might not even look at it no matter how many votes I get since it won't have a gold star. I don't want to flood the Workshop with seal pups submitted one by one either :P
http://steamcommunity.com/sharedfiles/filedetails/?id=200827194
Is there anywhere I can download the Sniper's Bow? I need the rig for it. I want to make a skin for the bow.
if you do choose to work with me, please note that you'll have to send the file back after you've completed your side so that i can submit to workshop as for percentages
I'll happily do 20% for rigging and 30% for texturing or if you are intent on doing both naturally 50% for both rigging and texturing.
Now time scale, quickly would be nice.
Contact me VIA PM or Steam http://steamcommunity.com/id/Sims_doc
models/weapons/c_models/c_bow/c_bow.mdl is the location of the bow, if you haven't already decompiled tf2_misc_dir.vpk
Where I can get "snow frame" like pumpkin at Halloween?
Mmmm..
Are there any safe recommended links to a decompiler?
:S
Is the link on Game Banana safe?
two programs i mention are all on the same website so it shouldn't be much of an issue but i think mdl decompiler has another url now because the auorther is missing.
surprise surprise the valve wiki may have some useful information on where to download the most recent version of it, out of all the things that aren't updated on that wiki that is..
you'll also need smd importer for whatever you're using, now i think i explain a little to much but eh.
Now, My Question know anyone who has spare time to rig and texture items before 13th
http://steamcommunity.com/sharedfiles/filedetails/?id=201376684
http://steamcommunity.com/sharedfiles/filedetails/?id=201353532
Thanks for looking
Vonwilbur / Void / Multitrip
Cold outside? Yah. Slick sense of style? You betcha. You should wear a hat outside so you don't die of hypothermia? The heck do ya mean?
Grandma left spy something under his tree this year
http://steamcommunity.com/sharedfiles/filedetails/?id=201459126
I'm pretty lost right now.
There's a LOT of noise, with not a lot of information.
I managed to extract the MDL, but I'm not exactly sure how I can open this in Max 2013.
Theres an SMD importer/exporter (does this work???) for Max 2012.
Is there an easier way to do this?
I totally agree with you from what i've gather with talking with users on this subject we more on the side of people don't want others into workshop because it may hurt the chances of their object been accepted.
but i did begin writing a tutorial on this subject a while back but i haven't really being paying attention to it so i never had the chance to complete and upload it to guides.
but anyway, there are packs but they tend to be out of date my suggestion is to extract the entire model folder then shortcut the mdl compiler to that folder so you can easily access it for decom.
but once you've located a MDL in GFScape it can be anything like this for example [IN VIEWER]
You locate the MDL to the directory you've extracted it too.
then decompile it with the MDL decompiler it isn't that hard to use you have an input as in MDL file and Output as in where you want the SMD to be placed.
then after its extracted you'll have a number of files and a few SMDs for LODS
there's usually a reference file and i tend to use that when possible because most of the weapons have been converted to the new format some haven't.
but yeah, i'm using 3d max 2012 with SMD plugin and it works fine and from conversations with other people that are using 2010 it works great on their system as for maya don't bother valve aren't really good at keeping things up to date or even keeping them working in some cases.
http://steamcommunity.com/sharedfiles/filedetails/?id=201267896
I don't know why but something looks a bit strange about this, reminds me of laser scanners and how the geometry tends to be poor when using low end scanners.
I just can't put my finger on it.