Haha yeah! That's a good one, I'll try to fit it into the description Thanks Emar!
Looks good Heinous, flows well too. Love the 'not effective on scouts' haha :thumbup:
I'm actually gonna throw this last shot in here. It was a test for when I was trying to get Mouse's look down. We had a lot of fun trying to capture him and the rigging system in SFM was hilarious to work with.
@Indecom
good luck getting past copyrights with that. And wouldn't it be more fitting on Heavy since he already uses his fists anyways?
I still have a few tricks up my sleeves to bypass any copyright issues. I thougth about making them for the heavy, but the demoknight is a melee character that uses blades so it seems pretty fitting.
@robot: How do you submit something like this, through the beta importer? Also anybody have any good tips on submitting weapons with custom animations and viewmodel+worldmodel mdls and textures?
@Indecom
I suppose you're going to make them into Vega claws? I don't know if there's a proper name for those or not. And I'm just saying Valve will be less likely to accept something that they need to implement new animations for.
I read online that they're more likely to use your weapons that require custom animations if you make those animations yourself, which I have no problem with. My only concern at the moment is figuring out how to submit weapons to the workshop with view and worldmodel mdl's. So far nobody has responded to any of my inquiries so I'm kinda stuck until I figure it out.
I read online that they're more likely to use your weapons that require custom animations if you make those animations yourself, which I have no problem with. My only concern at the moment is figuring out how to submit weapons to the workshop with view and worldmodel mdl's. So far nobody has responded to any of my inquiries so I'm kinda stuck until I figure it out.
you slap them in a zip and browse for it through the workshop? you know you're not going to use the importer for a weapon.
I have a problem with a v_model. It loads in the model viewer with correct vertex assignments etc. I load the test map and when I select my weapon(the sewer lid in the screenshot) I get the bottle model instead of Eyelander and my shield won't show at all. Am I trying to test my v_model in a wrong way? Any help is appreciated.
@EmAr, What have you replaced? Because the world model looks great ... Have you tried to decompile existing shields? Still try not to replace the shield and weapon. I hope you understand me.
@Estavos, thanks. I replaced Chargin' Targe as in replacing .mdl files. I had Eyelander in my Demo loadout and I'd select Chargin' Targe in the test map using the F7 key. To avoid all kind of replacement problems, I used the brute force of money and bought a copy of both items. Now I don't have any problems and my item works fine.
check the bone weights/skinning, the vertices are probably being influenced by the arm/hand bones. If they are not, it might be because you are not exporting all the bones that are affecting the model, like maybe you're missing some from the neck. Just export the whole skeleton with your mesh. The game will remove the bones that are not being used.
Ok, that looks weird. So, a few suggestions. Hopefully, one of them will work for you.
If you are trying to make sleeves, just cut the arm from the original scout model and unwrap/texture according to your needs. Push vertices(use the Displace modifier and make sure to Apply it after you are happy with the shape) You will need to make less weight adjustments this way.
If you have to use Transfer Weights, make sure to use Nearest Vertex method. It shouldn't give you such distorted weights.
Another thing that comes to mind is that you might have exported with the wrong up vector. Make sure you import your smd file into Blender with Y up settings and export smd files with Y up selected as well.
EDIT: Just to see if it's what circle of friends initially suggested, you can select your skeleton, select Pose Position from the skeleton tab(stick man icon), go into pose mode and rotate bones to see if it happens in Blender as well.
Are you exporting the whole skeleton? Make sure you export every bone, even ones that are not in the skin. The importer will know which ones not to add.
Replies
http://steamcommunity.com/sharedfiles/filedetails/?id=219716421
Looks good Heinous, flows well too. Love the 'not effective on scouts' haha :thumbup:
I'm actually gonna throw this last shot in here. It was a test for when I was trying to get Mouse's look down. We had a lot of fun trying to capture him and the rigging system in SFM was hilarious to work with.
Anyway, here's a list of places which can help you get more exposure:
- reddit (Read their rules first!)
- TF2Mods
- TF2Banana
- Any type of social networking site(facebook, twitter etc.)
Feel free to add to the list!
good luck getting past copyrights with that. And wouldn't it be more fitting on Heavy since he already uses his fists anyways?
Heavy Lifter
Gone Commando
I still have a few tricks up my sleeves to bypass any copyright issues. I thougth about making them for the heavy, but the demoknight is a melee character that uses blades so it seems pretty fitting.
Jiggle stalk, jiggle stalk, jiggle all the way..
@robot: How do you submit something like this, through the beta importer? Also anybody have any good tips on submitting weapons with custom animations and viewmodel+worldmodel mdls and textures?
I suppose you're going to make them into Vega claws? I don't know if there's a proper name for those or not. And I'm just saying Valve will be less likely to accept something that they need to implement new animations for.
http://steamcommunity.com/sharedfiles/filedetails/?id=220559898
The Death Toll
http://steamcommunity.com/sharedfiles/filedetails/?id=223099732&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=223761476
Click to vote
http://steamcommunity.com/sharedfiles/filedetails/?id=224005144
Click the image to vote
http://steamcommunity.com/sharedfiles/filedetails/?id=226544016
http://steamcommunity.com/sharedfiles/filedetails/?id=226866399
If you are trying to make sleeves, just cut the arm from the original scout model and unwrap/texture according to your needs. Push vertices(use the Displace modifier and make sure to Apply it after you are happy with the shape) You will need to make less weight adjustments this way.
If you have to use Transfer Weights, make sure to use Nearest Vertex method. It shouldn't give you such distorted weights.
Another thing that comes to mind is that you might have exported with the wrong up vector. Make sure you import your smd file into Blender with Y up settings and export smd files with Y up selected as well.
EDIT: Just to see if it's what circle of friends initially suggested, you can select your skeleton, select Pose Position from the skeleton tab(stick man icon), go into pose mode and rotate bones to see if it happens in Blender as well.