Currently I am trying to import it into the game, but the hat is appearing at the feet of the character (Soldier).
Does it move according to the head though? You can try it by clicking the action button in the previewer.
Actually, I would just try starting with a fresh scene if it's a simple hat. I'd export it as .obj which will kill all kinds of transforms. Import back into a new file and try again. It can be faster than trying to find the problem.
Also, I don't know what you are using but .smd files are handy in such cases as you can go into the file and check for bone assignments etc.
Can you reset the pivot/rotation of a bone in 3ds max without turning it in to a poly etc?
I have a sneaky suspicion that my bones are rotated awkwardly, which combined with some rotational constraints is making them clip their skinned verts through the main mesh. If I could reset their xforms and keep them as bones it might just fix it.
Megathrone, the bear itself is pretty nice. I see the pocket is made for the bear but I think it doesn't go well with the vest. I'd go with a more rectangular pocket with less specular.
Might as well as well say it so hopefully it'd stop.
My item was taken from GMTower. I lowered the polycount and got it re-UV'd.
All the credit belongs to the GMTower crew. Not sure if I should take it down, or what.
I don't usually post on here but a while back while searching for possibly getting someone to texture a dead-end, I notice that your submitter for Gmod Tower stuff and had naturally assume that you had reused your model for workshop.
if that isn't the case did your really take someone else model and try to pull it off as your own? you know that can get you banned from submitting content to workshop.
I don't usually post on here but a while back while searching for possibly getting someone to texture a dead-end, I notice that your submitter for Gmod Tower stuff and had naturally assume that you had reused your model for workshop.
if that isn't the case did your really take someone else model and try to pull it off as your own? you know that can get you banned from submitting content to workshop.
All credit belongs to GMTower, the real makers of the model, and MacDGuy. In that effect, the model is owned by them. All I did was cut down the polygons so it could go into TF2 and do a new uv-map for it.
In your modeling program, add bones to spots you want the particles to originate. You don't have to weight the mesh to them, but you might have to add them to the bone hierarchy to get them to export.
In my case, I named these bones smoke01, smoke02, smoke03.
Then add something like this to the QC (rename smoke01, etc to the names of your bones):
@Earkam: Thanks for the info, really appreciated ^^. I will work on it sometime when i have time for it.
EDIT: I did some work on it. But i coudnt manage to put the flames on the candles properly. They are always off with the movement and its place (most likely following another bone than the one i want to). The new bones are connected from bip_head.
I would appreciate any advice, ty.
EDIT: I did some work on it. But i coudnt manage to put the flames on the candles properly. They are always off with the movement and its place (most likely following another bone than the one i want to). The new bones are connected from bip_head.
I would appreciate any advice, ty.
Hmm, try it without being in the bone hierarchy. I just took a look at my bone positions from Max, and they're not in the standard hierarchy and work fine.
hey guys, is there a way to hide the Pyro's head in itemtest? I'm trying to replace it with a new one but there doesn't seem to be a checkbox to hide that body-part. Any ideas?
Replies
https://drive.google.com/file/d/0B48BaGK5SKvrVmxNeDFTU001VDA/edit?usp=sharing
Google.Drive
OBJ
https://drive.google.com/file/d/0B48BaGK5SKvra25BZk5jZUdMTWM/edit?usp=sharing
Google.Drive
MTL
https://drive.google.com/file/d/0B48BaGK5SKvrZ1RNWWllU29QUjQ/edit?usp=sharing
Google.Drive
http://steamcommunity.com/sharedfiles/filedetails/?id=227687988
Currently I am trying to import it into the game, but the hat is appearing at the feet of the character (Soldier).
Does it move according to the head though? You can try it by clicking the action button in the previewer.
Actually, I would just try starting with a fresh scene if it's a simple hat. I'd export it as .obj which will kill all kinds of transforms. Import back into a new file and try again. It can be faster than trying to find the problem.
Also, I don't know what you are using but .smd files are handy in such cases as you can go into the file and check for bone assignments etc.
Look attach.
(click to view in 3D)
Steam Workshop
I have a sneaky suspicion that my bones are rotated awkwardly, which combined with some rotational constraints is making them clip their skinned verts through the main mesh. If I could reset their xforms and keep them as bones it might just fix it.
http://steamcommunity.com/sharedfiles/filedetails/?id=228811364
[ame="http://www.youtube.com/watch?v=aeYbIeTowKg"]Meet Ekaterina - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=avKMQN84SSo"]Ekaterina Demonstration 1 - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=1nXZK33gvKw"]Ekaterina Demonstration 2 - YouTube[/ame]
mod mirrors:
http://www.tf2mods.net/mod.php?id=826
http://tf2.gamebanana.com/skins/132214
http://steamcommunity.com/sharedfiles/filedetails/?id=229707831
And the raised version.
Made a bunch of Cross-Promo stuff for Thief:
[ame="http://www.youtube.com/watch?v=cMFUwK43TM4"]Team Fortress 2-Thief Promo Items - YouTube[/ame]
http://wiki.teamfortress.com/wiki/Fortified_Compound
Dread Hiding Hood:
http://wiki.teamfortress.com/wiki/Dread_Hiding_Hood
Cutthroats cloak:
http://wiki.tf2.com/wiki/Cutthroat%27s_Cloak
Baronial Bouncer
http://wiki.tf2.com/wiki/Baronial_Bouncer
Scalper's Cap
Inglorious Vanguard
Sergeant's Stompers
Take a look, if you want.
http://steamcommunity.com/sharedfiles/filedetails/?id=232490145&tscn=1393450212
http://steamcommunity.com/sharedfiles/filedetails/?id=233033858
Good luck!
Thanks for looking and voting
Bronx beatdown
http://steamcommunity.com/sharedfiles/filedetails/?id=238512496
http://steamcommunity.com/sharedfiles/filedetails/?id=238936861
http://steamcommunity.com/sharedfiles/filedetails/?id=242582708
Can I make item in same style?
http://steamcommunity.com/sharedfiles/filedetails/?id=244612878
http://steamcommunity.com/sharedfiles/filedetails/?id=247200586
http://steamcommunity.com/sharedfiles/filedetails/?id=247597336
Finally getting around to doing some more Workshop projects. This is a two part stage magician set for the spy, a hat and a mustachio.
http://steamcommunity.com/sharedfiles/filedetails/?id=249974246
http://steamcommunity.com/sharedfiles/filedetails/?id=249975877
http://steamcommunity.com/sharedfiles/filedetails/?id=251978488
http://steamcommunity.com/sharedfiles/filedetails/?id=252384412
Thanks for Visiting.
My item was taken from GMTower. I lowered the polycount and got it re-UV'd.
http://steamcommunity.com/sharedfiles/filedetails/?id=246247518
From Workshop
From GMT
All the credit belongs to the GMTower crew. Not sure if I should take it down, or what.
I don't usually post on here but a while back while searching for possibly getting someone to texture a dead-end, I notice that your submitter for Gmod Tower stuff and had naturally assume that you had reused your model for workshop.
if that isn't the case did your really take someone else model and try to pull it off as your own? you know that can get you banned from submitting content to workshop.
All credit belongs to GMTower, the real makers of the model, and MacDGuy. In that effect, the model is owned by them. All I did was cut down the polygons so it could go into TF2 and do a new uv-map for it.
http://steamcommunity.com/sharedfiles/filedetails/?id=257088226
You can, and it'll work in the importer. I did it here for Halloween: http://steamcommunity.com/sharedfiles/filedetails/?id=182078457
In your modeling program, add bones to spots you want the particles to originate. You don't have to weight the mesh to them, but you might have to add them to the bone hierarchy to get them to export.
In my case, I named these bones smoke01, smoke02, smoke03.
Then add something like this to the QC (rename smoke01, etc to the names of your bones):
The particles won't show up in HLMV (particles don't get initiated in HLMV), but they'll show up just fine in game and in itemtest.
EDIT: I did some work on it. But i coudnt manage to put the flames on the candles properly. They are always off with the movement and its place (most likely following another bone than the one i want to). The new bones are connected from bip_head.
I would appreciate any advice, ty.
Paintable, and works well with the pyrovision goggles.
http://steamcommunity.com/sharedfiles/filedetails/?id=260807028
Hmm, try it without being in the bone hierarchy. I just took a look at my bone positions from Max, and they're not in the standard hierarchy and work fine.