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?
This is what I used to do, I hope it still works:
Let the item importer compile your model. Let's call this model A. Find an item model which replaces Pyro's head. This is model B. Model A and B must have similar number of styles etc. Then go create a mod in which you replace model B with model A. Load the item test map and choose model B's name from the list. You can check it out in the store as well.
Let the item importer compile your model. Let's call this model A. Find an item model which replaces Pyro's head. This is model B. Model A and B must have similar number of styles etc. Then go create a mod in which you replace model B with model A. Load the item test map and choose model B's name from the list. You can check it out in the store as well.
Once again, thanks EmAr!! I'll give it a shot :poly121:
EDIT:
Actually, if anyone manages to make an invisible skin for the pyro, that would be great!
I need some help, I just re-installed Team Fortress 2 and no single .mdl file can be opened in itemtest, when I press open, no model is loaded. The files cannot be corrupt, because they worked before game re-installation just fine.
This is strange, because I have done nothing to these mdl's which would cause this, they were untouched.
Sorry in advance for highjacking but speaking of itemtest, someone want to explain why the spytool doesn't show up in the list of items that can be replace for testing?
To be honest, I don't think anyone really uses itemtest except to test jigglebones and particle effects. It really is a bit behind when it comes to TF2 tools.
Meanwhile, let's get more submissions in this thread. Continuation of my space theme stuff for Sniper:
I had to postpone this project for many months, finally got back to it and finished it. Anyway, it's a Sci Fi weapon for the scout, it uses self illumination on the fuse bulbs, pretty cool eh?
So... I created a tunnel piercing for most of the classes (except the Spy and Pyro, for obvious reasons).
I've got a bit of a problem, though.
I've pretty much finished all the modeling and texturing and I'm ready to upload it all. There's just one problem impeding my ability to submit the item... In order to get the earlobe to blend with the skin textures of each class, I've had to create unique textures for each class. Whilst the workshop import tool allows you to use different models for each class it only allows for one texture to be shared between all of them.
There's a few things I think I could probably do to solve the problem.
Scrap the idea of it being a multi-class item and just submit it for one class.
Create one larger texture including all the different skin textures and have each model use UV coordinates that correspond with the correct part of the texture.
Compile the models and textures outside of the import tool and submit the item without a gold star.
Is there any possible way, I could submit the item with a gold star whilst still using unique textures for each class? Is it possible to edit the contents of the zipped file the import tool creates without affecting it's certified compatible status, for example?
On a related note. Is there any particular way of including multiple item styles in a single submission? The way I've done it before is just to upload each style as a separate submission.
So... I created a tunnel piercing for most of the classes (except the Spy and Pyro, for obvious reasons).
I've got a bit of a problem, though.
I've pretty much finished all the modeling and texturing and I'm ready to upload it all. There's just one problem impeding my ability to submit the item... In order to get the earlobe to blend with the skin textures of each class, I've had to create unique textures for each class. Whilst the workshop import tool allows you to use different models for each class it only allows for one texture to be shared between all of them.
There's a few things I think I could probably do to solve the problem.
Scrap the idea of it being a multi-class item and just submit it for one class.
Create one larger texture including all the different skin textures and have each model use UV coordinates that correspond with the correct part of the texture.
Compile the models and textures outside of the import tool and submit the item without a gold star.
Is there any possible way, I could submit the item with a gold star whilst still using unique textures for each class? Is it possible to edit the contents of the zipped file the import tool creates without affecting it's certified compatible status, for example?
On a related note. Is there any particular way of including multiple item styles in a single submission? The way I've done it before is just to upload each style as a separate submission.
Well, considering that anything except a hat will require individual smd's for each class due to differences in positioning of head parts such as eyes, ears. With this is mind, since you will have to include multiple smd's even with a single texture, why not simply make multiple textures and smd's, and make zips of all of them, and combine them all into one zip? I know its not gold star, but if you want to publish that cool ear ring of your, you have to bite the bullet.
I sympathize with you, I am making a glasses item, and I have to take the time to edit the vertices for each class due to different head shapes, I wont have a gold star either.
So... I created a tunnel piercing for most of the classes (except the Spy and Pyro, for obvious reasons).
I've got a bit of a problem, though.
I've pretty much finished all the modeling and texturing and I'm ready to upload it all. There's just one problem impeding my ability to submit the item... In order to get the earlobe to blend with the skin textures of each class, I've had to create unique textures for each class. Whilst the workshop import tool allows you to use different models for each class it only allows for one texture to be shared between all of them.
There's a few things I think I could probably do to solve the problem.
Scrap the idea of it being a multi-class item and just submit it for one class.
Create one larger texture including all the different skin textures and have each model use UV coordinates that correspond with the correct part of the texture.
Compile the models and textures outside of the import tool and submit the item without a gold star.
Is there any possible way, I could submit the item with a gold star whilst still using unique textures for each class? Is it possible to edit the contents of the zipped file the import tool creates without affecting it's certified compatible status, for example?
On a related note. Is there any particular way of including multiple item styles in a single submission? The way I've done it before is just to upload each style as a separate submission.
The best way would be to combine them all into 1 texture like you said. The skin area is small enough to where it shouldn't be a noticeable change in texture quality.
Otherwise, you can't use multiple textures with the importer, and you can't have a gold starred submission with styles. The closest you can do is import the styles separately so they are gold starred, have one public, the rest set to private, then link to the other style submissions in one in the developer notes so Valve can see. No item has made it in game by doing this however.
I have tried to no avail to make an item paintable. The problem is that the item import tool thinks the alpha channel is the literal image file, as in the black parts of the alpha are to be colored black in the hat, and only the white sections are to be visible.
Everyone here seems to be quite successful.
I've gotten a model with shape keys and all, I got the .vta and the .smd
But there is no way that I know that you can import the .vta, Its essential to the item; Any help?
I have tried to no avail to make an item paintable. The problem is that the item import tool thinks the alpha channel is the literal image file, as in the black parts of the alpha are to be colored black in the hat, and only the white sections are to be visible.
p.s. I am using GIMP, is gimp the issue at hand?
Did you have any boxes aside from "Paint VMT1" checked? Sounds like you had Transparency or Alpha checked.
Even if you didn't load it as a weapon, that option removes the secondary from the registry which is what HLMV uses to store those.
If that doesn't do it, you might want to look into the registry and see what info is in the second spots.
like i said it isn't a weapon loaded or i wouldn't even be asking the question, so registry i don't usually edit that as its not recommended but i'd like to know just the same how i can view whats being loaded in the slot?
EDIT
still haven't fix that problem and i've had to outsource to a friend for him to take a shot in his hlmv for this item.
So apparently the reason I cannot make a weapon glow and be paintable in specific areas is because there is only 1 material in the SMD file. I've tried to tinker with Blender to export it with 2 materials, to no avail.
How do you export to SMD file with Blender with 2 Materials?
So apparently the reason I cannot make a weapon glow and be paintable in specific areas is because there is only 1 material in the SMD file. I've tried to tinker with Blender to export it with 2 materials, to no avail.
How do you export to SMD file with Blender with 2 Materials?
Hey, I'm making a Chinese lantern Pyro Grenade replacement, and I was wondering if someone could give me a quick rundown on what I need to do to make a self illumination normal.
My very first attempt at 3D modeling, first attempt at a TF2 item and my first proper post here on polycount after lurking for a while now.
I realized after I'd already started that there's already a pickelhaube style hat in the game for the medic, but I thought I'd carry on anyway and create one for the soldier. Not sure if I will end up submitting it, either way it's a fun learning experience.
Any feedback or comments appreciated! I'll look forward to becoming a part of this awesome community.
To be honest, I don't think anyone really uses itemtest except to test jigglebones and particle effects. It really is a bit behind when it comes to TF2 tools.
Meanwhile, let's get more submissions in this thread. Continuation of my space theme stuff for Sniper:
Re-submission of Russian Roulette.
I have greatly improved the model and texture.
Corvalho gave me advice. He is the creator of some items that have been approved!
You can download from here custom skin for Family Business.
this is my weapon concept art, i know it looks rather shite, but, its the first time i've done one of these.
if anyone wants to turn it into an actual weapon, add me on steam here: http://steamcommunity.com/profiles/76561198093525440/ so we can work on this together
this is my weapon concept art, i know it looks rather shite, but, its the first time i've done one of these.
if anyone wants to turn it into an actual weapon, add me on steam here: http://steamcommunity.com/profiles/76561198093525440/ so we can work on this together
this is my weapon concept art, i know it looks rather shite, but, its the first time i've done one of these.
if anyone wants to turn it into an actual weapon, add me on steam here: http://steamcommunity.com/profiles/76561198093525440/ so we can work on this together
Your concept art didn't post, but i am curious what type of weapon it is?
hello i am a beginner modeler. i'm making a pda or something for the engineer. is there anything i should add or fix? also im wondering how i can make the texture map look more clean because it's just parts everywhere.
the square in the middle is supposed to be a screen and that's a joystick right above the knobs. the small circle above the screen is a camera. i'm actually debating on using a keypad/buttons or using the little knobs in the picture
First of all, your UVs are packed way too densely. You need to make sure you have some padding between the UV islands. Not only will it make it easier if you texture it, but padding will prevent bleeding from one island to its neighbors.
Generally, you want all the model parts to be at the same scale on the texture sheet. However, since TF2 limits you to 512x512 when using the importer tool, you should plan to make the screen proportionally larger on the UV sheet -- this will allow you to put details on the screen (such as screen lines, text, images, whatever) without it becoming too pixelated.
Things like buttons, which are probably going to be solid colour + AO, can afford to have be smaller to make room for a larger screen.
You've also got a couple of large black areas which are wasting some of your UV space. Since they're black, I'm guessing they're just panels behind other geometry, which means you can cull them and give yourself more room on the UV sheet.
And now for something completely different:
Replies
This is what I used to do, I hope it still works:
Let the item importer compile your model. Let's call this model A. Find an item model which replaces Pyro's head. This is model B. Model A and B must have similar number of styles etc. Then go create a mod in which you replace model B with model A. Load the item test map and choose model B's name from the list. You can check it out in the store as well.
Once again, thanks EmAr!! I'll give it a shot :poly121:
EDIT:
Actually, if anyone manages to make an invisible skin for the pyro, that would be great!
http://steamcommunity.com/sharedfiles/filedetails/?id=261979314
JPRAS - Rigging/Texturing/Promos/Lod's
SMasters - Modelling/Texturing/Promos
Bloodfart - Concepting/SFM
This is strange, because I have done nothing to these mdl's which would cause this, they were untouched.
I thank in advance for the solution.
Meanwhile, let's get more submissions in this thread. Continuation of my space theme stuff for Sniper:
http://steamcommunity.com/sharedfiles/filedetails/?id=263164232
http://steamcommunity.com/sharedfiles/filedetails/?id=263167606
http://steamcommunity.com/sharedfiles/filedetails/?id=263578338
http://steamcommunity.com/sharedfiles/filedetails/?id=263705079
http://youtu.be/XCZ0XGXG9yM
I've got a bit of a problem, though.
I've pretty much finished all the modeling and texturing and I'm ready to upload it all. There's just one problem impeding my ability to submit the item... In order to get the earlobe to blend with the skin textures of each class, I've had to create unique textures for each class. Whilst the workshop import tool allows you to use different models for each class it only allows for one texture to be shared between all of them.
There's a few things I think I could probably do to solve the problem.
Scrap the idea of it being a multi-class item and just submit it for one class.
Create one larger texture including all the different skin textures and have each model use UV coordinates that correspond with the correct part of the texture.
Compile the models and textures outside of the import tool and submit the item without a gold star.
Is there any possible way, I could submit the item with a gold star whilst still using unique textures for each class? Is it possible to edit the contents of the zipped file the import tool creates without affecting it's certified compatible status, for example?
On a related note. Is there any particular way of including multiple item styles in a single submission? The way I've done it before is just to upload each style as a separate submission.
Well, considering that anything except a hat will require individual smd's for each class due to differences in positioning of head parts such as eyes, ears. With this is mind, since you will have to include multiple smd's even with a single texture, why not simply make multiple textures and smd's, and make zips of all of them, and combine them all into one zip? I know its not gold star, but if you want to publish that cool ear ring of your, you have to bite the bullet.
I sympathize with you, I am making a glasses item, and I have to take the time to edit the vertices for each class due to different head shapes, I wont have a gold star either.
The best way would be to combine them all into 1 texture like you said. The skin area is small enough to where it shouldn't be a noticeable change in texture quality.
Otherwise, you can't use multiple textures with the importer, and you can't have a gold starred submission with styles. The closest you can do is import the styles separately so they are gold starred, have one public, the rest set to private, then link to the other style submissions in one in the developer notes so Valve can see. No item has made it in game by doing this however.
I have tried to no avail to make an item paintable. The problem is that the item import tool thinks the alpha channel is the literal image file, as in the black parts of the alpha are to be colored black in the hat, and only the white sections are to be visible.
p.s. I am using GIMP, is gimp the issue at hand?
I've gotten a model with shape keys and all, I got the .vta and the .smd
But there is no way that I know that you can import the .vta, Its essential to the item; Any help?
Did you have any boxes aside from "Paint VMT1" checked? Sounds like you had Transparency or Alpha checked.
it isn't part of the model.
it isn't loaded as a weapon
it doesn't appear to be in the scene.
it doesn't display ingame only in hlmv
so.. how do i fix this.
Even if you didn't load it as a weapon, that option removes the secondary from the registry which is what HLMV uses to store those.
If that doesn't do it, you might want to look into the registry and see what info is in the second spots.
like i said it isn't a weapon loaded or i wouldn't even be asking the question, so registry i don't usually edit that as its not recommended but i'd like to know just the same how i can view whats being loaded in the slot?
EDIT
still haven't fix that problem and i've had to outsource to a friend for him to take a shot in his hlmv for this item.
A wonderful wooden wrench.
http://steamcommunity.com/sharedfiles/filedetails/?id=266863985
How do you export to SMD file with Blender with 2 Materials?
Like smd with one material.
http://steamcommunity.com/sharedfiles/filedetails/?id=268674747
video: https://www.youtube.com/watch?v=T7gM0fD_IE0
http://steamcommunity.com/sharedfiles/filedetails/?id=269837022&tscn=1402523432
http://steamcommunity.com/sharedfiles/filedetails/?id=270036337&tscn=1402569596
http://steamcommunity.com/sharedfiles/filedetails/?id=270692891
http://steamcommunity.com/sharedfiles/filedetails/?id=272007698
http://steamcommunity.com/sharedfiles/filedetails/?id=272007698
http://steamcommunity.com/sharedfiles/filedetails/?id=275032110
Promo Video (By aceman11100) http://youtu.be/SRk8lz33Pjo
http://steamcommunity.com/sharedfiles/filedetails/?id=275032110
http://steamcommunity.com/sharedfiles/filedetails/?id=223761476
*Improved Texture.
*Add $attachment "muzzle" and "eject_brass".
*Russian Roulette skin for Family Business.
I realized after I'd already started that there's already a pickelhaube style hat in the game for the medic, but I thought I'd carry on anyway and create one for the soldier. Not sure if I will end up submitting it, either way it's a fun learning experience.
Any feedback or comments appreciated! I'll look forward to becoming a part of this awesome community.
Edit: Fixed the images
I haven't got much to say about it other than i like it, although a few edges could be rounded with chafing tool.
other than that, will you make a robot version?
EDIT
I remember someone was asking about it, so i had a quick look at the QC file and got the VMT working.
I will need to rebake it.
http://steamcommunity.com/sharedfiles/filedetails/?id=277840075
http://steamcommunity.com/sharedfiles/filedetails/?id=277848526
These look really cool!
http://steamcommunity.com/sharedfiles/filedetails/?id=278364722
Re-submission of Russian Roulette.
I have greatly improved the model and texture.
Corvalho gave me advice. He is the creator of some items that have been approved!
You can download from here custom skin for Family Business.
this is my weapon concept art, i know it looks rather shite, but, its the first time i've done one of these.
if anyone wants to turn it into an actual weapon, add me on steam here: http://steamcommunity.com/profiles/76561198093525440/ so we can work on this together
this is my weapon concept art, i know it looks rather shite, but, its the first time i've done one of these.
if anyone wants to turn it into an actual weapon, add me on steam here: http://steamcommunity.com/profiles/76561198093525440/ so we can work on this together
Been a while since I've made anything, here's a set of binoculars for the Sniper, your votes are appreciated!
https://www.youtube.com/watch?v=KfP8MxcvqdM&feature=youtu.be
Your concept art didn't post, but i am curious what type of weapon it is?
Sake gourd for everyone's favorite black Scottish samurai, clickable images lead to the submission, votes are appreciated!
http://steamcommunity.com/sharedfiles/filedetails/?id=281997586
That taunt is crazy as well R13 - nice work!
the square in the middle is supposed to be a screen and that's a joystick right above the knobs. the small circle above the screen is a camera. i'm actually debating on using a keypad/buttons or using the little knobs in the picture
First of all, your UVs are packed way too densely. You need to make sure you have some padding between the UV islands. Not only will it make it easier if you texture it, but padding will prevent bleeding from one island to its neighbors.
Generally, you want all the model parts to be at the same scale on the texture sheet. However, since TF2 limits you to 512x512 when using the importer tool, you should plan to make the screen proportionally larger on the UV sheet -- this will allow you to put details on the screen (such as screen lines, text, images, whatever) without it becoming too pixelated.
Things like buttons, which are probably going to be solid colour + AO, can afford to have be smaller to make room for a larger screen.
You've also got a couple of large black areas which are wasting some of your UV space. Since they're black, I'm guessing they're just panels behind other geometry, which means you can cull them and give yourself more room on the UV sheet.
And now for something completely different:
http://steamcommunity.com/sharedfiles/filedetails/?id=283762542