hey guys, i'm uploading a video right now, but it will take a while.
In some maps and under certain lights the hand starts a ugly flickering effect
At first I thought it happened in areas where elements were intersecting, but it also happens in areas where two parts are close but not touching
hhhhhhhhhhellllllllllllllp
That's Z Fighting. I think probably the only way you'll solve that is to make the flickering elements a little thicker and move them away from the polygons that they're fighting against.
Yep, I had thought of using particles but someone in another forum told me Valve probably wouldn't accept particles on hats for those same reasons. I had already found the flies particle effect and was playing with the editor to modify it and make it look like bees. I also was planning to modify the dripping jarate effect to make it look like dripping honey...
If you had already made the particle then by all means submit it. I'm just saying there's a very very high chance that they won't use it. You could put in the notes that they could possibly use it for a new unusual effect.
A honey jar sounds pretty cool, although I'm not sure what class it would be for. Also it would probably look way too similar to the Jarate, a yellow tinted liquid in a jar. Perhaps you could do an entire honey set for Pyro. A honey jar that slows people down when it's on them so you can burn them easier.
That's Z Fighting. I think probably the only way you'll solve that is to make the flickering elements a little thicker and move them away from the polygons that they're fighting against.
oh didn't think of that.
I've tried several maps and it only happens in CP_gorge and PLR_Hightower. but I don't notice a huge differente between those two spawns and the other ones...
Can I have some opinions on my control panel? Please? It's right here.
Btw, Trey, how did you make the animated texture? I'm kinda curious.
Oh, and while I'm asking questions, which site would you suggest for photo hosting?
oh madmike! I was going to tell you how cool that looked but my own problems made forget about it.
I like it, but if have to say something you should break the symmetry between similar buttons that are side by side, one of them switched, one wheel slightly rotated, I think you understand what I mean
Scrappin the grenade launcher, working on hats.
I think I need a model file of the character models, you know, the models of the classes, to model my hat around them.
Also, and I really need to know this.
How do you make wires and tape?
Like as in tape handles, or straps around a weapon, or even just handgrips.
This has baffled me for a long time, I found a tutorial once, but it only worked well for cylinder. What if I wanted a rectangular strap on my pistol's grip?
It involved Pathdeform and making a line, etc. I looked into loft but it seems to be the same thing. Pathdeform makes the rectangular box really twisted out and it makes it not go around the contour of the weapon. Maybe I should use a cloth modifier or something?
Quick question for those of you who have submitted something: Did it just return you to the main submit page when you uploaded something? I was half expecting to see a "Submission succeeded" page but I got returned. Not sure if this is normal although I am pretty sure it is since the end of the url was success=1. Just double checking.
One thing you may wish to do that can help is a better UV layout. All that black space in between your UV's is wasted space. The trick to UV's is to try and fill the space as much as you can while maintaining pixel ratio ( IE roughly the same resolution ). Somewhat like a puzzle. Your AO map will look better as well. As for getting rid of the yellow you would have to ask blender foundation since you are using the 2.5 Beta ( I use blender 2.49 and have never seen that bug before )
lol the yellow is were i outlined the problem in photoshop, the actual problem is the weird blotchy blue areas
Testing out the snowshoe positions on the sniper - tons of stuff still to do, modelling the strap that will hold them to the body, rigging to bones, not to mention UV'ing and texturing...
It should be a bit taller and a bit lower on his head. It doesn't look like it has enough to grip onto at that height.
Also just so you know, someone has made one of those before, but I'm not sure if they finished it. It was one of the first hats in this thread if I remember correctly.
So this is one of my first TF2 hats. Give me some feedback and let me know if you have any clever name ideas / themes. I think most people can see my inspiration. ;-)
Oh, and when I try to record my hat using fraps, for some reason the hat will start to glitch out and unattatch itself from bip_head. The belt however remains normal. There's also no errors in the console. Does anyone know what's going on?
Definitely good idea if its skinned well and moves correctly when the head turns, though there might be issues when a player dies and the hat is supposed to fall off. I wonder if there's a way to keep hats from detaching from the characters after being killed?
I would ditch the tubes, its going to be a nightmare to get them to do anything but deform poorly. In general its a bad idea to have things that bridge highly mobile pieces like torsos and and heads, or torsos and arms. There is just so much movement possible (head moving the opposite way the body does) that its hard to do correctly without some extra rigging. If you leave the rigging to Valve they're going to probably chop the tubes out.
How do you make wires and tape?
Like as in tape handles, or straps around a weapon, or even just handgrips.
This has baffled me for a long time, I found a tutorial once, but it only worked well for cylinder. What if I wanted a rectangular strap on my pistol's grip?
It involved Pathdeform and making a line, etc. I looked into loft but it seems to be the same thing. Pathdeform makes the rectangular box really twisted out and it makes it not go around the contour of the weapon. Maybe I should use a cloth modifier or something?
This is my first hat i'm working on. It's a gondolier hat for the scout or sniper. I'm not sure which class to choose. The textures aren't finished yet
How do you make wires and tape?
Like as in tape handles, or straps around a weapon, or even just handgrips.
This has baffled me for a long time, I found a tutorial once, but it only worked well for cylinder. What if I wanted a rectangular strap on my pistol's grip?
It involved Pathdeform and making a line, etc. I looked into loft but it seems to be the same thing. Pathdeform makes the rectangular box really twisted out and it makes it not go around the contour of the weapon. Maybe I should use a cloth modifier or something?
Help, please?
(Second post, because nobody cares )
I'm sure this isn't the best way to do it but what I did for the guitar I'm working on is i made two copies of whatever needed the strap. Then i cut into the 2nd copy of the object and extruded the strap out. Next I removed everything but the strap and placed it back on the original model.
Success! I've fixed my hat's stupid rim lighting issues. Only a bit of tweaking left before this thing is finished. I need some fresh eyes and opinions, though - I'm not sure if I should redo the UVs to make the number plate sharper or leave it as-is, and I am a bit skeptical about the normal map on the number plate because I'm pretty sure Valve tends to ignore submitted normal maps. Thoughts?
In related news, I am mostly done the textures for the weapon that goes with this hat - I'm going to add some edge wear on the handle, among other things. This thing is tentatively called the rail axe, slapped together in finest TF2 fashion out of a drive rod from a steam locomotive, some railway spikes, a piece of a train crossing barrier and a steam whistle:
Again, I would appreciate input from someone who hasn't been staring at this thing for hours on end. I'm not sure about the team coloured bits - I feel like the handle, the train crossing barrier and the strip on the whistle is one thing too many, and if I had to ditch anything I'd just turn the whistle strip black or something, but I like how each individual thing looks. Is the current setup team colour overload, or is there no such thing in a game this colourful? Also, would an envmap on the whistle be a bit overkill, considering how much phong it already has?
@RustySpannerz Thanks I'm thinking of making the striped bit red for both textures (because who's ever seen a blue train crossing barrier?), scrapping the colour band on the whistle and leaving the handle as the only team-coloured bit. I like the look of the locomotives that I based these things on, with the big bands of colour, and I think team colours look better in that context than green or yellow or neutrals.
@Gobywan, take the 451 normal off of the hat and apply the flat normal from models/effects/flat_normal.vmt. Valve will do the same if they choose your hat, might as well save them some work.
gobywan, you might want to change how the railspikes are connected. it looks like they are just floating there without any connection, in huge contrast with the bands and straps and even bolts that connect with the stick. other than that, looks quite nice. keep it up
Ok, Photobuckets finally co-operationg, so I can get my pictures up.
I have two final questions before I release it:
One, as you can see here:
Theres these annoying black lines which streak down the middle, which appear when I get too far away from it. I know something like that happens with texture seams, but they aren't there, which is wierd.
And 2, the world model is still clipping, no matter where I move it, it always stays in the same position in his hand. Which is REALLY annoying. I position it in milkshape if thats any help.
Yeah, the more I look at it, the more the tubes make it look like a scuba mask. Anyway, I 'm gonna see if I can compile it, because I've never done that before. Wish me luck!
Theres these annoying black lines which streak down the middle, which appear when I get too far away from it. I know something like that happens with texture seams, but they aren't there, which is wierd.
And 2, the world model is still clipping, no matter where I move it, it always stays in the same position in his hand. Which is REALLY annoying. I position it in milkshape if thats any help.
1. That's mipping. The further you are away the more it's going to compress the texture. It making it black because the pixels surrounding those areas on the texture are black I'm guessing. Either just ignore this or change the background of the texture to more closely match the texture.
2. I'm not sure how it works in Milkshape, but in 3DS you have to remove your skin modifier to be able to make changes in the position of the model stay permanent. Try removing the connection between your model and the bone and then move the model and reattach the bone.
@Zipfinator I figured that'd be the case. I'll miss the effect, but I don't like the alternative of modeling it into the hat, it'd be way more trouble than it's worth.
@lampekap You're right, it does look odd and flat. I think I'm going to alter the texture on the striped barrier chunk to make it clear that the spikes have been hammered through it, rather than adding more geometry to it.
Gobywan, an Abient Occlusion map on the texture would really help with the texture.
On the rail axe? I have one as the base of the whole texture, actually, but I think I painted over it too much I'll try to bring it out more somehow. I have one on the hat, too, but I think it's similarly hidden by the rest of the texture.
Here's an mp-40 style syringe gun I made. Not entirely sure about the overall color scheme, the little leaking details or the tank label.
I'd rather stay away from team colors, especially when it comes to the tank. Red tanks look like fuel tanks and blue tanks look like oxygen tanks.
That's a dang nice syringe gun. I definitely didn't think of it as a syringe gun until you said it was though. It looks more like a dart gun or some sort of gas sprayer with the tank attached there.
@Svdl I love the syringe gun but my one suggestion would be to maybe try and change up the tank texture as it seems to look really simular to the Demomans bottle with the skull and such in my oppinion. Then again it looks awsome as it is but im just throwing it out there just incase you think those two textures might collide together with too much simularitys if that makes sense. Other than that she is a beaut!
Replies
If you had already made the particle then by all means submit it. I'm just saying there's a very very high chance that they won't use it. You could put in the notes that they could possibly use it for a new unusual effect.
A honey jar sounds pretty cool, although I'm not sure what class it would be for. Also it would probably look way too similar to the Jarate, a yellow tinted liquid in a jar. Perhaps you could do an entire honey set for Pyro. A honey jar that slows people down when it's on them so you can burn them easier.
I've tried several maps and it only happens in CP_gorge and PLR_Hightower. but I don't notice a huge differente between those two spawns and the other ones...
Btw, Trey, how did you make the animated texture? I'm kinda curious.
Oh, and while I'm asking questions, which site would you suggest for photo hosting?
I like it, but if have to say something you should break the symmetry between similar buttons that are side by side, one of them switched, one wheel slightly rotated, I think you understand what I mean
I think I need a model file of the character models, you know, the models of the classes, to model my hat around them.
Also, and I really need to know this.
How do you make wires and tape?
Like as in tape handles, or straps around a weapon, or even just handgrips.
This has baffled me for a long time, I found a tutorial once, but it only worked well for cylinder. What if I wanted a rectangular strap on my pistol's grip?
It involved Pathdeform and making a line, etc. I looked into loft but it seems to be the same thing. Pathdeform makes the rectangular box really twisted out and it makes it not go around the contour of the weapon. Maybe I should use a cloth modifier or something?
Help, please?
lol the yellow is were i outlined the problem in photoshop, the actual problem is the weird blotchy blue areas
Also just so you know, someone has made one of those before, but I'm not sure if they finished it. It was one of the first hats in this thread if I remember correctly.
Oh, and when I try to record my hat using fraps, for some reason the hat will start to glitch out and unattatch itself from bip_head. The belt however remains normal. There's also no errors in the console. Does anyone know what's going on?
Is it good enough without the tubes? Or do the tubes put it over the edge into awesome?
That would be hilarious if his afro fell off :poly136:
Like as in tape handles, or straps around a weapon, or even just handgrips.
This has baffled me for a long time, I found a tutorial once, but it only worked well for cylinder. What if I wanted a rectangular strap on my pistol's grip?
It involved Pathdeform and making a line, etc. I looked into loft but it seems to be the same thing. Pathdeform makes the rectangular box really twisted out and it makes it not go around the contour of the weapon. Maybe I should use a cloth modifier or something?
Help, please?
(Second post, because nobody cares )
I'm sure this isn't the best way to do it but what I did for the guitar I'm working on is i made two copies of whatever needed the strap. Then i cut into the 2nd copy of the object and extruded the strap out. Next I removed everything but the strap and placed it back on the original model.
In related news, I am mostly done the textures for the weapon that goes with this hat - I'm going to add some edge wear on the handle, among other things. This thing is tentatively called the rail axe, slapped together in finest TF2 fashion out of a drive rod from a steam locomotive, some railway spikes, a piece of a train crossing barrier and a steam whistle:
Again, I would appreciate input from someone who hasn't been staring at this thing for hours on end. I'm not sure about the team coloured bits - I feel like the handle, the train crossing barrier and the strip on the whistle is one thing too many, and if I had to ditch anything I'd just turn the whistle strip black or something, but I like how each individual thing looks. Is the current setup team colour overload, or is there no such thing in a game this colourful? Also, would an envmap on the whistle be a bit overkill, considering how much phong it already has?
I have two final questions before I release it:
One, as you can see here:
Theres these annoying black lines which streak down the middle, which appear when I get too far away from it. I know something like that happens with texture seams, but they aren't there, which is wierd.
And 2, the world model is still clipping, no matter where I move it, it always stays in the same position in his hand. Which is REALLY annoying. I position it in milkshape if thats any help.
1. That's mipping. The further you are away the more it's going to compress the texture. It making it black because the pixels surrounding those areas on the texture are black I'm guessing. Either just ignore this or change the background of the texture to more closely match the texture.
2. I'm not sure how it works in Milkshape, but in 3DS you have to remove your skin modifier to be able to make changes in the position of the model stay permanent. Try removing the connection between your model and the bone and then move the model and reattach the bone.
edit: nevermind read earlier
Here I tought it might interest you guys
Very odd. Anyone else have this issue?
EDIT: Found it. Seems like player content was moved to team fortress materials.gcf
Either that or that stuff was always there and I am losing it.
a great friend of the mfgg forums
we had the awesome opportunity of testing tf2 ware with him
good times
@lampekap You're right, it does look odd and flat. I think I'm going to alter the texture on the striped barrier chunk to make it clear that the spikes have been hammered through it, rather than adding more geometry to it.
On the rail axe? I have one as the base of the whole texture, actually, but I think I painted over it too much I'll try to bring it out more somehow. I have one on the hat, too, but I think it's similarly hidden by the rest of the texture.
Although I'm all for consolidation, it's weird that the models now reside in the "materials" gcf file!! o_O
Here's an mp-40 style syringe gun I made. Not entirely sure about the overall color scheme, the little leaking details or the tank label.
I'd rather stay away from team colors, especially when it comes to the tank. Red tanks look like fuel tanks and blue tanks look like oxygen tanks.