By the way, I wonder how to get it In-game. I've imported the model in Source (Screen is in model viewer). But as I saw, the Dead Ringer model is compiled with the hand itself. And I have no idea how to compil it, make bones for it.
By the way, I wonder how to get it In-game. I've imported the model in Source (Screen is in model viewer). But as I saw, the Dead Ringer model is compiled with the hand itself. And I have no idea how to compil it, make bones for it.
I don't know either but i personally think you need some kind of display in some way on it, which actually shows the player how much energy this clock as left. For e.g. if you use a clock hand over this clock system with a small different rusty color, it would be totally enough. At least that is what i think XD
Got the wrench in game, and added in a spec map, really pleased how it turned out.
I really wan't to wrap this up and upload it so if anyones got any crits, nows the time.
I'm still having trouble with the name. I'm thinking off naming it either the two mentioned above, or something like Dell's/Radigan's Beatin'/Buildin' aide. Of course if anyone's got any better ideas i'm all ears
A little Mann Co stamp somewhere? Or a little etching of kills? Like in prison cells.
Make the Level 3 design even taller than the Level 2 design. Also, the Level 2 design should be taller than the Level 1 design.
I was trying to do that, but there a pretty much points what makes it troublesome.
This Hopper is only for one person per jump, at least thats what i would prefer when i would be ingame. Making the plattform itself may let the player assume, that more players can use it at the same time, but this is wrong.
The Hopper already is a difficult animated thing at the start, cause its parts can't extend to its Level 1 Form like a sentry or dispencer does. I just can't make it bigger without having the right animation for it in Mind. It's not like a Super Mushroom from Mario Bros that just can increase the size of it XD.
According to the animation of the teleporter, the teleporter itself doesn't change much. It's just gets faster and on the first view on it you may won't tell which level it is either.
I don't wanne make this teleporter look oversized like it gets more power that actuall doesn't be the fact. The Scout will not touch the Skybox with this hopper on Lvl 3 XD.
As I said I'm not sure if it would be a cool idea to allow it to place it on walls (for speeding purposes instead of high jumps), this would mean that this hopper shouldn't be very heavy (which actuall will happen if this thing goes bigger).
What I prefer to do is somthing like:
Replacing the Source of the Energy of the High-Flyer itself. Lvl 1 uses just a spring. Lvl 2 uses an Engine and maybe Lvl 3 goes with some fusion-nuclear energy or something
I wanne increase the attachment more to the surface with every additional level. I even think about adding dowel spikes on the lower part of it, so that it's deep combined with the surface on it.
You can always see the difference between the Levels just with the look on it, (in opened mode as well as in it's compacted mode).
I really apprechiate your advice, but i personally do not think "The Bigger the better" is always good. For Weapons or stuff, yeah maybe, but not for something like this XD.
Love the wrench ColonelBD, any thoughts on any modifiers for it, or is it just planned as an alternate model?
How did you get your spec map to work? when i turn spec on mine it just gets super shiny. I have a black and white alpha with my diffuse but its isn't recognizing it for some reason.
My VMT says
"$basealphaenvmapmask" "models/cube/Ballpeen_diffuse"
If anybody has any comments on anything else that would be awesome to. no idea on a name yet, Maybe just "When in doubt" or "The keener Peener"
I don't know either but i personally think you need some kind of display in some way on it, which actually shows the player how much energy this clock as left. For e.g. if you use a clock hand over this clock system with a small different rusty color, it would be totally enough. At least that is what i think XD
I agree. That's very nicely made, and it would be a plus if the gears moved, but have a minute hand design with a darker metallic colour, and don't put blood on it. That may work, and hopefully, may look epic. I would love to get a watch like that in game, gives a nice contrast on detail from the watches currently released.
Got the wrench in game, and added in a spec map, really pleased how it turned out.
I really wan't to wrap this up and upload it so if anyones got any crits, nows the time.
I'm still having trouble with the name. I'm thinking off naming it either the two mentioned above, or something like Dell's/Radigan's Beatin'/Buildin' aide. Of course if anyone's got any better ideas i'm all ears
Radigan's Beatin' sounds good, considering how large the wrench looks like. It looks magnificent.
Zipfinator, I'm pretty sure that qc for jiggle bones is ok since I have it from SKD wiki. Here is jigglebone part:
$jigglebone "jig1" {
is_rigid {
tip_mass 20
length 10
angle_constraint 20
}
is_flexible {
yaw_stiffness 100
yaw_damping 12
pitch_stiffness 100
pitch_damping 12
tip_mass 30
length 20
angle_constraint 50
}
}
I kinda managed tail pitch and yaw to work, but it is inverted (so when Bob goes us tail goes up instead of down). I triend to invert bone z (roll) axis but on export is says "bone seems mirrored, will attempt to fix", and I has still wrong orientation.
Tehrasha - yep, showel taunt would kill bob .
Ryu Ookami - cool design of jump pads. I see one problem with them thought. They will have to be in open area for clear jump, and that mean it will be easier to destroy by enemy.
I tried to link my watch to the same bones as the dead ringer (I placed it at the same place btw). And compil it like that but it doesn't work (the model completly disappear).
Does someone know how to link bones / create a qc for viemodels ? I'm getting mad with it
Feel like I'm a bit late to the party. I guess! Some amazing and inspiring work in this thread, wish I had found it earlier!!
Here is my submission that was accepted by Valve in the "Australian Christmas" update. I have to say I was a bit shocked when I saw it in there!
Not sure what to do now. I would actually like to update these textures and create a better shader blend since I stumbled through it the first time. Can you update something once it's accepted? I also was thinking of a whole Spartan themed set, but I'm feeling that may not fly. Perhaps I should go in a completely different direction. and perhaps keep it simple and just focus on one item. This was great fun to make but a weapon is what I really feel like shooting for now. time to get crackin'.
Cbast, I'm not sure if this is true of watches, but nearly every other model in the game has moved onto the c_model format. This uses the same model for the View and World and is much easier to compile. You should look into if that's how the latest watches have been done. Just look through the GCF and see if the Deadringer/Cloak and Dagger/Sam and Max watch use the c_model method.
I've checked it. The Dead Ringer has a c_model indeed. But it isn't the ingame model I think. The c_model of the DR have a chain, but here isn't in-game. Moreover, i've replaced the c_model with my own model, but ingame I have the Dead Ringer with my watch texture :[
I think I need to rig my watch to the v_model but I've never did that.
Just for the record, for another guys, I you are having problems with jigglebones just rotate them 90deg in y, and 90deg z axis. That fixes bone orientation.
@ zipfinator
I may eventually add some tape to it, though I think it may stand out too much having white tape on his head.
@ ComfyCushion
Not sure mean that as a good thing or a bad thing. I see it as a double edged sword. It's easier to spot the heavys head in the crowed and it makes it a larger target. At the same time if he is turned around you can really tell where his head actually is in the helmet.
@TrevorJ: Actually what I meant by the spec map, I meant the phong map, thats what gives the models there shiny shading and brightens some parts up. (Like on the paintrains spike). An envmask is for reflectivity. So if you use that on your hammer, then its going to be reflective instead of shiny. The medics bonesaw is the first weapon that pops into my head that uses an evnmask, and even that also uses a phong map. Phong is only not used on transparant surfaces. At least thats how Valve do it.
For phong, the parametres my wrench use are: "$phong" "1" "$phongexponent" "5" "$phongboost" "8" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[0.25 0.5 1.0]" "$basemapalphaphongmask" "1" "$rimlight" "0" "$rimlightexponent" "10" "$rimlightboost" "1"
Rimlight is that bright effect round the edges of the model, but I turned it off on my wrench because it wasn't helping. Just mess around whith the numbers until you get an effect that works. Speaking of my wrench. http://www.fpsbanana.com/skins/106988 Download link is finally up, really big thank you for all the help
This looks like fun How would it work ?
EDIT :
I finally manage to compil my watch \o/
Thank you guys.
PS : Do you know how to remove the Dead Ringer's cloak meter ?
What I did was extract the texture files from the gcf, located in "materials -> VGUI -> Pocket Watch BG/FG", put them in the corresponding tf folder and made the alpha for the vtfs completely black. Thus the translucent command in the vmt makes it transparent.
Working on a little something for the medieval mode. I considered just building it in Hammer, but it'd be a pain in the ass to get that many brush entities to follow the track and not glitch all to hell.
Working on a little something for the medieval mode. I considered just building it in Hammer, but it'd be a pain in the ass to get that many brush entities to follow the track and not glitch all to hell.
Oh, did I mention it's the cart?
genius idea swizzle
Pl_Siege, Push towers to the castle as ways of entry and capture the defending point.
I'm going to make a couple more props and then actually get to work on the map itself. I have a rough idea of the layout already, though before I even start on the actual mapping I need to finish up that Guild Wars guy I was working on.
I'm going to make a couple more props and then actually get to work on the map itself. I have a rough idea of the layout already, though before I even start on the actual mapping I need to finish up that Guild Wars guy I was working on.
It'll need a pretty intimidating sound when being pushed, maybe one similar to the Trojan rabbit from monty python.
i'm about to reformat my comp. wipe it completely clean. What programs should I install to start the whole process of getting into designing custom models like you guys?
what programs do you use? any suggestions? to start out with?
Working on a little something for the medieval mode. I considered just building it in Hammer, but it'd be a pain in the ass to get that many brush entities to follow the track and not glitch all to hell.
Oh, did I mention it's the cart?
Awesomesauce + points on that.
Suggestion: animate those ramps. You'll earn even more awesomesauce points.
i'm about to reformat my comp. wipe it completely clean. What programs should I install to start the whole process of getting into designing custom models like you guys?
what programs do you use? any suggestions? to start out with?
Source SDK, 3DS Max (Or whatever modeling application you use), GUIStudioMDL, VTFEdit and Photoshop. You can get GCFScape and MDLDecompiler if you want to take a look at Valve's weapons in your modeling application for reference.
However, after going through the submission process (after the second step where you upload the material / model files) it redirected me back to the part where you have to put in your steam ID.
So is this normal? Or does it mean my hat didn't upload correctly? I was expecting a page that said "Thank you for Contributing!" or something along those lines... Alas, I was greeted only with mild confusion.
However, after going through the submission process (after the second step where you upload the material / model files) it redirected me back to the part where you have to put in your steam ID.
So is this normal? Or does it mean my hat didn't upload correctly? I was expecting a page that said "Thank you for Contributing!" or something along those lines... Alas, I was greeted only with mild confusion.
After you click upload it will go to a page where you need to put your community page in for a second time. Then you slick Submit and it will bring you to the Success page. If you don't go to the Success page then your .zip files were probably too large.
After you click upload it will go to a page where you need to put your community page in for a second time. Then you slick Submit and it will bring you to the Success page. If you don't go to the Success page then your .zip files were probably too large.
Alright then, Thanks.
Yeah I had to merge many layers to get my PSD file to be under 2mb. I don't really get why you have to put in your steam ID for a second time, but there's probably a good reason for it. It was late, so I probably didn't really get what was going on.
i'm about to reformat my comp. wipe it completely clean. What programs should I install to start the whole process of getting into designing custom models like you guys?
what programs do you use? any suggestions? to start out with?
I have no idea what TF2 is, but that character is awesome, great mix of different styles!
Colt:poly121:
Wiki says this:
Team Fortress 2 is a team-based first-person shooter multiplayer video game developed by Valve Corporation. A sequel to Valve's previous Team Fortress Classic, it was first released as part of the video game compilation The Orange Box on October 10, 2007 for Windows and the Xbox 360.[3] A PlayStation 3 version then followed on November 22, 2007.[4] The game was later released as a standalone package for Windows on April 9, 2008. Team Fortress 2 is distributed online through the Steam system, while retail distribution was handled by Electronic Arts. The development of Team Fortress 2 is led by John Cook and Robin Walker, the designers who originally created the Team Fortress modification for Quake in 1996.
Blender imports smd files all screwy (wrong side up, 40x smaller), I can't get bones assigned correctly (apparently according to the mdl compiler) and my Milkshape trial, the thing that I did most of this has expired.
Any hints on how to do this kind of thing with a free program?
Edit: I have now fixed everything by increasing the model size by 4000%
The onyl problem I have now is that for some reason the entire model is displaced and is too far backward. How would I go about solving this, trial and error?
nope, turns out it's improper bone rigging or something because even pushing it forward has that problem...
Replies
By the way, I wonder how to get it In-game. I've imported the model in Source (Screen is in model viewer). But as I saw, the Dead Ringer model is compiled with the hand itself. And I have no idea how to compil it, make bones for it.
Someone have an idea ?
Thanks.
PS : This model is a reference to a Touhou theme "The Maid and the Pocket Watch of Blood"
Link : [ame]http://www.youtube.com/watch?v=OdriU2IKaC4&feature=related[/ame]
I don't know either but i personally think you need some kind of display in some way on it, which actually shows the player how much energy this clock as left. For e.g. if you use a clock hand over this clock system with a small different rusty color, it would be totally enough. At least that is what i think XD
A little Mann Co stamp somewhere? Or a little etching of kills? Like in prison cells.
He is so cute! I will never be able to do the shovel taunt again.
Make the Level 3 design even taller than the Level 2 design. Also, the Level 2 design should be taller than the Level 1 design.
I was trying to do that, but there a pretty much points what makes it troublesome.
- This Hopper is only for one person per jump, at least thats what i would prefer when i would be ingame. Making the plattform itself may let the player assume, that more players can use it at the same time, but this is wrong.
- The Hopper already is a difficult animated thing at the start, cause its parts can't extend to its Level 1 Form like a sentry or dispencer does. I just can't make it bigger without having the right animation for it in Mind. It's not like a Super Mushroom from Mario Bros that just can increase the size of it XD.
- According to the animation of the teleporter, the teleporter itself doesn't change much. It's just gets faster and on the first view on it you may won't tell which level it is either.
- I don't wanne make this teleporter look oversized like it gets more power that actuall doesn't be the fact. The Scout will not touch the Skybox with this hopper on Lvl 3 XD.
- As I said I'm not sure if it would be a cool idea to allow it to place it on walls (for speeding purposes instead of high jumps), this would mean that this hopper shouldn't be very heavy (which actuall will happen if this thing goes bigger).
What I prefer to do is somthing like:- Replacing the Source of the Energy of the High-Flyer itself. Lvl 1 uses just a spring. Lvl 2 uses an Engine and maybe Lvl 3 goes with some fusion-nuclear energy or something
- I wanne increase the attachment more to the surface with every additional level. I even think about adding dowel spikes on the lower part of it, so that it's deep combined with the surface on it.
- You can always see the difference between the Levels just with the look on it, (in opened mode as well as in it's compacted mode).
I really apprechiate your advice, but i personally do not think "The Bigger the better" is always good. For Weapons or stuff, yeah maybe, but not for something like this XD.How did you get your spec map to work? when i turn spec on mine it just gets super shiny. I have a black and white alpha with my diffuse but its isn't recognizing it for some reason.
My VMT says
"$basealphaenvmapmask" "models/cube/Ballpeen_diffuse"
If anybody has any comments on anything else that would be awesome to. no idea on a name yet, Maybe just "When in doubt" or "The keener Peener"
No Spec
Spec with non-working mask
"$basealphaenvmapmask" "1"
It knows where the base alpha is. It just needs to know whether or not to use it.
"VertexlitGeneric"
{
"$basetexture" "models/cube/Ballpeen_diffuse"
"$basealphaenvmapmask" "1"
"$envmap" "env_cubemap"
}
is there any special setting for the tga import into VTF edit? The tga compression(RLE) didn't seem to make a difference.
EDIT, scratch that i just needed
"$envmapmask" "models/cube/Ballpeen_diffuse"
as well thanks Zipfinator
I agree. That's very nicely made, and it would be a plus if the gears moved, but have a minute hand design with a darker metallic colour, and don't put blood on it. That may work, and hopefully, may look epic. I would love to get a watch like that in game, gives a nice contrast on detail from the watches currently released.
$jigglebone "jig1" {
is_rigid {
tip_mass 20
length 10
angle_constraint 20
}
is_flexible {
yaw_stiffness 100
yaw_damping 12
pitch_stiffness 100
pitch_damping 12
tip_mass 30
length 20
angle_constraint 50
}
}
I kinda managed tail pitch and yaw to work, but it is inverted (so when Bob goes us tail goes up instead of down). I triend to invert bone z (roll) axis but on export is says "bone seems mirrored, will attempt to fix", and I has still wrong orientation.
Tehrasha - yep, showel taunt would kill bob .
Ryu Ookami - cool design of jump pads. I see one problem with them thought. They will have to be in open area for clear jump, and that mean it will be easier to destroy by enemy.
Does someone know how to link bones / create a qc for viemodels ? I'm getting mad with it
Thank.
I think I need to rig my watch to the v_model but I've never did that.
@ zipfinator
I may eventually add some tape to it, though I think it may stand out too much having white tape on his head.
@ ComfyCushion
Not sure mean that as a good thing or a bad thing. I see it as a double edged sword. It's easier to spot the heavys head in the crowed and it makes it a larger target. At the same time if he is turned around you can really tell where his head actually is in the helmet.
It's a shotgun for the Pyro based off of a blunderbuss. It's still a WIP, though, any comments and such would be appreciated.
[ame]http://www.youtube.com/watch?v=cSFiIDtIKrQ[/ame]
For phong, the parametres my wrench use are:
"$phong" "1"
"$phongexponent" "5"
"$phongboost" "8"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[0.25 0.5 1.0]"
"$basemapalphaphongmask" "1"
"$rimlight" "0"
"$rimlightexponent" "10"
"$rimlightboost" "1"
Rimlight is that bright effect round the edges of the model, but I turned it off on my wrench because it wasn't helping. Just mess around whith the numbers until you get an effect that works.
Speaking of my wrench.
http://www.fpsbanana.com/skins/106988
Download link is finally up, really big thank you for all the help
This looks like fun How would it work ?
EDIT :
I finally manage to compil my watch \o/
Thank you guys.
PS : Do you know how to remove the Dead Ringer's cloak meter ?
It was only a matter of time...
What I did was extract the texture files from the gcf, located in "materials -> VGUI -> Pocket Watch BG/FG", put them in the corresponding tf folder and made the alpha for the vtfs completely black. Thus the translucent command in the vmt makes it transparent.
Oh, did I mention it's the cart?
Pl_Siege, Push towers to the castle as ways of entry and capture the defending point.
I'm going to make a couple more props and then actually get to work on the map itself. I have a rough idea of the layout already, though before I even start on the actual mapping I need to finish up that Guild Wars guy I was working on.
Looks good otherwise.
I suppose the next logical progression is to make some kind of medieval alternative to the briefcase.
a little help, here.....
i'm about to reformat my comp. wipe it completely clean. What programs should I install to start the whole process of getting into designing custom models like you guys?
what programs do you use? any suggestions? to start out with?
Awesomesauce + points on that.
Suggestion: animate those ramps. You'll earn even more awesomesauce points.
Source SDK, 3DS Max (Or whatever modeling application you use), GUIStudioMDL, VTFEdit and Photoshop. You can get GCFScape and MDLDecompiler if you want to take a look at Valve's weapons in your modeling application for reference.
However, after going through the submission process (after the second step where you upload the material / model files) it redirected me back to the part where you have to put in your steam ID.
So is this normal? Or does it mean my hat didn't upload correctly? I was expecting a page that said "Thank you for Contributing!" or something along those lines... Alas, I was greeted only with mild confusion.
After you click upload it will go to a page where you need to put your community page in for a second time. Then you slick Submit and it will bring you to the Success page. If you don't go to the Success page then your .zip files were probably too large.
Alright then, Thanks.
Yeah I had to merge many layers to get my PSD file to be under 2mb. I don't really get why you have to put in your steam ID for a second time, but there's probably a good reason for it. It was late, so I probably didn't really get what was going on.
You may find this helpful, I used this series as a guide when I started.
[ame]http://www.youtube.com/watch?v=0xTAmtqmvg8[/ame]
Here's my latest project, the flunderbuss:
It's a flaregun replacement for the pyro. Here's another picture with another weapon I'm working on (The harvester)
https://dl.dropbox.com/u/1835520/snips/weaponsprogress.jpg
Hope to learn a lot from you guys. :>
This is probably my favorite one I've made so far.
Just stuck a basic texture on it so I still need to do a proper one . This will also be my 1st go at jigglebones.
I must have it. Period.
Colt:poly121:
Need !
I'm looking for a way to move the cloak meter, to place it onto the center of my watch. I'll try to find the script who define it.
EDIT : Okay, found it. It's a script .ctx
Any hints on how to do this kind of thing with a free program?
Edit: I have now fixed everything by increasing the model size by 4000%
The onyl problem I have now is that for some reason the entire model is displaced and is too far backward. How would I go about solving this, trial and error?
nope, turns out it's improper bone rigging or something because even pushing it forward has that problem...