What's the thought process behind the floral pattern? I remember seeing it on the shotgun too. The Heavy doesn't seem like the kind of guy who would want flowers on his gun
Ah so that's what that is, I first thought it was a snake wrapped around the pyros head. Which would actually made for a cool hat. Still yours looks good I like the look of the honey much more on your model then mine, too bad I already submitted it to valve.
Lol, now that you mention it, it does look like a snake wrapped around the Pyro's head. If you want to resubmit your hat, you could take a look at the jarate material, which is the one I based my honey material on.
I like the new minigun models but I wish you guys would come up with something new for the heavy, he's already got 4 mini guns in game and it's getting old
I need your creative brains to help me come up with a cool hat to model for the demo, I don't like any of the current ones in game and I can't think of anything to make that would look good something that would suit him n his style hmm..
ZacD, it lloks like your model is corrupted somehow. The.obj crashs but
I did a rest xform, auto smoothing group, edit poly, edit normals ^^
and then it worked and compiled correctly. U should try some equivalent in XSI.
edit ok, cool, now you have to create that folder, it won't do it itself
Yeah, don't submit a PSD with tons of layers. The layers I usually have are the base texture and then color overlays if it's a colored item. Remember to put it in a .zip file also. I've always submitted PSD, TGA, VMT and VTF files for all of my items and I've had no problem staying under the 2MB limit.
O my word .I love that bee hat .Would be so funny if it was unusual bees flyin around .Woudl Beeee better though if u got close to your enemy and they stung him and took crits .
I know this is a kinda obvious thing to say but are you sure it's not too big? It's going to be clipping through walls all over the show. I think in your vid it clips right the way through the heavy's body?
Maybe just see how it looks with a shorter barrel and smaller drum? I reckon you could keep the aesthetic (which rocks) while reigning it in just a tad.
I've decided to finish up my Surgeon General and put it up on FPS Banana (now Game Banana), however I need to do one more thing before I can do that. I need to get the team colors working, but I don't know how to go about this. I have the materials for both the colors.
I dunno why i havn't seen this hat before in any way XD. I am going to try out making this hat for the engi, since he already has the perfect Overall for it. I would replace the "M" for a "E", a "TF", a "TF2" or the TF2 logo then. I also thinking about using this hat as switch slot item, which means that when the Engi wears it, it replaces the teleporter with the "High-Flyer" I am working on. This would be way better then actually replacing one of the current weapons he can equip.
I also thinking about making a joke melee weapon for the Engi, but I think it would be just for fun to actually have it ingame, not for actually serious gameplay XD.
I rather like the idea, good luck getting it to appear in game with legal issues and whatnot. With that in mind I recommend either the TF2 logo or the engineer emblem in replacement of the M. Just thinking though, exactly what kind of hat does Mario wear, what would it be called?
Wow, Sparkwire, that is huge gun. Maybe you should add wheels to it like here:
So gun can rest on them. Or just add some bipod, so eg heavy can't move when shooting.
Here is something for heavy:
I want heavy to go Jason from friday 13 style. I already posted hockey mask few pages before.
Idea is heavy will have ability to clock to get close for combat without being damaged (like Jason form movie when he always pops in front of his prey, even thought never chases his victim - almost like he has ability to teleport)
Browser side 3d model viewing. Currently you have to be willing to cc licence anything you want to upload but I think an all rights reserved thing should happen when its off beta
give it a month or two and I reckon ploycount forums will look rather different
Just a quick question: how do I change a the transparency of an object?
More specifically, I want to make the Spy's cig transparent. This way I can add a pipe to the hat without messing up his facial animations. I'm pretty sure it has something to do with the bump map, but I'm not exactly sure how.
@ShakerSilver: The cig's texture is part of the Spy's texture so you'll have to edit that if you want to remove it that way. It looks like all you have to so is set a small part of the alpha channel of the diffuse to black then set the correct VMT command.
@CWalkthroughs: Seems like a compile error, does it work in model viewer?
---
Getting back to where I left off, I tweaked a load of components of my rifle and added a laser, then got it in game:
Right now I like this thing better on paper, and as a stand alone model than I do in the context of the game...
In first person view the gun looks really cluttered, to a point where the overall shapes are obscured, and feeling a bit too busy for a TF2 model. I'm going to take this thing back to the the drawing board and look into simplifying the detail while maintaining something close to the overall shape.
I posted a question regarding bone weights a few pages back. It had to be moderated due to it being my first post, and I think it may have gone mostly unnoticed as a result. I still haven't solved the problem, so if anyone has any thoughts on it, I'd be very grateful.
I've done some more work on my grenade launcher. I took what swizzle said, and tried to reconfigure the barrel. Now, although it is still inspired by a castle, i ended up with a six barrel MONSTER that is just. Well see for your self:
Unfortuantely, there are some MEGA clipping errors, namely this:
That poor demos hand was never the same again...
So what do you think, better or should I re-work it some more?
I've done some more work on my grenade launcher. I took what swizzle said, and tried to reconfigure the barrel. Now, although it is still inspired by a castle, i ended up with a six barrel MONSTER that is just. Well see for your self:
Unfortuantely, there are some MEGA clipping errors, namely this:
That poor demos hand was never the same again...
So what do you think, better or should I re-work it some more?
Replies
I'm getting that error when I compile, any ideas?
Here's the all my files http://dl.dropbox.com/u/2184180/models.zip
(I'm not finished Uving or texturing, I just wanna test it first.)
EDIT, I re-exported it and I'm still getting the same error.
EDIT EDIT, see if this smd is better http://dl.dropbox.com/u/2184180/Wrench.smd
Still getting that error, >:(
I can't open your smd in max so there is obviously a problem with your export.
"unable to read data from SMD"
Here's the obj http://dl.dropbox.com/u/2184180/wrench.obj
Lol, now that you mention it, it does look like a snake wrapped around the Pyro's head. If you want to resubmit your hat, you could take a look at the jarate material, which is the one I based my honey material on.
I need your creative brains to help me come up with a cool hat to model for the demo, I don't like any of the current ones in game and I can't think of anything to make that would look good something that would suit him n his style hmm..
writing c:\program files (x86)\steam\steamapps\kczac\team fortress 2\tf\models/Wrench\testwrench.mdl:
Error opening c:\program files (x86)\steam\steamapps\kczac\team fortress 2\tf\models/Wrench\testwrench.mdl! (Check for write enable)
I did a rest xform, auto smoothing group, edit poly, edit normals ^^
and then it worked and compiled correctly. U should try some equivalent in XSI.
edit ok, cool, now you have to create that folder, it won't do it itself
:shifty:
I know this is a kinda obvious thing to say but are you sure it's not too big? It's going to be clipping through walls all over the show. I think in your vid it clips right the way through the heavy's body?
Maybe just see how it looks with a shorter barrel and smaller drum? I reckon you could keep the aesthetic (which rocks) while reigning it in just a tad.
$texturegroup skinfamilies
{
{ "surgeon_general_red_diffuse.vmt" }
{ "surgeon_general_blu_diffuse.vmt" }
}
If it isn't already, could you make it a sparrow :O?
Because of Heavy's tragic story about the sparrow he saw as a kid.
[ame]http://www.youtube.com/watch?v=WIAZpS-352k&playnext=1&list=PLD9FB6B365459C260&index=39[/ame]
If it already is a sparrow though, then I apologize for my bad knowledge of birds and applaud your sneaky reference.
So gun can rest on them. Or just add some bipod, so eg heavy can't move when shooting.
Here is something for heavy:
I want heavy to go Jason from friday 13 style. I already posted hockey mask few pages before.
Idea is heavy will have ability to clock to get close for combat without being damaged (like Jason form movie when he always pops in front of his prey, even thought never chases his victim - almost like he has ability to teleport)
And Simski, yes, it is a sparrow, its not black, but its supposed to be.
You'll need to get one of the beta browsers.
http://vu.ourbricks.com/ea610327a30343cf3685b6a3ea321a26/processed/index.html
Browser side 3d model viewing. Currently you have to be willing to cc licence anything you want to upload but I think an all rights reserved thing should happen when its off beta
give it a month or two and I reckon ploycount forums will look rather different
More specifically, I want to make the Spy's cig transparent. This way I can add a pipe to the hat without messing up his facial animations. I'm pretty sure it has something to do with the bump map, but I'm not exactly sure how.
What am I doing wrong?
Click pic for high quality.
@CWalkthroughs: Seems like a compile error, does it work in model viewer?
---
Getting back to where I left off, I tweaked a load of components of my rifle and added a laser, then got it in game:
Right now I like this thing better on paper, and as a stand alone model than I do in the context of the game...
In first person view the gun looks really cluttered, to a point where the overall shapes are obscured, and feeling a bit too busy for a TF2 model. I'm going to take this thing back to the the drawing board and look into simplifying the detail while maintaining something close to the overall shape.
http://www.polycount.com/forum/showpost.php?p=1265861&postcount=4306
I've done some more work on my grenade launcher. I took what swizzle said, and tried to reconfigure the barrel. Now, although it is still inspired by a castle, i ended up with a six barrel MONSTER that is just. Well see for your self:
Unfortuantely, there are some MEGA clipping errors, namely this:
That poor demos hand was never the same again...
So what do you think, better or should I re-work it some more?
I think it looks pretty good, shrinking the scope down is all it really needs imo. That's a huge eyepiece and it takes alot of screensapce.
Looks very nice, ColonelBD
Nothing Special, just the first step of the "Level 2 to 3" Upgrade Animation. Not Tweaked atm.
You know that, as far as i know, Source don't allow model to have scaling animation ?