@Elbagast To me it looks as if the scope is backwards, and therefore the laser on the wrong end. You could try and flip it around to see what it looks like. Also the stock doesn't really seem like it fits into TF2, I would go for a simpler style.
Bloody hell, Sparkwire, that's going to be a nightmare to texture too. Are you sure you can't weld a few more pieces together, maybe stack some of them up?
You know that, as far as i know, Source don't allow model to have scaling animation ?
I dunno how to find that out. And even worse, I dunno how to make the animations without scaling something. I mean i know a whay, but that means to bind nearly every Vertex to a bone. And this would be a hell of an animation job as well it would be a hell to integrate this. In other words, just a special rig for the upgrade itself again ^^''' oh good lord, when do I get finished with it already XD
I dunno how to find that out. And even worse, I dunno how to make the animations without scaling something. I mean i know a whay, but that means to bind nearly every Vertex to a bone. And this would be a hell of an animation job as well it would be a hell to integrate this. In other words, just a special rig for the upgrade itself again ^^''' oh good lord, when do I get finished with it already XD
I'm having a problem with editing the alpha channel: it doesn't save when I edit it. Also this is what the Spy look's like when I add "$translucent" "1" :
Nevermind, got that error resolved, now I gotta figure out how to get the model in the right place, cause its still floating inside the engie. Do I need to add something to the .qc to make the weapon attach to a bone?
Nevermind, got that error resolved, now I gotta figure out how to get the model in the right place, cause its still floating inside the engie. Do I need to add something to the .qc to make the weapon attach to a bone?
The easiest way to align the weapon right is to decompile one of the current wrenches, import it into max with its bone, move your weapon over it, delete the weapon you imported and attach the bone from the import to your weapon.
Or you could just create your own bone and place it into your weapon and find out if it's right by trial and error. If you do this, be sure to name your bone "weapon_bone".
Ok. I edited the alpha channel, saved it as a .tga file, imported it to VTF edit, saved it as a VTF, and it still gives me results like the previous image! What am I doing wrong?
Ok. I edited the alpha channel, saved it as a .tga file, imported it to VTF edit, saved it as a VTF, and it still gives me results like the previous image! What am I doing wrong?
That's definitely gonna have a little more than 1000 ammo capacity....
on a more serious note, just give that thing a set of tank caterpillar tracks, a nice cushy seat on top for the heavy to sit on and its ready to be sent in to Valve.
Aha! It works now! All I had to do was change it to $alphatest :poly136: (although it only works in-game and not in model viewer for some reason). Thanks guys!
So here's what I got so far:
The pipe works in the hat and is correctly attached to the prp_cig bone, but it doesn't work with the spy's facial animations, so it will appear to be floating in the same spot. Which is okay for now, I just wanted to get it to work in-game.
I'm not sure about what to do next. Should I work on the texture or should I try and move the smoke emitter to make the smoke come from the pipe (which I have no idea about anyways...)?
Also, I was thinking about making this hat part of a Spy pack with a Sherlock Holmes theme. Here are some sketches of my ideas for the pack:
The Knife will be a switchblade hidden in a magnifying glass. I'm not sure if I should have it flip open or if it should slide out.
The gun will be an old flintlock pistol. I was thinking of giving it several barrels or make it some sort of revolver so it can fire more without reloading.
The hat will also change the Spy's disguise kit taunt (since flicking a pipe away looks kind of wierd) and it will change the disguise kit from a cigarette case to a pipe case (no difference from the original kit).
Any advice for these things, guys? I'd appreciate all help I could get.
Heh, yeah I guess it is kind of simple.
Well I'm sorta new to modeling, and this hat is actually the very first project I worked on. I'm starting to get the hang of it though, so I'll try and make my models look nicer in the future.
@Svdl (and Sparkwire as well, I suppose)
That looks glorious! I love the way you texture things. Your work always has this feel to it and is easily distinguishable as your work. The model and texture are both great.
@Svdl: That really does look gorgeous. Can't wait to see the final product. BTW either you or Sparkwire be releasing it? Because I really want to use that thing
Tweaked my grenade launcher to fix the clipping:
Direct proof that good clipping can restore lost eyeballs. That thing in his shoulder is the grenade, the submodel wasn't compiling properly.
So far im at around 3600 tris, so theres I've still got quite a big budget. I was thinking of adding some revolver like groves into the barrel, simular to these:
A little render I put up in blender, with AO:
Personally I feel i can add more stuff to it, but I don't want to over do it, and i'm alos having a hard time coming up with any IDEAS for extra stuff. Well except for rivets and screws ect.
An extinguishable characteristic is not a favorable trait, I assure you. Sorry, couldn't resist.
Whoops, my bad, that's what I meant, no idea why I typed extinguishable.
@ColonelBD: The model is coming along nicely. I agree that it definitely needs something. To start off, noticed the joint that connects the two pieces looks very flimsy. You could add to it to make it looked more reinforced. Also there is no piece that looks as if it would secure the barrels in place like the grenade launcher has: http://wiki.teamfortress.com/w/images/9/9f/Grenade_IMG.png
I made a mock up to explain what I mean. Also, I think the model could be shortened to avoid needless space that would cause a feeling of bareness. (revised version).
@Baddcog: Yeah that's definitely coming down in size...
@BenHenry: Maybe "back to the drawing board" was a little dramatic sounding? I'm just looking to change some areas I didn't think needed it before.
@RedSheep: The scope thing is probably because a 'typical' scope seems to have a larger diameter at the front or both ends, when actually you can find them in just about every configuration you can think of. Of course it might not be worth fighting that perception... The stock definitely needs some work though, I'm playing around with it.
@ColonelBD: I'm going to echo RedSheep by saying the current hinge is far, far too weedy looking to support the front end. Hinging it upwards doesn't really make much sense to me though, again, because of the weight.
---
I've done up a few silhouettes to see what sort of impact some changes would have to the overall look:
I'm leaning towards something between 2 and 3 for the stock at the moment.
@Elbagast I see your point on the scope, it's probably fine as is. I think the #2 stock choice is the best, but I still think the original base of your scope is good. Overall your gun seems a little too sharp, with many pointy edges and hard cuts. The in-game snipers have a lot of curves and little to no sharp edges.
Also, on the mock up I made, the gun is not hinged at the top, it's merely a lock system to prevent the gun from opening. Sorry if that was not clear.
I dunno how to find that out. And even worse, I dunno how to make the animations without scaling something. I mean i know a whay, but that means to bind nearly every Vertex to a bone. And this would be a hell of an animation job as well it would be a hell to integrate this. In other words, just a special rig for the upgrade itself again ^^''' oh good lord, when do I get finished with it already XD
You will need to find another way bud, i had the same problem with my sentry. There's always another way to animate the scaling parts.:\
Working on an old-fashioned paintball marker as a pistol replacement for the Engie. The idea is that it does negligible damage itself, but marks an opponent so that they're more vulnerable, to either sentry or enemy teammate damage. And it'd be a good way to track disguised spys. If a Blu player has blue paint splatters on them, you can assume they're probably a Red spy. Calling it "The Marked Man."
The tube floating above it is going to be the clip in the reload animation. It's supposed to reload just like the syringe gun, with the engie tilting the gun back, letting the clip fall out, then ramming a new one home.
Unfortunately I have no idea how to get that to work. Would anyone here like to take a crack at animating it? Or (failing that) point me in the right direction towards being able to animate it myself? I'm utterly clueless.
Dang it. I tried to make my hat team colored, but it only shows the red texture. After a while I realized that the hat was only using the texture that was on the model before I extracted it to a smd file. I tried it again without adding the texture to the model before extracting, but it wouldn't compile then. And yes I triple-checked if the problem was with the material files, and it's not. Any help here guys?
Replies
@Sparkwire Beautiful unwrap there, nicely done.
I finally got this UV mapped.
I dunno how to find that out. And even worse, I dunno how to make the animations without scaling something. I mean i know a whay, but that means to bind nearly every Vertex to a bone. And this would be a hell of an animation job as well it would be a hell to integrate this. In other words, just a special rig for the upgrade itself again ^^''' oh good lord, when do I get finished with it already XD
impossible. source has a bone limit.
Halp?
Are you saving your image as a 32 bit targa?
The easiest way to align the weapon right is to decompile one of the current wrenches, import it into max with its bone, move your weapon over it, delete the weapon you imported and attach the bone from the import to your weapon.
Or you could just create your own bone and place it into your weapon and find out if it's right by trial and error. If you do this, be sure to name your bone "weapon_bone".
Just wanted some opinions on my first work ever in Blender, a tiny hat for the heavy.
$alphatest, not $translucent.
You took peoples advice, didn't you!?
@ShakerSilver: it might not be working because the spy has to cloak, that maybe is messing around with some of the alpha properties.
That's definitely gonna have a little more than 1000 ammo capacity....
on a more serious note, just give that thing a set of tank caterpillar tracks, a nice cushy seat on top for the heavy to sit on and its ready to be sent in to Valve.
Maybe I should make it gunslinger replacement XD
So here's what I got so far:
The pipe works in the hat and is correctly attached to the prp_cig bone, but it doesn't work with the spy's facial animations, so it will appear to be floating in the same spot. Which is okay for now, I just wanted to get it to work in-game.
I'm not sure about what to do next. Should I work on the texture or should I try and move the smoke emitter to make the smoke come from the pipe (which I have no idea about anyways...)?
Also, I was thinking about making this hat part of a Spy pack with a Sherlock Holmes theme. Here are some sketches of my ideas for the pack:
The Knife will be a switchblade hidden in a magnifying glass. I'm not sure if I should have it flip open or if it should slide out.
The gun will be an old flintlock pistol. I was thinking of giving it several barrels or make it some sort of revolver so it can fire more without reloading.
The hat will also change the Spy's disguise kit taunt (since flicking a pipe away looks kind of wierd) and it will change the disguise kit from a cigarette case to a pipe case (no difference from the original kit).
Any advice for these things, guys? I'd appreciate all help I could get.
Well I'm sorta new to modeling, and this hat is actually the very first project I worked on. I'm starting to get the hang of it though, so I'll try and make my models look nicer in the future.
That looks glorious! I love the way you texture things. Your work always has this feel to it and is easily distinguishable as your work. The model and texture are both great.
An extinguishable characteristic is not a favorable trait, I assure you. Sorry, couldn't resist.
Tweaked my grenade launcher to fix the clipping:
Direct proof that good clipping can restore lost eyeballs. That thing in his shoulder is the grenade, the submodel wasn't compiling properly.
So far im at around 3600 tris, so theres I've still got quite a big budget. I was thinking of adding some revolver like groves into the barrel, simular to these:
A little render I put up in blender, with AO:
Personally I feel i can add more stuff to it, but I don't want to over do it, and i'm alos having a hard time coming up with any IDEAS for extra stuff. Well except for rivets and screws ect.
Whoops, my bad, that's what I meant, no idea why I typed extinguishable.
@ColonelBD: The model is coming along nicely. I agree that it definitely needs something. To start off, noticed the joint that connects the two pieces looks very flimsy. You could add to it to make it looked more reinforced. Also there is no piece that looks as if it would secure the barrels in place like the grenade launcher has: http://wiki.teamfortress.com/w/images/9/9f/Grenade_IMG.png
I made a mock up to explain what I mean. Also, I think the model could be shortened to avoid needless space that would cause a feeling of bareness. (revised version).
EDIT: You may be able to shoot babies out of Sparkwire's gun
@BenHenry: Maybe "back to the drawing board" was a little dramatic sounding? I'm just looking to change some areas I didn't think needed it before.
@RedSheep: The scope thing is probably because a 'typical' scope seems to have a larger diameter at the front or both ends, when actually you can find them in just about every configuration you can think of. Of course it might not be worth fighting that perception... The stock definitely needs some work though, I'm playing around with it.
@ColonelBD: I'm going to echo RedSheep by saying the current hinge is far, far too weedy looking to support the front end. Hinging it upwards doesn't really make much sense to me though, again, because of the weight.
---
I've done up a few silhouettes to see what sort of impact some changes would have to the overall look:
I'm leaning towards something between 2 and 3 for the stock at the moment.
Also, on the mock up I made, the gun is not hinged at the top, it's merely a lock system to prevent the gun from opening. Sorry if that was not clear.
You will need to find another way bud, i had the same problem with my sentry. There's always another way to animate the scaling parts.:\
started this last night
and textured it today [WIP]
(it was a revolver with a desert eagle barrel)
The tube floating above it is going to be the clip in the reload animation. It's supposed to reload just like the syringe gun, with the engie tilting the gun back, letting the clip fall out, then ramming a new one home.
Unfortunately I have no idea how to get that to work. Would anyone here like to take a crack at animating it? Or (failing that) point me in the right direction towards being able to animate it myself? I'm utterly clueless.
That blowtorch is actually my first free hand model. BenHenry, you're free to use is as a inspiration
Oh and DKK is right, it's Hellboy's revolver.
Or apple perhaps, in this case.
Elbagast: 2, with 3's dent in the stock