the VTF plug-in doesn't work on 3ds max ... WinRar keeps on telling me that the file is damaged . So I downloaded the zip file again , and still it tells me that it is damaged WHAT DO I DO .... HELP , PLEASE
Just don't use the VTF Plug-In? Apply TGA or PNG files to your model instead. You need one of them anyway to create the VTF in the first place unless you're using that Photoshop plugin to save straight to VTF.
Just don't use the VTF Plug-In? Apply TGA or PNG files to your model instead. You need one of them anyway to create the VTF in the first place unless you're using that Photoshop plugin to save straight to VTF.
Thanks for replying , but
I want to add the texture of the models ( pyro , demoman , heavy , spy... ) I checked the internet and I followed a tutorial ... It said to download the VTF plug-in , so I did ... and that's when the problem started ...
You're saying I just not use the VTF ... how can I convert the texture files to TGA ?
Thanks for replying , but
I want to add the texture of the models ( pyro , demoman , heavy , spy... ) I checked the internet and I followed a tutorial ... It said to download the VTF plug-in , so I did ... and that's when the problem started ...
You're saying I just not use the VTF ... how can I convert the texture files to TGA ?
Download VTFEdit if you don't have it. Open the VTF files in VTFEdit. Go to File, Export. That will save the texture to TGA where you tell it to.
I like what everyone is doing, everybody keep up the good work! Just a quick question though, Ive noticed theres a severe lack of Sniper hat ideas. Does anyone else notice this? Im not saying Sniper is my favorite, I just feel like every class should get an even amount of hats, and right now pyro and soldier have a drastically higher amount than the other classes.
I like what everyone is doing, everybody keep up the good work! Just a quick question though, Ive noticed theres a severe lack of Sniper hat ideas. Does anyone else notice this? Im not saying Sniper is my favorite, I just feel like every class should get an even amount of hats, and right now pyro and soldier have a drastically higher amount than the other classes.
I notice that too ... Sniper isn''t my fav. and I agree with you , he should get an even amount of hats ... ( I'm working on one right now )
Awesome crazy-g. Quick question, How do you make the wrap-around strap handle look?
thanks, the handle is a series of extrudes with a little bevel then rotated. don't know if that's the best way to do it, but the vanilla metal scout bat has a great example and is what i used as a reference. also the bottom of the equalizer has shows a different method using floating geometry.
@ShakerSilver: hey don't sweat it, yours is a whole different style. and there's only so many medieval weapons to come up with
@passerby: is shrink wrap modifier in 3ds max? i didn't see it and it sounds like it'd be a useful tool to know
since i am snowed in today, i got to work on a new medic uber gun model -
also a new amputation saw and medic gun. I was thinking about adding a bayonet to the gun.
any input/critiques would be appreciated. thanks in advance.
Quick question for those who have made weapons... how do you test the weapon with the character's animations?? every time I try to decompile an *_animations.mdl, the decompiler crashes (it works fine for every other .mdl). Is there something special I need to do to decompile the animations?. And after you get the .smd, you just import it into max/maya/etc and skin it to the weapon bone?
Quick question for those who have made weapons... how do you test the weapon with the character's animations?? every time I try to decompile an *_animations.mdl, the decompiler crashes (it works fine for every other .mdl). Is there something special I need to do to decompile the animations?. And after you get the .smd, you just import it into max/maya/etc and skin it to the weapon bone?
Thanks in advance,
JZ
I think you need to change something before you decompile (the zero at the beginning should be a comma)
Old folklore, I think at least think the agility part is very fitting: "The primary aspect of Arlecchino was his physical agility. While generally depicted as stupid and gluttonous, he was very nimble and performed the sort of acrobatics the audience expected to see."
@The Scrub - Yep, I've changed the "0" to "," but it still crashes.
@Noors - Thanks!, I tried it and it works sometimes, but that's fine, I got the ones I was looking for... Also, nice hat!, goes well with the chainsaw
@Pogo - I've used testitem, but the *gun* was not positioned correctly and I wanted to see the animations in Max so I didn't have to export it many times just to see if it was positioned correctly in weapon_bone.
On an unrelated note it looks the the whole "doesn't fit with TF2 art style" thing can be officially disregarded now.
I was thinking the same thing when I saw that... They're getting a bit out of hand with these promotional items. Hopefully they don't allow things this far out of TF2's style and time period to get into the game through community submissions though.
Yeah, I agree. That style is way far out from TF2. I don't mind the Pyro axe though, but that replacement for the Scout bat looks of terrible quality in that picture
If by now, you mean over a year ago when anything that wasn't the first batch of hats came out.
You're confusing art style with theme. Most of the hats so far fit the TF2 art style and they fit into the TF2 time period/universe. They just don't fit with the theme of two teams of hired mercenaries fighting each other for territory.
For example, the Fire Brigade helmet existed in the 60's (The time period TF2 is in) and it fits the TF2 art style. It has nothing whatsoever to do with mercenaries competing for territory though.
On the other hand, these Rift items definitely weren't based on anything that existed in or before the 60's and they are just barely passable as fitting into the TF2 art style. They don't look like they belong in the TF2 universe, they look like they belong in a mythical MMO.
As I said before, I hope they don't branch out this far with future items or promotions. While using these TF2 items to help increase the sales of other games is a nice gesture, it's getting a bit out of hand.
Most of the hats so far fit the TF2 art style and they fit into the TF2 time period/universe.
Nope, sorry.
The art style for the game was inspired by J. C. Leyendecker, as well as Dean Cornwell and Norman Rockwell.[8] Their distinctive styles of strong silhouettes and shading to draw attention to specific details were adapted in order to make the models distinct, with a focus on making the characters' team, class and current weapon easily identifiable. Silhouettes and animation are used to make the class of a character apparent even at range, and a color scheme that draws attention to the chest area brings focus to the selected weapon.[55] The voices selected for each of the classes were based on imagining what people from the 1960s would expect the classes to have sounded like, according to writer Chet Faliszek.[56]
Well I don't want to de-rail the thread, so I'll just say you're entitled to feel how you want about the direction of the game in the past few years and I'm entitled to feel how I want to.
Anyway I recently had an idea for a Sniper pack and once I flesh out the ideas of the items and do some silhouette tests I'll start posting up some WIP shots.
I'm not going to hijack this thread. I'll just say that personally I agree with Zipfinator. All of the items so far fit well into the style of tf2. These Rifts items don't (though that's clearly not what you're disagreeing with).
Just understand, I what I really meant by "art style" and what I really think it means is the visible difference between these two similar items which I found on this thread (made by notacomputer and JoseConseco respectively)
One does fit the "art style" and one does not. I think which is which is obvious. I do agree with Zipfinator and ComfyCushion, but I'm not for the art rage that's going on here. And art style aside I think the items are pretty cool.
Replies
im assuming he extruded out those part of the handle or made them separate and used a shrink wrap modifier to fit it to the handle.
i call it the lobotomy.
your lucky day
I don't think any of the weapons he's made have gotten in (Although I'm not 100% positive on this), but weapons he's animated have been put in.
He animated the Sydney sleeper. Dunno if the animations were used by Valve though. I know the Eternal Reward animation he made made it in the game.
Submitted !
Ha, nice one.
hey, check your inbox!
Medieval drumstick
For the Demoman
the VTF plug-in doesn't work on 3ds max ... WinRar keeps on telling me that the file is damaged . So I downloaded the zip file again , and still it tells me that it is damaged WHAT DO I DO .... HELP , PLEASE
Thanks for replying , but
I want to add the texture of the models ( pyro , demoman , heavy , spy... ) I checked the internet and I followed a tutorial ... It said to download the VTF plug-in , so I did ... and that's when the problem started ...
You're saying I just not use the VTF ... how can I convert the texture files to TGA ?
Download VTFEdit if you don't have it. Open the VTF files in VTFEdit. Go to File, Export. That will save the texture to TGA where you tell it to.
I notice that too ... Sniper isn''t my fav. and I agree with you , he should get an even amount of hats ... ( I'm working on one right now )
thanks, the handle is a series of extrudes with a little bevel then rotated. don't know if that's the best way to do it, but the vanilla metal scout bat has a great example and is what i used as a reference. also the bottom of the equalizer has shows a different method using floating geometry.
@ShakerSilver: hey don't sweat it, yours is a whole different style. and there's only so many medieval weapons to come up with
@passerby: is shrink wrap modifier in 3ds max? i didn't see it and it sounds like it'd be a useful tool to know
also a new amputation saw and medic gun. I was thinking about adding a bayonet to the gun.
any input/critiques would be appreciated. thanks in advance.
Alright... here's how it looks on the Scout:
Looks better than I thought it would
Thanks in advance,
JZ
I think you need to change something before you decompile (the zero at the beginning should be a comma)
[ame]http://www.youtube.com/watch?v=z7DzFHOCVP0[/ame]
Or you can use load weapon in model viewer to view the character with your compiled weapon (world only)
Hey.
anyone know the name of the song in that video?
little in-game situation :q
http://en.wikipedia.org/wiki/Harlequin
Old folklore, I think at least think the agility part is very fitting:
"The primary aspect of Arlecchino was his physical agility. While generally depicted as stupid and gluttonous, he was very nimble and performed the sort of acrobatics the audience expected to see."
@Noors - Thanks!, I tried it and it works sometimes, but that's fine, I got the ones I was looking for... Also, nice hat!, goes well with the chainsaw
@Pogo - I've used testitem, but the *gun* was not positioned correctly and I wanted to see the animations in Max so I didn't have to export it many times just to see if it was positioned correctly in weapon_bone.
@Simski - Will do, thanks for the link
On an unrelated note it looks the the whole "doesn't fit with TF2 art style" thing can be officially disregarded now.
I was thinking the same thing when I saw that... They're getting a bit out of hand with these promotional items. Hopefully they don't allow things this far out of TF2's style and time period to get into the game through community submissions though.
If by now, you mean over a year ago when anything that wasn't the first batch of hats came out.
You're confusing art style with theme. Most of the hats so far fit the TF2 art style and they fit into the TF2 time period/universe. They just don't fit with the theme of two teams of hired mercenaries fighting each other for territory.
For example, the Fire Brigade helmet existed in the 60's (The time period TF2 is in) and it fits the TF2 art style. It has nothing whatsoever to do with mercenaries competing for territory though.
On the other hand, these Rift items definitely weren't based on anything that existed in or before the 60's and they are just barely passable as fitting into the TF2 art style. They don't look like they belong in the TF2 universe, they look like they belong in a mythical MMO.
As I said before, I hope they don't branch out this far with future items or promotions. While using these TF2 items to help increase the sales of other games is a nice gesture, it's getting a bit out of hand.
No, I'm really not.
Nope, sorry.
http://en.wikipedia.org/wiki/Team_Fortress_2#Final_design
http://bdillman.wordpress.com/2009/07/23/tf2-precisionism/
Sorry, but, "oh this existed then", does not make it fit in the art style, it detracts from it.
And I agree... these new Rift items don't quite fit the TF2 style :S
Anyway I recently had an idea for a Sniper pack and once I flesh out the ideas of the items and do some silhouette tests I'll start posting up some WIP shots.
One does fit the "art style" and one does not. I think which is which is obvious. I do agree with Zipfinator and ComfyCushion, but I'm not for the art rage that's going on here. And art style aside I think the items are pretty cool.