If you've put your MDLs inside the models directory of your tf folder (C:\Program Files\Steam\SteamApps\YOUR USERNAME\team fortress 2\tf\models), you should be able to view any of them with the model viewer.
If you've put your MDLs inside the models directory of your tf folder (C:\Program Files\Steam\SteamApps\YOUR USERNAME\team fortress 2\tf\models), you should be able to view any of them with the model viewer.
Will there be only one winner of the pack contest or will there be one for each class? It strikes me as odd for only one class to get a pack of brand new weapons.
That would be 4 items. This contest requires 3. So, I'd guess no.
wrong, first it says AT LEAST 3 item, so more than 3 is allowed.
Second, duplicate slots item, ex: 2 hats/ 2 primary weapons/ 2 secondary/ etc
are allowed but are counted as 1 item.
Can a theme be a movie? I mean I know we couldn't do something like a storm trooper helmet. But how about if I wanted to emulate certain parts of Mel Gibsons Road Warrior outfit (this is just an example) or something like that?
Contrails, use Notepad++ to open the MDL and change the 0 in the first line after IDST to a comma and then try to decompile it.
There are a few reasons your model might not be showing up, but the most obvious would be that it's in the wrong folder. Make sure it's in the same folder that the shovel would be in.
Would it count as a minor collaboration if someone else was working on everything (models,textures,animations,etc.) and the other person was keeping a WIP thread updated? Or would the person making everything have to do their own thread?
Having problems getting the Source SDK SMD importer to work in Maya 2011. The versions available only go up to 2009. Anyone know if it's compatible with the latest Maya?
I couldn't get the batch file to work so I attempted to write my own maya.env file. The contents looks like this:
I've got it in my C:\Program Files\Autodesk\Maya2011 folder. Maya doesn't make any reference to it in the script editor when loading. I'm kinda way over my head here. Any suggestions on how to either get it working or where I'd find an alternative plug-in that's not such a pain to get going.
This was about the use of 256x1024 maps. Is this 100% not allowed? I don't see why it shouldn't be. I've already skinned my wrench model with a 256x1024 map and have it in game working just fine. Is it because of a problem with using shader textures (Uber Charge for example) that are 512x512 and such? Looks like I might have to reskin that wrench...
Having problems getting the Source SDK SMD importer to work in Maya 2011. The versions available only go up to 2009. Anyone know if it's compatible with the latest Maya?
I had maya 2010 and I couldnt get anything to work for me at all I ended up borrowing a friends copy 2009. I asked mulitple people for help and didnt get much response. All I can say is try and get a hold of an earlier version? Even though i started modelling in 2010 i managed to save my models as objs and then import them into 2009. Where upon i have encountered no problems yet. Still havent tried exporting though
Ok, X-Quake linked me to this importer/exporter which works in Maya. Well the importer bit of it does. I can only assume the rest of it will work too. http://mitglied.multimania.de/prallvamp/
Good work, that man.
Hey guys, trying to import a demoman grenade launcher model into maya but it constantly runs out of memory before I can save out a mesh for reference. I could be doing it wrong but if anyone else has a launcher model I can use (and possibly including hand positions/ reload animations) I'd really appreciate it. Thanks.
I've seen a lot of worry about this in threads so I'll ask;
Is it permissible to submit two versions of the same item? (Like let's say for example someone wanted to submit a scope with iron sights, but doesn't know for certain if Valve would want to accept that per the trouble of putting it in; could they also submit the same rifle with a standard scope, giving them the option of using either variant?)
Basically, not submitting multiple items, but alternative variants of the same item that they could choose from if so inclined.
I've seen a lot of worry about this in threads so I'll ask;
Is it permissible to submit two versions of the same item? (Like let's say for example someone wanted to submit a scope with iron sights, but doesn't know for certain if Valve would want to accept that per the trouble of putting it in; could they also submit the same rifle with a standard scope, giving them the option of using either variant?)
Basically, not submitting multiple items, but alternative variants of the same item that they could choose from if so inclined.
I think that is not neccessary, if valve doesnt want a part of the submission they dont like,(ex, part of a model (they can delete the part in the .obj file required to be sent). Or change a certain colors of the submission (easily doable if you submit a well organized PSD file) Or particle/ sound/ etc ) they'll just remove it themself and recompile it.
I'm having an awesome issue where my model (hat) will just not come in with smoothing groups in game. I can get the hat ingame with texture, but it's flat shaded
I'm having an awesome issue where my model (hat) will just not come in with smoothing groups in game. I can get the hat ingame with texture, but it's flat shaded
I think that is not neccessary, if valve doesnt want a part of the submission they dont like,(ex, part of a model (they can delete the part in the .obj file required to be sent). Or change a certain colors of the submission (easily doable if you submit a well organized PSD file) Or particle/ sound/ etc ) they'll just remove it themself and recompile it.
Well take Oobersli's engi revolver and Svdl's ironsights sniper; if they wanted to make a revolver not a revolver, that would be a production. If they wanted to slap a scope on Svdl's sniper, they'd have to model and texture it and go through all that work.
I reckon they could do that, but I also reckon there's a chance of them just not picking a submission they'd be changing. Is that far off?
What about a set that references a famous person? im making a sniper set that references famous american sniper, carlos hathcock. would that be acceptable?
Jackablade, you can use the line "$nocull" "1" in the VMT of a texture to apply it to both sides of the polygons that material is applied to - the buff banner textures are an example of this used in the game.
What about a set that references a famous person? im making a sniper set that references famous american sniper, carlos hathcock. would that be acceptable?
it depends how close the reference is. but sounds okay, most of the classes reference something.
Hi guys, I can't get jigglebones working on my hat. Does anybody know anything about them?
I followed the scout-bat tutorial on youtube with no trouble but I can't seem to work my hat at all. The valve developer commentary (VDC) whilst informative hasn't been much use. Essentially, the part of my hat I want to jiggle just falls straight downwards. Playing with the rigidness, springyness, mass etc just hasn't helped. Nothing seems to make a difference.
Does anybody know where I could find some help aside from that one video and the VDC?
@Mico - is there anything special in your VMT file that might do it? Mine is just referencing the base texture, nothing more at the moment. This is my first time messing with Source.
**EDIT**
After a few more tests, it worked fine. No idea what was different. Exporter settings never changed, material never changed, VMT never changed. Strange.
Hey guys. I have one question. Which program, Max or Maya, are easier to use, because I'm new to 3D modeling world. And which program are better to create items for TF2?
Replies
Awesome dude, that worked. Thanks.
That would be 4 items. This contest requires 3. So, I'd guess no.
wrong, first it says AT LEAST 3 item, so more than 3 is allowed.
Second, duplicate slots item, ex: 2 hats/ 2 primary weapons/ 2 secondary/ etc
are allowed but are counted as 1 item.
so, you need 10 DIFFERENT programs to get something in-game?
Don't let anybody ever tell you that working with Source is easy or fun.
Words of wisdom there.
and also mdl decompile crashes when I try to decompile the shovel view model but worked fine for the world model... why?
There are a few reasons your model might not be showing up, but the most obvious would be that it's in the wrong folder. Make sure it's in the same folder that the shovel would be in.
Having problems getting the Source SDK SMD importer to work in Maya 2011. The versions available only go up to 2009. Anyone know if it's compatible with the latest Maya?
I couldn't get the batch file to work so I attempted to write my own maya.env file. The contents looks like this:
I've got it in my C:\Program Files\Autodesk\Maya2011 folder. Maya doesn't make any reference to it in the script editor when loading. I'm kinda way over my head here. Any suggestions on how to either get it working or where I'd find an alternative plug-in that's not such a pain to get going.
This was about the use of 256x1024 maps. Is this 100% not allowed? I don't see why it shouldn't be. I've already skinned my wrench model with a 256x1024 map and have it in game working just fine. Is it because of a problem with using shader textures (Uber Charge for example) that are 512x512 and such? Looks like I might have to reskin that wrench...
I had maya 2010 and I couldnt get anything to work for me at all I ended up borrowing a friends copy 2009. I asked mulitple people for help and didnt get much response. All I can say is try and get a hold of an earlier version? Even though i started modelling in 2010 i managed to save my models as objs and then import them into 2009. Where upon i have encountered no problems yet. Still havent tried exporting though
http://mitglied.multimania.de/prallvamp/
Good work, that man.
Non-square textures should be just fine. Hell, all the characters' body textures are 2048x1024.
Problem solved, nevermind
It's a question... needing an answer and it's for this contest. I couldn't find anywhere better. Suggestions?
Is it permissible to submit two versions of the same item? (Like let's say for example someone wanted to submit a scope with iron sights, but doesn't know for certain if Valve would want to accept that per the trouble of putting it in; could they also submit the same rifle with a standard scope, giving them the option of using either variant?)
Basically, not submitting multiple items, but alternative variants of the same item that they could choose from if so inclined.
I think that is not neccessary, if valve doesnt want a part of the submission they dont like,(ex, part of a model (they can delete the part in the .obj file required to be sent). Or change a certain colors of the submission (easily doable if you submit a well organized PSD file) Or particle/ sound/ etc ) they'll just remove it themself and recompile it.
I reckon they could do that, but I also reckon there's a chance of them just not picking a submission they'd be changing. Is that far off?
it depends how close the reference is. but sounds okay, most of the classes reference something.
I followed the scout-bat tutorial on youtube with no trouble but I can't seem to work my hat at all. The valve developer commentary (VDC) whilst informative hasn't been much use. Essentially, the part of my hat I want to jiggle just falls straight downwards. Playing with the rigidness, springyness, mass etc just hasn't helped. Nothing seems to make a difference.
Does anybody know where I could find some help aside from that one video and the VDC?
**EDIT**
After a few more tests, it worked fine. No idea what was different. Exporter settings never changed, material never changed, VMT never changed. Strange.