I will be entering as well, I think I will be doing a pack for the sniper, seeing as I currently also have a replacement idea going. I don't know what other two weapons to make, but suggestions/ideas would be nice.
theme: big game hunter
Most recent update: finished and submitted
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if anyone has made a huntsman skin before and could help me out it would be greatly appreciated.
so i decompiled the model, imported it changed it a bit just to test and see if i could export it again and have the animations still work correctly, and i can export it into source format with no errors, but in the model viewer i still see the original huntsman when i load it up... i have double checked everything multiple times and i'm sure i have done everything right. anyone have any idea what i could have done wrong?
usually don't leave $sequence lines in my QC file, they get replaced by $includemodel. like said in this thread: http://www.fpsbanana.com/threads/159772
but when i do that i get a "ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1)" error message in GUI studiomdl
when i export a .smd file of my modified huntsman from Maya it exports with no errors, but then if i re-import that same .smd file that i just exported it comes in as the original huntsman model. so something is messed with my exporter. anyone have any clue wtf is going on?
How comes it can export the valve model ? Is it present in your maya scene ? Sorry i only know the 3ds max exporter, but i doubt the maya exporter generates valve model by itself
http://www.moddb.com/engines/source/tutorials/maya-to-source-a-model-exportation-guide
that is exactly what i am doing, but the .smd exporter for maya seems to be bugged for me or something. i have exported weapons from maya multiple times before and got them in game no problem, and i am following the exact same steps as i did in the past. the only thing left to do is update sdk content and reinstall all my source plugins, but i'm still not sure if that will work.
now tell me what you think.
personally i like the overall shape of #3 the best, except i would round off all the points, and scrap the ornate details and replace them with something else. but it seems to me that #2 might fit the tf2 style better.
Edit: sorry i saved it as a png, right click > view image will put it on a white background
good idea, ill be sure to draw that on round two of the concept sketches.
i was already planing on making it a fair amount larger than the huntsman.
also that is an actual size comparison of the huntsman and my bow.
First modeling update:
and no. the rigging on the bow doesn't work yet, but it will.
or when he walks through doorways/tunnels?
might just wanna make it a bit smaller to be safe
The bow part of it is too thick (looks as thick as table legs!) and even without the accoutrements at the end it's longer than the huntsman without having a longbow shape. If someone designed a bow like that, people wouldn't be able to draw it, let alone string it.
A bit of exaggeration in this game is good, don't get me wrong, but this just doesn't fit very well.
no idea
it doesn't clip at all when he runs, and for doorways/air ducts it might clip through the ceiling, but its no worse than the eyelander in terms of height.
i competely agree with it being to thick, i am going to tone it down a notch. its not actualy as thick as it looks in the ingame shots, as i said the riging is broken, so when drawn it actualy streaches the bow horizontily, so its not actualy as thick as it appears. but i am going to thin it down quite a bit, and that will probably force me to make the horn smaller smaller, possibly further reducing what little clipping their is.
edit: by smaller, i mean the height of the bow. i am going to make it thinner.
I'm guessing this is a lot of what went into the strongly reflex shape of the huntsman.
Nevertheless, as far as length I would suggest that you consider revising the shape entirely. I like the idea of inclusion of horn, you could go the way of Odysseus' bow and have the limbs themselves be made entirely of horn (Odysseus' is traditionally described as being made from the horns of an Ibex, which would be preposterously difficult to draw, which actually had an important role in the story as he was one of the only people alive strong enough to string it.)
A decurve shape as opposed to a recurve might also eliminate your clipping problems and make it look distinct from the huntsman.
here is a comparison of the new and old model.
to me it looks like it degrades the overall appearance of the model (i like the current one better) but it would probably eliminate all clipping with the snipers thigh.
so go ahead and do it or don't?
i also got the rigging on the bow string working. but the bending of the bow is still a little screwy, i will have to mess with the weight paints later.
my thanks go to Rotis4 for helping me test.
Edit: if a mod sees this can they change the tags on my thread from scout to sniper, i changed my plan just like an hour after creating the thread. i don't think im allowed to edit the tags, or im not looking in the right place. thanks.
i added a wrapped handle (kinda hard to see from the perfect side view), and a small cloth wrap on the top side. since the last update.
it would be a jatare replacment. probably use the same throwing animations, the only thing im worried about is how the object will act one it is released from his hand. would simply putting jiggle bones in the rope work?
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as for reference, get two rocks and tie them together with leather.
boleadoras.
That would be pretty cool, but what would they replace?
here is what it looks like.