for the record i thought the anchor was simply a pickaxe redux, maybe try bending the hooks a bit more for a better anchor shape.
nice progress on the rocket launcher though, its coming along nicely. i kinda feel you should broaden your strokes on the texture though, as right now it looks a bit too noisy because i can see all your strokes, and not just a few
Well all i can say right now is GOD FUCKING DAMN IT.
I'm trying to compile the model and everything that could possibly go wrong is going wrong.
MdlDecompiler wont spit out a VPhysics file for me (why it cant find it, when it could before...no idea)
GUIStudio is crashing immediately upon telling it to compile, no reason for crash given.
First time I ever compiled, incredibly bad test model, No problems at all...
Second time I compiled, Gameinfo.txt disappears, randomly. Have to make a new one from scratch...
Now this crap is happening.
I swear anytime I need to do something important, crap like this happens...
Before you export to SMD, is the texture assigned to the model named "Morgans_Mad_Hook.XXX" ? It doesn't matter what file type it is as long as it has the same name as the final texture. You can check this by opening your SMD with a text editor - you should see a lot of lines with "exampletexturename.XXX" which will be the filenames of the textures it's looking for.
If they don't match you need to go back and assign a texture with the name you want to your model, then re-export and recompile.
If they don't match you need to go back and assign a texture with the name you want to your model, then re-export and recompile.
Ok, that's what it was. I'm not used to middle events effecting the end result of texture assigning. Thanks for the slap on the head, I had forgotten about that.
Now to just tweak the phong until it stops burning my eyes lol
Great to hear everything's in order! Any chance for some in game screens soon?
*crossing fingers*
Yea, I'm gonna post some soon. I cant take them on my laptop (1 more reason to never have a mac, mac keyboards) so I will take a few when I'm on my desktop.
I'm a little saddened by the way I had to get the Torpedo Launcher working though, had to change it from the Rocket Launcher to the Direct Hit to get it working in Player View.
Also, the wire is chopped off, I didn't realize how close to the screen the front of the barrel was.
I'm going for one of the solid rolls of metal, something that if it was shot wouldn't effect it. Like the one you would see at a football rally or something.
Probably going to add in some more metallic looking markings soon.
coolio btw have you thought about making the barnacles on the anchor bigger it would make them stand out more and would look slightly better in my opinion also sweet hat and buff banner ideas
coolio btw have you thought about making the barnacles on the anchor bigger it would make them stand out more and would look slightly better in my opinion also sweet hat and buff banner ideas
What about some text on the sides of the bugle "RED" and "BLU" in a collegey font?
+1 on the barnacles... oversized would make them fit better
As for tape - I don't know what program you're using but the way I'd do it in max - create 2 edgeloops, adjust the verticies for the overall shape, extrude and scale those new faces
The new larger barnacles on the anchor look great dude. It is a very awesome melee weapon. I would suggest adding a few extra edges into the barnacles that are just cubes.
What about some text on the sides of the bugle "RED" and "BLU" in a collegey font?
As for tape - I don't know what program you're using but the way I'd do it in max - create 2 edgeloops, adjust the verticies for the overall shape, extrude and scale those new faces
Very staple suggestion that I will have to try.
I use Maya 2008/2010
That's what i've been doing but I never get the overlap to look right to me. : \
The new larger barnacles on the anchor look great dude. It is a very awesome melee weapon. I would suggest adding a few extra edges into the barnacles that are just cubes.
Agreed, now that they are bigger I will remove the 4 sided ones (that you can see in first person view) and replace them with 6/8 sided ones.
Wow this looks amazing, although you can only enter 3 items right? Are you planning on entering the rocket launcher, anchor, and bugle?
There is a required minimum of 3 items for a single class. You may make more if needed.
I was originally going to make a Launcher, Torpedo, and Melee weapon. Then got sucked into a whole class package. :P
Though I still dont know if I want to submit the hat, not sure if I like how it turned out. I'm gonna try a version with the hat over his eyes.
i like the direction your pack is going in. the whole navy theme is awesome.
my biggest beef though is your anchor doesnt have that recognizable "anchor-shape" to it.
it seems like the pick axe with barnacles. push the silhouette.
Replies
nice progress on the rocket launcher though, its coming along nicely. i kinda feel you should broaden your strokes on the texture though, as right now it looks a bit too noisy because i can see all your strokes, and not just a few
I'm trying to compile the model and everything that could possibly go wrong is going wrong.
MdlDecompiler wont spit out a VPhysics file for me (why it cant find it, when it could before...no idea)
GUIStudio is crashing immediately upon telling it to compile, no reason for crash given.
First time I ever compiled, incredibly bad test model, No problems at all...
Second time I compiled, Gameinfo.txt disappears, randomly. Have to make a new one from scratch...
Now this crap is happening.
I swear anytime I need to do something important, crap like this happens...
At the very least, all Valve requires is the .OBJs so even if i don't get them in game it shouldn't be/isn't that big of a deal on their end.
Any-rate; I'm gonna try and reinstall everything on a different machine and try to recompile everything from that.
******QC file********
$cd "C:\Users\Ikimono\Desktop\Anchor\Output"
$modelname "weapons\c_models\c_pickaxe\c_pickaxe.mdl"
$model "Body" "c_pickaxe_reference.dmx.smd"
$cdmaterials "\models\weapons\c_anchor\Morgans_Mad_Hook.vmt"
$hboxset "default"
$hbox 0 "weapon_bone" -11.612 -6.559 -2.116 11.679 24.814 2.170
// Model uses material "models\weapons\c_anchor\Morgans_Mad_Hook.vmt"
$surfaceprop "metal"
$illumposition 0.027 0.034 9.127
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 4.2
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}
******VMT******
"VertexLitGeneric"
{
"$baseTexture" "models\weapons\c_anchor\Morgans_Mad_Hook.vtf"
"$bumpmap" "models\effects\flat_normal"
"$normalmapalphaenvmapmask" "1"
"$phong" "1"
"$phongexponent" "40"
"$phongboost" "3"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[1.5 .5 3]"
"$halflambert" "1"
// Rim lighting parameters
"$rimlight" "1"
"$rimlightexponent" "20"
"$rimlightboost" ".25"
"360?$color2" "[ 0.5 0.5 0.5 ]"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
*************
Folders:
materials/models/weapons/c_anchor/Morgans_Mad_Hook.vmt
materials/models/weapons/c_anchor/Morgans_Mad_Hook.vtf
models/weapons/c_models/c_pickaxe/c_pickaxe.mdl
(and etc. for the files that go with ^ that)
$cdmaterials "\models\weapons\c_anchor\Morgans_Mad_Hook.vmt "
to
$cdmaterials "\models\weapons\c_anchor\"
and recompile. The command points at the directory the texture is in, not the texture itself.
Did that, Recompiled, texture is still not loading :C
Before you export to SMD, is the texture assigned to the model named "Morgans_Mad_Hook.XXX" ? It doesn't matter what file type it is as long as it has the same name as the final texture. You can check this by opening your SMD with a text editor - you should see a lot of lines with "exampletexturename.XXX" which will be the filenames of the textures it's looking for.
If they don't match you need to go back and assign a texture with the name you want to your model, then re-export and recompile.
Ok, that's what it was. I'm not used to middle events effecting the end result of texture assigning. Thanks for the slap on the head, I had forgotten about that.
Now to just tweak the phong until it stops burning my eyes lol
Hope you get your compile issue fixed soon, really want to check these out ingame.
Help!
**** QC ****
$cd "C:\Users\Ikimono\Desktop\Torpedo Launcher\Output\V"
$modelname "weapons\c_torpedolauncher\v_rocketlauncher_soldier.mdl"
$model "v_rocketlauncher_soldier" "v_rocketlauncher_soldier.dmx.smd"
$cdmaterials "\models\weapons\c_torpedolauncher\"
$texturegroup skinfamilies
{
{"models\player\soldier\soldier_sleeves_red.vmt"
"models\player\soldier\soldier_hands.vmt"
"models\weapons\c_torpedolauncher\Savage_Ship_Sinker.vmt"
}
{"models\player\soldier\soldier_sleeves_blue.vmt"
"models\player\soldier\soldier_hands.vmt"
"models\weapons\c_torpedolauncher\Savage_Ship_Sinker.vmt"
}
}
$hboxset "default"
$hbox 0 "bip_upperArm_L" -4.380 -14.060 -6.860 2.780 0.000 2.730
$hbox 0 "bip_lowerArm_L" -3.740 -13.000 -4.680 4.320 1.000 5.060
$hbox 0 "bip_hand_L" -2.660 -8.500 -4.220 2.310 0.500 4.780
$hbox 0 "RL_body" -3.140 1.750 -7.230 3.360 8.250 21.510
$hbox 0 "Rocket" -1.710 -1.720 -9.170 1.730 1.720 9.150
// Model uses material "models\player\soldier\soldier_sleeves_red.vmt"
// Model uses material "models\player\soldier\soldier_hands.vmt"
// Model uses material "models\weapons\c_torpedolauncher\Savage_Ship_Sinker.vmt"
// Model uses material "models\weapons\c_torpedolauncher\Torpedo.vmt"
// Model uses material "models\player\soldier\soldier_sleeves_blue.vmt"
$surfaceprop "default"
$illumposition 5.425 11.761 30.705
$sequence ref "ref" fps 30.00
$sequence idle "idle" ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 node raised
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_RPG.Draw" }
}
$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
$sequence reload_loop "reload_loop" loop ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 2 "Weapon_RPG.Reload" }
{ event AE_WPN_INCREMENTAMMO 10 " " }
}
$sequence reload_finish "reload_finish" ACT_RELOAD_FINISH 1 fps 30.00
Lifevest and Hat however are not displaying team colors; only red team.
Skin families have been added to both files.
*crossing fingers*
I'm a little saddened by the way I had to get the Torpedo Launcher working though, had to change it from the Rocket Launcher to the Direct Hit to get it working in Player View.
Also, the wire is chopped off, I didn't realize how close to the screen the front of the barrel was.
Everything except the torpedos are in game and working.
Hat and Lifevest have working team colors!
Hat looks like it's clipping into the soli's head a little bit though.
just a demostration, for the "archive" of videos that are arising from this competition.
Then had this idea for the Bugle
Gonna make a sound file or something with the soldier saying "Give em hell boys!" with an echo.
otherwise great work thar!
(sans cross)
Here's some old megaphone refs -
inside workings of ones amp-
Probably going to add in some more metallic looking markings soon.
+
A shotgun >.>
kinda like this but with the soldier rocket symbol with the anchor along with it:
Yep. When I remember to do it I'm in class though
Oh my god it looks so much better! 8D
+1 on the barnacles... oversized would make them fit better
As for tape - I don't know what program you're using but the way I'd do it in max - create 2 edgeloops, adjust the verticies for the overall shape, extrude and scale those new faces
Very staple suggestion that I will have to try.
I use Maya 2008/2010
That's what i've been doing but I never get the overlap to look right to me. : \
Agreed, now that they are bigger I will remove the 4 sided ones (that you can see in first person view) and replace them with 6/8 sided ones.
I was originally going to make a Launcher, Torpedo, and Melee weapon. Then got sucked into a whole class package. :P
Though I still dont know if I want to submit the hat, not sure if I like how it turned out. I'm gonna try a version with the hat over his eyes.
my biggest beef though is your anchor doesnt have that recognizable "anchor-shape" to it.
it seems like the pick axe with barnacles. push the silhouette.
keep on truckin.