That was my original intention... but it's already so busy that adding some wires and alligator clamps to it would be too much.
I'm not sure it would need all those added extras. Maybe just a spark of electricity jumping the gap or something. Nothing fancy.
I also like the acid idea people mentioned as well. Acid burns is a nice twist on the "pyro" theme. For the players hit i spose it would be something similar to the Jarate effect. But with damage.
Does anyone know how to properly skin bones in maya for weapon SMD export.. in Max all I did was apply a skin modifier and add the bones.. but skin in Maya doesn't seem to like the compile.
Having to work in Maya now instead of Max... and I can't for the life of me get the models to skin and export properly now ... oh well.. Not much of an update since I am so bogged down packing and getting ready to start my new job.
Looking great! If that thing on the bottom is supposed to be used for air blasts it's way too far back. It should be right up by the place where the flames go out.
well... even on the original flame thrower... it has the propane tank with the grill for what I assumed was airblast... but the blast actually comes out of end of the flamethrower with the flames.. so I don't know what the hell it's for lol.
Looks great Progg, very creative design. I think the small inset detail on the inside of the handle is rather unnecessary. Maybe remove those tris and put them to better use, like putting a den int the muffler. Also maybe bump up the size of the flip switch on the back.
well... even on the original flame thrower... it has the propane tank with the grill for what I assumed was airblast... but the blast actually comes out of end of the flamethrower with the flames.. so I don't know what the hell it's for lol.
I've never noticed anything like that on the original flamethrower so I expected you put that there for airblast. If it's just for detail then carry on!
I'm having serious issues compiling the SMD from Maya. I didn't have this issue in Max .. all I did with the powerjack was select the mesh, apply skin modifier, add the bone, export SMD and compile.
In Maya I have taken the 3 bones that came in the original SMD import, select the mesh, select the 3 bones, smooth bind, export SMD.. however.
Working on "w_degreaser.qc"
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/w_degreaser.smd
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/idle.smd
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/phymodel.smd
ERROR: cannot find bone weapon_bone_1 for bbox
ERROR: Aborted Processing on 'weapons\w_models\w_degreaser.mdl'
Hmm. well removing the hbox stuff from the .QC allowed it to compile, however I think there is something wrong with the .SMD file. The file for the powerjack I made which was about 1-2k tris less than this Degreaser model is far larger. The degreaser SMD exported from Maya is 300 kb... the powerjack SMD from Max was 1.6MB... and the degreaser has a load error in the MDL viewer after the compile.. sooo... now I have no idea what the SMD exporter in Maya is doing.. maybe it has something to do with it being 64 bit?
This is what I get when I reimport the SMD exported from Maya... WTF? If I do the same thing with the Powerjack I exported from Max last week... comes into maya fine through the SMD import...
That flamethrower is the new hotness. (my friend wanted me to tell you what I told him your flamethrower, so...) You better texture it sweet cause I want you to win.
i got this very same compiling error when trying to compile my model:
"ERROR: cannot find bone weapon_bone_1 for bbox"
i think it's safe to say that something with aligning the weapon to the according weapon_bone didn't work properly.
at least in max that was my problem. after i found out how to assign stuff properly, it worked like a charm. guess it searches for a model assigned to the weapon bone and doesn't find any information.
Well I got it in game... but something is wrong with the bones ... lmao. I think they came in with too much weight or influence? because the model goes limp when you fire it hahahha... Also someone I need to reposition the root origin of the flame effect.
Well I got it in game... but something is wrong with the bones ... lmao. I think they came in with too much weight or influence? because the model goes limp when you fire it hahahha... Also someone I need to reposition the root origin of the flame effect.
Sounds like a personal problem.
On a serious note though, it looks like you got the whole gun front end rigged to the trigger bone.
Well I got it in game... but something is wrong with the bones ... lmao. I think they came in with too much weight or influence? because the model goes limp when you fire it hahahha... Also someone I need to reposition the root origin of the flame effect.
Actually, I've been playing with the pyro a lot in thirdperson mode recently and it looks like the flames come out of the wrong place by default. Do some testing before you make any rash recisions
Actually I figured the problem out... its the bone weights I got it fixed ... only issue I have now is the bone that controls the pivot in the original flamethrower is slightly off on where the pivot of my handle should be... but.. the bone is locked in max or something. I can't translate that bone to where it needs to be because it is parented to the other 2 bones in the chain. any ideas how to move or unlock it?
My point is that I've noticed during my recent playtime in thirdperson, with the regular flamethrower, the same thing happens - the flame doesn't come out of the nozzle but from a ways in front of it. I was just going to suggest seeing if it's a problem with his model or TF2.
My point is that I've noticed during my recent playtime in thirdperson, with the regular flamethrower, the same thing happens - the flame doesn't come out of the nozzle but from a ways in front of it. I was just going to suggest seeing if it's a problem with his model or TF2.
Oh, that. It's because the jet of gas is ignited after leaving the barrel, not while it is in the barrel. Note that the point will be about where the tip of the flame of the pilot light will be pointed.
Replies
If you win it will restore my love for pyros, a love lost to the pyro update...
I'm not sure it would need all those added extras. Maybe just a spark of electricity jumping the gap or something. Nothing fancy.
I also like the acid idea people mentioned as well. Acid burns is a nice twist on the "pyro" theme. For the players hit i spose it would be something similar to the Jarate effect. But with damage.
I've never noticed anything like that on the original flamethrower so I expected you put that there for airblast. If it's just for detail then carry on!
In Maya I have taken the 3 bones that came in the original SMD import, select the mesh, select the 3 bones, smooth bind, export SMD.. however.
QC File:
Error on Compile:
Working on "w_degreaser.qc"
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/w_degreaser.smd
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/idle.smd
SMD MODEL C:/Users\Progg\Desktop\The Gas Man\the degreaser/phymodel.smd
ERROR: cannot find bone weapon_bone_1 for bbox
ERROR: Aborted Processing on 'weapons\w_models\w_degreaser.mdl'
You're a freakin' genius and I'll be mad if this doesn't get in.
Ah :O
Finish these ones and the make more later, if you still have time and feel like doing it after you moved
"ERROR: cannot find bone weapon_bone_1 for bbox"
i think it's safe to say that something with aligning the weapon to the according weapon_bone didn't work properly.
at least in max that was my problem. after i found out how to assign stuff properly, it worked like a charm. guess it searches for a model assigned to the weapon bone and doesn't find any information.
Sounds like a personal problem.
On a serious note though, it looks like you got the whole gun front end rigged to the trigger bone.
Actually, I've been playing with the pyro a lot in thirdperson mode recently and it looks like the flames come out of the wrong place by default. Do some testing before you make any rash recisions
I did. Sorry, I believe you missed my point.
My point is that I've noticed during my recent playtime in thirdperson, with the regular flamethrower, the same thing happens - the flame doesn't come out of the nozzle but from a ways in front of it. I was just going to suggest seeing if it's a problem with his model or TF2.
INGAME VIDEO
Is there anyway you can fix the timing of the hit with the animations? Looked like it was dealing damage on the upswing.
Like it so much.