TF2 - Polypack - Ikimono

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Replies

  • duoxan
    Offline / Send Message
    duoxan polycounter lvl 13
    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
  • Communist Cake
    Wow, your models look nice. Maybe adding some green seaweed or some other type water damage would be good.
  • Ikimono
    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...
  • Luxy
    Make the wire thicker, its awesome.
  • Khthon
    Man! Well, at least you got plenty of time.
  • Ikimono
    Khthon wrote: »
    Man! Well, at least you got plenty of time.
    Kinda, kinda not. I was planning on using in-game footage of this on my demoreel (which is due at the end of this month as well...)

    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.
  • Ikimono
    Need some help, the compile for some reason cant find the texture in game.


    ******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)
  • Elbagast
    Change

    $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.
  • Ikimono
    Elbagast wrote: »
    Change

    $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
  • Elbagast
    One other thing that's caught me out before:

    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.
  • Ikimono
    Elbagast wrote: »
    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
  • Ikimono
    Shape change to the anchor; I much prefer the new one on the left.

    Anchor_shape_change_by_Ikimono1.jpg
  • Khthon
    Yeah, I like the left one, too.
  • Rogue Trooper
  • Snowloss
    Third for the left.
    Hope you get your compile issue fixed soon, really want to check these out ingame.
  • Ikimono
    Viewmodel for the Launcher wont appear (remains regular rocket launcher)

    Help! D:

    **** 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
  • Ikimono
    lots of random spaces when i copy pasted this...
  • Ikimono
    Ok, got the Anchor and Launcher in the game, properly working.

    Lifevest and Hat however are not displaying team colors; only red team.

    Skin families have been added to both files.
  • Snowloss
    Great to hear everything's in order! Any chance for some in game screens soon?
    *crossing fingers*
  • Ikimono
    Snowloss wrote: »
    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.
  • Ikimono
    Weapon_Screencaps_by_Ikimono1.png


    Everything except the torpedos are in game and working.
    Hat and Lifevest have working team colors!
  • Boylee
    Looking great! Especially liking the barnacles.

    Hat looks like it's clipping into the soli's head a little bit though.
  • jgoodroad
    could we see some gameplay footage?
    just a demostration, for the "archive" of videos that are arising from this competition.
  • Khthon
    I can't wait to yell "DAMN THE TORPEDOES!" when I'm fighting a naval soldier.
  • Steve Schulze
    Offline / Send Message
    Steve Schulze polycounter lvl 15
    I"d make the barnacles cartoonishly large. Get them to break up that surface and silhouette a little bit.
  • Ikimono
    Khthon wrote: »
    I can't wait to yell "DAMN THE TORPEDOES!" when I'm fighting a naval soldier.
    This just made my day. Seriously. :D
  • Ikimono
    New push, since I dont have the gunboats, I made the lifevest for the buff banner.

    Then had this idea for the Bugle

    Bullhorn_Mesh___Texture_by_Ikimono1.jpg

    Gonna make a sound file or something with the soldier saying "Give em hell boys!" with an echo.
  • jgoodroad
    this isn't going to clip anything...right?
    otherwise great work thar!
  • Khthon
    Maybe texture a LIFEGUARD thing on there? I know it's navy, but reminds me of Lifeguards with megaphones.

    17002007lifeguardposters.jpg

    (sans cross)

    Here's some old megaphone refs -
    g273279.jpg
    mike.jpg
    bugle_megaphone.jpg
    h98530.jpg
    50613121.jpg?v=1&c=IWSAsset&k=2&d=E41C9FE5C4AA0A140575950351DD1FBAE9B44C845C2D09131F892776D3720F4CB01E70F2B3269972
    inside workings of ones amp-
    3199319645_a9d8438842.jpg?v=0
  • Ikimono
    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.
  • Ikimono
    In game, Team colors are working:

    Bullhorn_preview_by_Ikimono1.jpg
  • Rogue Trooper
    Maybe draw a navy style pin-up girl on the sides?
  • Ikimono
    Maybe draw a navy style pin-up girl on the sides?
    I'll think it over. I'm a little hesitant, but if I have time I'll at least try it.
  • komfyrion
    The Buff banner replacement combo looks awesome! But do you have to make an "activated form" of the lifevest? Anyway, good luck!:thumbup:
  • Ikimono
    Started working on a shotgun replacement; Think a Battleship Turret made into a shotgun.

    battleship-guns.jpg

    +
    A shotgun >.>
  • Ikimono
    komfyrion wrote: »
    The Buff banner replacement combo looks awesome! But do you have to make an "activated form" of the lifevest? Anyway, good luck!:thumbup:
    Yea, I've been scratching my head on that for a while. I've been thinking a thin wire flag or something.

    kinda like this but with the soldier rocket symbol with the anchor along with it:

    CornerFlagU_lg.jpg
  • Viceroy Bubbles
    Wow this looks amazing, although you can only enter 3 items right? Are you planning on entering the rocket launcher, anchor, and bugle?
  • hithron
    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 :D
  • Ikimono
    hithron wrote: »
    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 :D

    Yep. When I remember to do it I'm in class though D:
  • tylerburrito
    Wrap some tape around the bugle or something, it just seems a bit plain.
  • Ikimono
  • Ikimono
    Wrap some tape around the bugle or something, it just seems a bit plain.
    I'm working about that, but i'm damn terrible at trying to get wrappings to look right.
  • Ikimono
    Bigger_Barns_by_Ikimono1.jpg

    Oh my god it looks so much better! 8D
  • eXistance
    The progress is doing well! I love the bugle.
  • Contrails
    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
  • nrek
    Offline / Send Message
    nrek polycounter lvl 10
    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.
  • Ikimono
    Contrails wrote: »
    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. : \
    nrek wrote: »
    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.
  • Ikimono
    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.
  • Kazuma
    This entry is part of my top 3. Loving the progress.
  • Danglebob
    Offline / Send Message
    Danglebob polycounter lvl 11
    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.
    1160148196q05Q8b.jpg
    keep on truckin.
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