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Team Fortress 2 - Workshop Thread

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  • emrfish6
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    Alpha4 wrote: »
    Not sure if this is the right place to ask about this but how do I add particle effects?

    Do Valve add them once they accept your item to the game?


    You can add particle effects yourself, just dont make them for a weapon.

    https://developer.valvesoftware.com/wiki/Particle_Editor may help you if you want to make your own.

    Now if you want to add one that already exists, you need to add a keyvalue to your qc, kinda like this
    $keyvalues {
        particles
        {
            effect
            {
                name            "cig_smoke"
                attachment_type        follow_attachment
                attachment_point    cig_smoke
            }
        }
    }
    
  • Anima Lunae
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    Anima Lunae polycounter lvl 6
    Thanks, yeah I know Halloween, but hey, it's for the fun of it :)
  • RetroMike
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    RetroMike polycounter lvl 11
    emrfish6 wrote: »
    You can add particle effects yourself, just dont make them for a weapon.

    https://developer.valvesoftware.com/wiki/Particle_Editor may help you if you want to make your own.

    Now if you want to add one that already exists, you need to add a keyvalue to your qc, kinda like this
    $keyvalues {
        particles
        {
            effect
            {
                name            "cig_smoke"
                attachment_type        follow_attachment
                attachment_point    cig_smoke
            }
        }
    }
    


    This worked like a charm. It should be noted the effect didn't appear in HLMV, only in the game.

    And here is a handy list of all particle strings :)

    https://developer.valvesoftware.com/wiki/List_of_TF2_Particles


    Oh yeah, does anyone have an answer to my earlier question regarding my idle animation?
  • crazy-g
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    Mexican wrote: »
    You need a jigglebone decompiler. Try this one


    They're not Evil's, they're from RoBro, which is already in game so I'm sure you can use it. Or I hope so, since I did.

    Thanks for that. I would think code such as this is fair game to reuse.
    RetroMike wrote: »
    Woo! Thanks for the info on that pet jiggle bone issue :D

    One more question for you guys. I made an idle animation for my pet,. It works great in the model viewer but doesn't work in game. Is it something I'm doing wrong or is it a bit of code Valve would need to add?

    To get the idle anim to work ingame, add "autoplay" to the end of the sequence qc command, so the line would be for example
    $sequence idle "idle.smd" fps 30.00 autoplay
    
  • RetroMike
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    RetroMike polycounter lvl 11
    Wow... it was that simple huh? Well thanks a million man! :D
  • Mexican
  • Rhinokey
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    Rhinokey polycounter lvl 18
    boonie.jpg
    the beantown boonie
    new one i'm workin on, goina have several styles, and be paintable
    gotta texture the goggles then mess with paintable
  • kite212
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    kite212 polycounter lvl 15
    This phase of ass busting has been completed, vote if you care too, feedback welcome!

    http://steamcommunity.com/sharedfiles/filedetails/?id=99929944
  • NeoDement
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    Rhinokey wrote: »
    boonie.jpg
    the beantown boonie
    new one i'm workin on, goina have several styles, and be paintable
    gotta texture the goggles then mess with paintable

    feels like a sniper item, and the goggles feel kinda modern
  • Rhinokey
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    Rhinokey polycounter lvl 18
    boonie2.jpg
    base texturing done goina dick around getting it in game now
    i can see why you say it feels sniperish but the sniper has some kinda weird lookin boonie hat and i felt like doing this for scout.
    boonie3.jpg
    and ingame, minus the alpha have to fig how to set that up
  • Karkasmolenklok
    That seems pretty detailed for TF2 rhinokey
  • RetroMike
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    RetroMike polycounter lvl 11
    I've been thinking my imp might look better with some spec, but I can't seem to get it to work with a Paintable item. I tried using a normalmap texture with a alpha but it doesn't seem to work and the whole model becomes high spec. Any ideas?
  • Psyke
  • Rhinokey
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    Rhinokey polycounter lvl 18
    soo whats that say on that psyke?

    beantownboonie_4.jpg
    cut back on some of the texture detail by removing the checkers on the straps, and enlarging the camo pattern
  • Psyke
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    Oh it's just some generic ghost/spirit ward text.
  • NeoDement
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    Rhinokey wrote: »
    soo whats that say on that psyke?

    beantownboonie_4.jpg
    cut back on some of the texture detail by removing the checkers on the straps, and enlarging the camo pattern

    It looks like you have texturing skills, what you should be doing is looking at other ingame textures to get a better idea of what sort of details work and what don't. ATM I'd say your gradients on the bands are too strong, your camo squares are too square and contrasty, and the sewing stuff on the brim of the hat is too much fine detail.

    Also turn down $phongboost and $phongexponent for a broader, less powerful specular highlight.
  • RetroMike
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    RetroMike polycounter lvl 11
    Should have put my Imp in the NotLU2. Those items are getting all the love. :)
  • emrfish6
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    Redoing my very first model, the Hypnotiser, this is the bake of the new version

    1ad9U
  • Voidoid
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    Voidoid polycounter lvl 7
    u5Mmo.jpg

    The Crossed Stitch
    I have no mouth and I must scream.

    6C346516CE7751E5437148D120A90D5B04DE766A
    44CD04E63ADDA161B2D8E34E46326E053B467565

    The Ragdoll's Rags
    See? Good as new.

    0725A339DEE5AFD90BFDC3C34D4FD086E67AA449
    708CB0EF46378849ED5907A608F45DC6E9ECE9F8

    The Dreaded Backstitch
    Let's stitch you up real good, partner.

    73289638B0405DD6213247FF0819E52E4169A242
    1F0A1A84BE119381C98D08CD33870C03C58059FB

    The Stuffed Saboteur
    A literal last-minute Halloween set by Void and Sparkwire, with help from Trey [flexes] and BANG! [poster]

    All images lead to the Workshop. You know what to do.

    Thanks!

    Love, Void and Sparkwire.
  • crazy-g
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    Finished this little batty up:
    442E66313C7B1C48724969940D9F280E3550003E

    Votes appreciated :)
  • emrfish6
  • RetroMike
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    RetroMike polycounter lvl 11
    crazy-g wrote: »
    Finished this little batty up:
    442E66313C7B1C48724969940D9F280E3550003E

    Votes appreciated :)

    Love it :D
    Honestly all the "pets" that have gone up are awesome. I'd love to see them all make it in. Maybe they could make a "Monster Crate" that has a random one inside. :D
  • Alpha4
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    emrfish6 wrote: »
    You can add particle effects yourself, just dont make them for a weapon.

    https://developer.valvesoftware.com/wiki/Particle_Editor may help you if you want to make your own.

    Now if you want to add one that already exists, you need to add a keyvalue to your qc, kinda like this
    $keyvalues {
        particles
        {
            effect
            {
                name            "cig_smoke"
                attachment_type        follow_attachment
                attachment_point    cig_smoke
            }
        }
    }
    

    Thanks so much dude! Seriously. :D

    I put that code into my QC except when I compile it it doesn't do anything. It just hangs. Even when I change "cig_smoke" to "bip_head".

    What am I doing wrong?

    Edit: I got it to compile. I had an extra parentheses at the bottom of my QC.

    That said, it seems itemtest doesn't show particle effects. I tried it on the official hats and it doesn't work.

    Nice one valve. Lets release a map specifically for the community to test it's items and have it broken. :/
  • RetroMike
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    RetroMike polycounter lvl 11
    Alpha4 wrote: »
    Thanks so much dude! Seriously. :D

    I put that code into my QC except when I compile it it doesn't do anything. It just hangs. Even when I change "cig_smoke" to "bip_head".

    What am I doing wrong?

    Edit: I got it to compile. I had an extra parentheses at the bottom of my QC.

    That said, it seems itemtest doesn't show particle effects. I tried it on the official hats and it doesn't work.

    Nice one valve. Lets release a map specifically for the community to test it's items and have it broken. :/

    Item test should work fine with particles. I tried various effects on my Lantern Imp before i decided it looked better without them due to clipping issues. Might be a problem in your QC. When I was first trying to get them to work I had forgotten to create an attachment in my QC.

    Also if you got back a page or two I posted a link to all the existing particle effect names in game. :)
  • Alpha4
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    RetroMike wrote: »
    Item test should work fine with particles. I tried various effects on my Lantern Imp before i decided it looked better without them due to clipping issues. Might be a problem in your QC. When I was first trying to get them to work I had forgotten to create an attachment in my QC.

    Also if you got back a page or two I posted a link to all the existing particle effect names in game. :)

    Thanks.

    I'm new to this so I'm still learning new stuff each day. ;)

    I did presume that by renaming "cig_smoke" to "bip_head" in both likes of the code that you provided it would allow for any effect to be allowed. So to allow each particle effect to work do I need to C&P the middle three lines of code over and over for each particle effect?
  • Ruskeydoo
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    Alpha4 wrote: »
    I'm new to this so I'm still learning new stuff each day. ;)

    Been doing this a while, still learn new stuff every project :)
  • vlek2903
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    vlek2903 polycounter lvl 5
  • maty
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    maty polycounter lvl 16
    Fixed specular on firework. All compiles okay.

    Having issue though - it wont swap from original to exploded model in itemtest, even though the naming convention is modelname.mdl and modelname_exploded.mdl in the same folder. I have to load a different model in itemtest for each version. Does anyone know if this is an itemtest problem or do I have to do more than the naming convention for it to swap?

    HLMV shots:
    wiphlmv.jpg

    Itemtest images:
    21BA4D518C4E3DDEA4DE690FD7300365D8883E66

    1FCB84EC664962117484D4C824799BF6CD2BA29B

    C381401F269FDEE85F79AD77512F10364BE65868


    Comments welcome still! Trying to think up more set ideas...
  • Alpha4
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    maty wrote: »
    Fixed specular on firework. All compiles okay.

    Having issue though - it wont swap from original to exploded model in itemtest, even though the naming convention is modelname.mdl and modelname_exploded.mdl in the same folder. I have to load a different model in itemtest for each version. Does anyone know if this is an itemtest problem or do I have to do more than the naming convention for it to swap?

    HLMV shots:
    wiphlmv.jpg

    Itemtest images:
    21BA4D518C4E3DDEA4DE690FD7300365D8883E66

    1FCB84EC664962117484D4C824799BF6CD2BA29B

    C381401F269FDEE85F79AD77512F10364BE65868


    Comments welcome still! Trying to think up more set ideas...

    How do you get props to fall on the ground when a player dies? Mine still disappear. I went my helljumper's tutorial on youtube. Is his QC different from your QC? Maybe that's where I'm going wrong. I just decompile a hat or item that's closest to the one I'm making and use it's QC with changed paths. That's all really. :/
  • JZeeba
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    Alpha4 wrote: »
    Thanks so much dude! Seriously. :D

    I put that code into my QC except when I compile it it doesn't do anything. It just hangs. Even when I change "cig_smoke" to "bip_head".

    What am I doing wrong?

    Edit: I got it to compile. I had an extra parentheses at the bottom of my QC.

    That said, it seems itemtest doesn't show particle effects. I tried it on the official hats and it doesn't work.

    Nice one valve. Lets release a map specifically for the community to test it's items and have it broken. :/

    I think you might be missing the attachment point definition in the .qc. Can you post the .qc contents?
  • Alpha4
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    JZeeba wrote: »
    I think you might be missing the attachment point definition in the .qc. Can you post the .qc contents?

    Sure. Here is my QC.
    $cd "H:\Blender\Commodore\Output"
    $modelname "player\items\soldier\Commodore\Commodore.mdl"
    $model "Body" "Commodore.smd"
    $cdmaterials "\models\player\items\soldier\Commodore\"
    
    $texturegroup "teamcolors"
    {
    	{"Commodore"}
    	{"Commodore_blue"}
    	
    }
    
    $hboxset "default"
    $hbox 0 "bip_head" -4.299  -2.533  -4.266  4.222  3.757  5.094
    // Model uses material "models/player/items/demo/beret.vmt"
    // Model uses material "beret_blue.vmt"
    
    
    
    $surfaceprop "cloth"
    $illumposition -0.146 -0.562 81.192
    $sequence idle "idle" loop fps 30.00
    $collisionmodel "phymodel.smd" {
    
    	$mass 5.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    
    $keyvalues {
        particles
        {
            effect
            {
                name            "bip_head"
                attachment_type        follow_attachment
                attachment_point    bip_head
            }
        }
    }
    
  • Rhinokey
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    Rhinokey polycounter lvl 18
    boonie4.jpg well had my first day long bought with making something paintable!

    any tips on the lens? i use translucent 1 in the vmt, but it seems to be solid at a distance, and the closer you get the more transparent it gets, prob is when you get in close like those shots its almost completely gone, i've tried all way from white to black in the alpha channel.
    and style 2 boonie4_style_2.jpg
    also toying witn making more styles, one without goggles, and one with only goggles,
  • emrfish6
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    Alpha4 wrote: »
    Sure. Here is my QC.
    $cd "H:\Blender\Commodore\Output"
    $modelname "player\items\soldier\Commodore\Commodore.mdl"
    $model "Body" "Commodore.smd"
    $cdmaterials "\models\player\items\soldier\Commodore\"
    
    $texturegroup "teamcolors"
    {
        {"Commodore"}
        {"Commodore_blue"}
        
    }
    
    $hboxset "default"
    $hbox 0 "bip_head" -4.299  -2.533  -4.266  4.222  3.757  5.094
    // Model uses material "models/player/items/demo/beret.vmt"
    // Model uses material "beret_blue.vmt"
    
    
    
    $surfaceprop "cloth"
    $illumposition -0.146 -0.562 81.192
    $sequence idle "idle" loop fps 30.00
    $collisionmodel "phymodel.smd" {
    
        $mass 5.0
        $inertia 1.00
        $damping 0.00
        $rotdamping 0.00
    }
    
    $keyvalues {
        particles
        {
            effect
            {
                name            "bip_head"
                attachment_type        follow_attachment
                attachment_point    bip_head
            }
        }
    }
    


    name needs to be the name of the particle effect. Otherwise, how will the game know what effect to use? Since there is no "bip_head" particle effect. And you want to add an $attachment as the attachment point for the effect. If using bip_head, its possible the head mesh will hide the effect.


    *edit*

    What do you all think of my current WIP?

    1aEaV
    1aEbI
  • maty
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    maty polycounter lvl 16
    Alpha4 wrote: »
    How do you get props to fall on the ground when a player dies? Mine still disappear. I went my helljumper's tutorial on youtube. Is his QC different from your QC? Maybe that's where I'm going wrong. I just decompile a hat or item that's closest to the one I'm making and use it's QC with changed paths. That's all really. :/

    It doesn't drop every item in the game. It depends what model you're replacing. Find an item that drops in itemtest and replace that one. Not all my items have dropped on the floor. Ullapool caber does!
  • Ruskeydoo
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    emrfish6 wrote: »
    What do you all think of my current WIP?

    Valve don't like stuff being riveted into the characters head. (unless the concept specifically supports that - big steel jaw). This was the original design for the Longwave:
    5829702203_77f7a98565.jpg
  • Alpha4
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    emrfish6 wrote: »
    name needs to be the name of the particle effect. Otherwise, how will the game know what effect to use? Since there is no "bip_head" particle effect. And you want to add an $attachment as the attachment point for the effect. If using bip_head, its possible the head mesh will hide the effect.


    *edit*

    What do you all think of my current WIP?

    1aEaV
    1aEbI

    Oh ok. So do I need another bone to attach the particle effect too? Also, how do I get all particle effects to work? Do I just C&P the code again with different particle names? I though it would have worked like how alpha channels work. Make one general reference and it'll work by changing a new words or numbers.
  • Evil_Knevil
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    Workshopped. Thanks for voting.

    854B341F4EF7CD21317941B6BA9FF6D34736E77666B339F62B737F05AF3E34097120624FCB6AB441
  • RetroMike
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    RetroMike polycounter lvl 11
    Workshopped. Thanks for voting.

    854B341F4EF7CD21317941B6BA9FF6D34736E77666B339F62B737F05AF3E34097120624FCB6AB441


    Good stuff. +1'd
  • RetroMike
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    RetroMike polycounter lvl 11
    Man. How do some of these submission get 10+k views and thousands of votes? I'm lucky if an item I make breaks 5k views. I'm not sure if my works is lame or if the others just know how to spread their work around.
  • emrfish6
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    Ruskeydoo wrote: »
    Valve don't like stuff being riveted into the characters head. (unless the concept specifically supports that - big steel jaw). This was the original design for the Longwave:
    5829702203_77f7a98565.jpg


    Thank you for that information. Guess I should just bolt it to his hard hat then.
  • OMGod
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    RetroMike wrote: »
    Man. How do some of these submission get 10+k views and thousands of votes? I'm lucky if an item I make breaks 5k views. I'm not sure if my works is lame or if the others just know how to spread their work around.

    Spreading the word to as many communities as possible is huge. It lets your item have a consistent flow of views keeping it in the most popular pages allowing for random viewers to come across it easier. Really, once you get your item to the front page it'll support itself, so long as it has decent quality and style.
  • RetroMike
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    RetroMike polycounter lvl 11
    Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?
  • Rhinokey
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    Rhinokey polycounter lvl 18
    Workshopped. Thanks for voting.

    854B341F4EF7CD21317941B6BA9FF6D34736E77666B339F62B737F05AF3E34097120624FCB6AB441

    hey evil, how are you getting your screen shots, specificly the item only ones with the color tint?
  • Mexican
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    RetroMike wrote: »
    Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?

    you probably forgot to delete "$basemapalphaphongmask"
  • Doughnut Bear
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    textures on my pistol

    pewb.jpg

    cant get the watch to work so im going to switch over to a pocket watch replacement
  • Rhinokey
  • maty
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    maty polycounter lvl 16
    RetroMike wrote: »
    Ok here is a question for you guys. If I wanted to make a paintable texture and still have a specular map how can I pull this off? I tired using a bumpmap witht he spec on it's alpha but the whole thing came out uniformly shiny. Is this a problem perhaps with my .QC or is it not possible to have spec map and paintable?



    QC has no bearing on the paint or specular. The VMT does all the work.

    I usually set it up like so:
    - Diffuse (RGB) & paintable layer (Alpha)
    - Normal map (if you're not using one, use a 128x128 RGB 127,127,255 image) & Specular (Alpha)

    I've just got into work but I can email my VMT file to you when I get home in about 10 hours if you're still struggling. PM me.


    @ Rhinokey:

    Rated up! Good work!
  • emrfish6
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    Thoughts on the anvil now that its bolted to the engi's helmet?

    1aXe3

    1aXfD
  • Evil_Knevil
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    Rhinokey wrote: »
    hey evil, how are you getting your screen shots, specificly the item only ones with the color tint?

    That's in HLMV. Paintable items look white in the viewport, but if you add this in the vmt and uncomment the color you want, you get that paint in the viewport.

    // Uncomment and re-comment as necessary.
    //"$color2" "{}" // Stock - Copy the value of "$colortint_base" into here.
    //"$color2" "{230 230 230}" // An Extraordinary Abundance of Tinge
    //"$color2" "{216 190 216}" // Color No. 216-190-216
    //"$color2" "{197 175 145}" // Peculiarly Drab Tincture
    //"$color2" "{126 126 126}" // Aged Moustache Grey
    //"$color2" "{20 20 20}" // A Distinctive Lack of Hue
    //"$color2" "{105 77 58}" // Radigan Conagher Brown
    //"$color2" "{124 108 87}" // Ye Olde Rustic Color
    //"$color2" "{165 117 69}" // Muskelmannbraun
    //"$color2" "{231 181 59}" // Australium Gold
    //"$color2" "{240 230 140}" // The Color of a Gentlemann's Business Pants
    //"$color2" "{233 150 122}" // Dark Salmon Injustice
    //"$color2" "{207 115 54}" // Mann Co. Orange
    //"$color2" "{255 105 180}" // Pink as Hell
    //"$color2" "{125 64 113}" // A Deep Commitment to Purple
    //"$color2" "{81 56 74}" // Noble Hatter's Violet
    //"$color2" "{47 79 79}" // A Color Similar to Slate
    //"$color2" "{50 205 50}" // The Bitter Taste of Defeat and Lime
    //"$color2" "{114 158 66}" // Indubitably Green
    //"$color2" "{128 128 0}" // Drably Olive
    //"$color2" "{66 79 59}" // Zephaniah's Greed
    //"$color2" "{188 221 179}" // A Mann's Mint
    //"$color2" "{45 45 36}" // After Eight
    //"$color2" "{168 154 140}" // Waterlogged Lab Coat (RED)
    //"$color2" "{131 159 163}" // Waterlogged Lab Coat (BLU)
    //"$color2" "{59 31 35}" // Balaclavas Are Forever (RED)
    //"$color2" "{24 35 61}" // Balaclavas Are Forever (BLU)
    //"$color2" "{184 56 59}" // Team Spirit (RED)
    //"$color2" "{88 133 162}" // Team Spirit (BLU)
    //"$color2" "{72 56 56}" // Operator's Overalls (RED)
    //"$color2" "{56 66 72}" // Operator's Overalls (BLU)
    //"$color2" "{128 48 32}" // The Value of Teamwork (RED)
    //"$color2" "{37 109 141}" // The Value of Teamwork (BLU)
    //"$color2" "{101 71 64}" // An Air of Debonair (RED)
    //"$color2" "{40 57 77}" // An Air of Debonair (BLU)
    //"$color2" "{195 108 45}" // Cream Spirit (RED)
    //"$color2" "{184 128 53}" // Cream Spirit (BLU)
  • RetroMike
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    RetroMike polycounter lvl 11
    maty wrote: »
    QC has no bearing on the paint or specular. The VMT does all the work.

    I usually set it up like so:
    - Diffuse (RGB) & paintable layer (Alpha)
    - Normal map (if you're not using one, use a 128x128 RGB 127,127,255 image) & Specular (Alpha)

    I've just got into work but I can email my VMT file to you when I get home in about 10 hours if you're still struggling. PM me.


    @ Rhinokey:

    Rated up! Good work!

    Uugh. Meant VMT not QC, kind of scatter brained. Thanks, I fiddle with my files and see if I can't figure out what I'm doin wrong.
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