I tried importing from another computer and it worked fine. Not sure why it's not working on my current station. @Nannou: Thanks but 32 bit worked fine. Has anyone had a problem where the assets you import are there but won't follow the right bones correctly? I managed to import my assets into the game but they're just…
espaki> That pair of bracers and sheild look incredible, I'm wondering if there's any way to fix his shoulder slot, it floats in an odd manner from that gif. It's been some time, I stopped working full-time on workshop after unable to sustain myself. Yeah it's super exhausting to struggle both day job and what i love in my…
@Konras, Bounch, Paskie thanks for the support guys! <3 @Konras yeah you're right about the belt thingy, problem is if i add some purple-ish stripe on his legs it will look weird with his purple-ish pants. i'll try to add some floating ice or maybe some particles to that part. @Bounch i really didn't think of that. we'll…
The in-game viewer just converts the .smd's and .obj's to .mdl's (the compiled format the source engine uses) anyway, so it'd do them both the same, theoretically. The .smd's are the studio model format, which is what the compiler that we've had with the source engine since the beginning uses, so that's probably a safer…
@TheIceHeLater I agree with kite, perhaps make less shrooms and them give them more tri's, it'll help the look of them a lot^^ Also, I feel you should put the two pieces of wood closer to each other, it doesn't really seem like the straps are holding them together, but more preventing the other piece of wood from floating…
Hm. So none of them are attached to the head bone? I guess my model is a bit different since it's more like a mask and less like hair. I feel like attaching it to any other bone won't make sense. I've also tried attaching it to other bones around the head and it still does the weird root float thing. I feel like I'm just…
Im starting to get depressed when skinning things, seriously. Im using 3dsmax 2012. I work with decompiled models so, what I do is: 1. Put my model at the same place and size as the default model.(Model is in BindPose) 2. Reset XForm to make sure scale and rotation are at 100%(1 in maya I think) 3. Look the bones that the…
Sorry :( You don't have to go far, you can actually use your model viewer/SFM where you got your current thumbnails, just load up high-res texture for WR and your items (Import and resave them in VTFedit, then place in corresponding folders). You can also pose and use D2 shaders there! Ah! Also, when showcasing the…
Happy Thanksgiving to everyone! So, the No Shave November people have set up a Steam account so feel free to add them now: http://steamcommunity.com/id/no-shavenovember I've seen some more beards floating around so if you'd like to make it official please add them :D It may take a bit for them to confirm the friend request…
I don't believe it has anything to do with the QC * Import her original bow SMD (Y-axis). Her bow will be floating above the ground plane , this positioning is what we want! * Replace the original bow mesh with yours at this position. grab it and rotate it to take place of original bow. * Make sure Material is assigned and…