This is comming from a 3ds max to blender migrant so listen carefully ... The dissolve edges doesnt do what you think it should. it removes edges, while verts remain there so basically nothing has changed ! :D you have two options : 1) dissolve VERTICIES : this will give you an error 100% of the time. Literally. 2)…
_mask1 - 32 bit, every channel is used: 1. R - detail map mask - ignore in most cases 2. G - diffuse and fresnel warp mask - ignore in most cases 3. B - metalness mask; controls where color and fresnel are suppressed - usually black 4. A - selfillum mask; color is drawn from _color. *Always put something in here, even if…
I followed this https://developer.valvesoftware.com/wiki/Particle_System_Overview + Cyborgmatts Setupguide for SFM and went on from there. I'm going to make some more particles and do some more testing, need those awesome lightningeffects ^^ Lenny, i agree. Need to scale that one up. I wonder if it works to have two…
I have found two work arounds (thanks to kite212 :) ) 1: (load a hat) I can export an smd, and the textures show right in game (though bones are broken). Then I can copy those textures (from folder kite mentioned). Then export an FBX (bones work, tex broken). (use same import name so fbx over rides the smd import). Then…
Concerning finished items and submitting them, I would really appreciate some help with this. What exactly are the files and data that need to be included? Valves page is rather contradictory on the matter. From this quote from the official page I would assume that what is needed is the model files and the 4 related…
1. open doom's weapon fbx 2. copy your weapon into doom's weapon fbx 3. position your weapon right where doom's original weapon is 4. delete doom's original weapon 5. bound your weapon to right bone 6. set weapon's coords origin to 0,0,0. (do not move the actual weapon, just move the three axis arrows from the center of…
@bn20 Speaking from personal experience, add two things to your submission in the workshop: 1) a high quality detailed render of the item in it's native modeling program. Show people how much detail you put into it! 2) Make a video showing it in a moving live environment. This lets people get an idea of how it would look…
bladeshot : yep , if you dont see some anims , they didnt got imported (failed to ) and have just been dumped . There are still a bounch of bugs on anims in this importer . We had to do a bunch of workarounds and reworks to make the anims that worked in source 1 work in source2 importer. (vampire courier has recicled…
sorry for interuption, want ask for opinions from everybody, i not really want to put in reddit scare got someone steal this idea. :( this is my 2nd idea for T-shirt workshop draft idea, totally parody from chinese red army poster there, i think it should be okay because i'm not parody on branded stuff. 1)what is the best…
1: Yes, that's the resolution your textures will be rendered at. You can work in 512x1024 or even 1024x2048, just maintain the ratio and keep it a power of two. 2: LoD is the Level of Detail. It's the number of triangles allowed on your model. LoD0 is the higher of the two. This is what's used in profile pictures, and when…