• Turning an imagine into a model for use in SFM
    5 replies, posted
Heyo guys, i've been working on a project for the better half of a year, getting a voice actor, drawing assets n' whatnot, but now I want to know if what I want to do to animate it is possible. I figured what I could do is make a flat "card" model, like the forest trees in Half Life 2, just pictures on a transparent background and put this image on top of that [IMG]http://i.gyazo.com/5a967fb108accbe0dbb649595dd8812f.png[/IMG] I just have no idea how i'd go about doing that. Any help would be greatly appreciated!
Go into blender, make a plane, UV map it to that image, scale it to your likings, export it as a SMD, and then compile it with a simple QC file. EZ-PZ
[QUOTE=GreyGeist;46576762]Go into blender, make a plane, UV map it to that image, scale it to your likings, export it as a SMD, and then compile it with a simple QC file. EZ-PZ[/QUOTE] Yeah, you could even make one big plane with a few skins to switch between and use $transparent (or is there a more render-friendly alternative like $alphatest?) maybe. Then you can use a single model and just apply any different size transparent image to it to make a kind of sprite? Maybe something like this for the QC: $modelname "Ardowalalin/multiuseplane.mdl" $body StudioArdowalalin "multiuseplane.smd" $cdmaterials "models/Ardowalalin" $texturegroup "planevariants" { { "image1name" } { "image2name" } { "image3name" } { "image4name" } { "image5name" } { "image6name" } { "image7name" } } $sequence "planeidle" "idle.smd" { fps 10 loop } Then you'll have all your vtfs in models/Ardowalalin/ and in that folder the vmts maybe like: image1name.vmt could have: "VertexLitGeneric" { "$baseTexture" "models/Ardowalalin/wavysea" "$translucent" "1" //Or alphatest? //you could include the animatedtexture thing and import multiple images into ?vtfedit? to make it a sort of looping animated sprite in itself? : "Proxies" { "AnimatedTexture" { "animatedtexturevar" "$basetexture" "animatedtextureframenumvar" "$frame" "animatedtextureframerate" 10 } } } Does that sound right? Good luck!
Such a model [url=http://steamcommunity.com/groups/OpenSourceFilmmaker/discussions/2/648813728255300825/]already exists.[/url] If the 16 or so skins its defined to use aren't enough for a single project, you can use [url=http://steamcommunity.com/sharedfiles/filedetails/?id=291500222]Material Overrides[/url].
[QUOTE=The Kins;46577928]Such a model [URL="http://steamcommunity.com/groups/OpenSourceFilmmaker/discussions/2/648813728255300825/"]already exists.[/URL] If the 16 or so skins its defined to use aren't enough for a single project, you can use [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=291500222"]Material Overrides[/URL].[/QUOTE] Oh man, I completely forgot about this! Thanks so much, and just to be clear, how could I make it so it's transparent behind the waves and whatnot so I can have proper set pieces? EDIT: Everytime I try to import the waves with a transparent background into VTFedit it says "Error loading image". I should probably note that i'm completely new to any sort of modeling/material editing stuff, super sorry 'bout that!
[QUOTE=Ardowalalin;46581220]Oh man, I completely forgot about this! Thanks so much, and just to be clear, how could I make it so it's transparent behind the waves and whatnot so I can have proper set pieces? EDIT: Everytime I try to import the waves with a transparent background into VTFedit it says "Error loading image". I should probably note that i'm completely new to any sort of modeling/material editing stuff, super sorry 'bout that![/QUOTE] What format are you saving the image as before you import it into VTFedit? Would it work if you save it as a .tga?
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