• Female Engineer Model - Final
    60 replies, posted
Yay, she's finally done! Here's some download links, if you'd like to try it out: [url]http://gamebanana.com/tf2/skins/117403[/url] [url]http://tf2mods.net/mod.php?id=433[/url] Super special thanks to DustyOldRoses for her voice work and MrDude for doing all that lip syncing for me! That was awesome! [IMG]http://fc04.deviantart.net/fs71/f/2012/141/d/e/how_to_install_by_chemicalalia-d50le2y.png[/IMG] [IMG]http://fc04.deviantart.net/fs70/f/2012/141/5/d/female_engineer___final_by_chemicalalia-d50ld0y.jpg[/IMG] [IMG]http://fc04.deviantart.net/fs71/i/2012/140/6/e/rigged_wip_by_chemicalalia-d4mmy53.png[/IMG] [IMG]http://fc08.deviantart.net/fs71/f/2012/140/4/9/engineer_silhouettes_by_chemicalalia-d50ix2o.jpg[/IMG] [IMG]http://fc00.deviantart.net/fs71/i/2012/043/4/b/some_hair_wip_by_chemicalalia-d4pkaxo.jpg[/IMG] [IMG]http://fc01.deviantart.net/fs70/f/2012/141/2/3/female_engineer_sketch_by_chemicalalia-d50laf3.jpg[/IMG] If you notice that I left something out of the zip or packaged something wrong like an idiot, please let me know. I tend to do that sort of thing v: Oh yeah, and I'm working on updating the spy model too to accomodate the 18,000 new hats since I released it last year. The model looked horrible to me, so I redid like 75% of it a while back. I re-rigged it but I still have to do the faceposing and refit all of those hats. And I also redid the scarf last night, so I'll get that done asap. Kinda busy right now, but I do want to get that update out.
Oh wow, wasn't expecting to come on and see this ready. Nice work, looks fantastic!
This is brilliant. I love it. And I would totally use it if sv_pure didn't mess things up.
Will this work with hwm models enabled? I'm just asking because you said that lip syncing was working.
[QUOTE=Citizen Insane;36030611]This is brilliant. I love it. And I would totally use it if sv_pure didn't mess things up.[/QUOTE] Yeah, same here, lol. I know a couple places where it works, but ugh, what a pain. At least it doesn't seem to freak the hell out and crash like the female spy. [QUOTE=pureparanoid;36030636]Will this work with hwm models enabled? I'm just asking because you said that lip syncing was working.[/QUOTE] Uh, I actually don't know how that whole thing works. I guess just try it and see, sorry about that.
Holy shit, wow. That's absolutely phenomenal. Great work as always, nice to see a female class mod that's not just "ADD TITTIES AND ASS". It fits so well.
This comes with your voicepack included, right? edit: downloaded it, comes with it, it is awesome
The hands look ridiculous, I love it.
[media]http://www.youtube.com/watch?v=0uGVsJSgn1Y[/media]
your models...they are so awesome...MARRY ME!
[QUOTE=pureparanoid;36030636]Will this work with hwm models enabled?[/QUOTE] But those are buggy as hell ex. when jarated
Good job, Alia.
Awesome work as always :D
You really are such an excellent artist. I'm not one for using mods very often, but I love seeing a great one made. Wonderful job!
[img]http://filesmelt.com/dl/hehehe2.png[/img] Hehehe
Just noticed a bug, the beehive hair is missing its materials.
Impressive modelling. Who's next on your list?
Howdy, First of all: kickass. You've finaly finished it up. I followed this model for quite some time and I couldn't wait for you to release it. Now, I've noticed that some reports about texture problems and I,myself, had some too with my hotrod but I think I solved it (partialy). I decompiled your hotrod model and noticed a missing line, refering to the head-texture, where the goggles are. My Hotrod .QC [code]$cd "F:\CSS Origins" $modelname "player\items\engineer\weldingmask.mdl" $model "Body" "weldingmask_female.smd" $cdmaterials "\models\player\items\engineer\" $cdmaterials "\models\player\female_engineer\" [b]<-- the missing line[/b] $cdmaterials "" $texturegroup skinfamilies { { "models/player/item/engineer/weldingmask_red.vmt" } { "weldingmask_blue.vmt" } } $hboxset "default" $hbox 0 "jnt_mask" -4.933 -2.540 -5.328 5.048 5.680 9.275 // Model uses material "models/player/items/engineer/weldingmask_red.vmt" // Model uses material "weldingmask_blue.vmt" $surfaceprop "metal" $illumposition -0.057 2.774 73.597 $sequence raised "raised" ACT_IDLE 1 fps 30.00 node raised $sequence lowered "lowered" ACT_RUN 1 fps 30.00 node lowered $sequence flip_down "flip_down" fps 30.00 transition raised lowered $sequence flip_up "flip_up" fps 30.00 transition lowered raised $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Recompiled it and now the goggles have their texture. [img]http://filesmelt.com/dl/hotrod-issue.jpg[/img] I'm fairly certain that most hats with a texture problem have the same or a similar looking issue. So far I counted 8. I'll take a look at them and try to fix it. The only thing i need to figure out is how the skingroups work because it stays red even on team blu. Please don't hit me for being a naggy asshole, your work is more then amazing and i'm only trying to help. On a completly different note: Has anyone heard something new about Ayesdyef's Femscout ? I hope it gets an upgrade for the newest hats 'n miscs.
[IMG]http://dl.dropbox.com/u/19211711/How%20horrifying.PNG[/IMG]
[QUOTE=REH_BlackJack;36034291]Howdy, First of all: kickass. You've finaly finished it up. I followed this model for quite some time and I couldn't wait for you to release it. Now, I've noticed that some reports about texture problems and I,myself, had some too with my hotrod but I think I solved it (partialy). I decompiled your hotrod model and noticed a missing line, refering to the head-texture, where the goggles are. My Hotrod .QC [code]$cd "F:\CSS Origins" $modelname "player\items\engineer\weldingmask.mdl" $model "Body" "weldingmask_female.smd" $cdmaterials "\models\player\items\engineer\" $cdmaterials "\models\player\female_engineer\" [b]<-- the missing line[/b] $cdmaterials "" $texturegroup skinfamilies { { "models/player/item/engineer/weldingmask_red.vmt" } { "weldingmask_blue.vmt" } } $hboxset "default" $hbox 0 "jnt_mask" -4.933 -2.540 -5.328 5.048 5.680 9.275 // Model uses material "models/player/items/engineer/weldingmask_red.vmt" // Model uses material "weldingmask_blue.vmt" $surfaceprop "metal" $illumposition -0.057 2.774 73.597 $sequence raised "raised" ACT_IDLE 1 fps 30.00 node raised $sequence lowered "lowered" ACT_RUN 1 fps 30.00 node lowered $sequence flip_down "flip_down" fps 30.00 transition raised lowered $sequence flip_up "flip_up" fps 30.00 transition lowered raised $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Recompiled it and now the goggles have their texture. [img]http://filesmelt.com/dl/hotrod-issue.jpg[/img] I'm fairly certain that most hats with a texture problem have the same or a similar looking issue. So far I counted 8. I'll take a look at them and try to fix it. The only thing i need to figure out is how the skingroups work because it stays red even on team blu. Please don't hit me for being a naggy asshole, your work is more then amazing and i'm only trying to help. On a completly different note: Has anyone heard something new about Ayesdyef's Femscout ? I hope it gets an upgrade for the newest hats 'n miscs.[/QUOTE] Hey, thanks! I appreciate all the help I can get with these kinds of bugs, they're so annoying! I think I actually figured that out at one point and then totally forgot that's what I needed to do. What I had done with some of these was added another engineer head texture to the engineer items folder so it wasn't looking in two different ones, but your way is actually much more proper and saves on a texture. The only weird thing is, I'm not seeing missing textures on these items right now. I checked to see if something wasn't packed right, but everything seemed to be there. I'll recompile those items as you suggested and reupload the pack right now, but unfortunately I can't properly test it out to see if it worked v: Also for the stupid blue skins bug, I'm not sure why sometimes I have no problem with it and sometimes I do. I think it might be another case of having forgotten the right way, but for now I've been replacing team colored skins with a neutral as I catch them. lol: [img]http://fc02.deviantart.net/fs70/f/2012/141/1/0/neutral_by_chemicalalia-d50n6ji.jpg[/img] Oh and that welding mask is badass! Edit: [QUOTE=Ceiling Man;36032851]Just noticed a bug, the beehive hair is missing its materials.[/QUOTE] Actually, I just looked through my files I submitted and the whole items/engineer folder, which contains all the custom engineer hat stuff like the hair and the missing texture that the goggles were referencing. I THINK THAT MIGHT JUST HAVE SOMETHING TO DO WITH IT.
bleh you're doing it wrong, just ask for help if you need it instead of implementing weird solutions, we have a whole thread of modders here you know. Just post any broken QCs up and somebody will be able to help. For reference here is some badly formed skinfamilies [code]$texturegroup skinfamilies { { "models/player/item/engineer/weldingmask_red.vmt" } { "weldingmask_blue.vmt" } }[/code] and here is the proper equivalent [code]$texturegroup skinfamilies { { "weldingmask_red" } { "weldingmask_blue" } }[/code] You can add more textures to replace with commas [code]$texturegroup skinfamilies { { "weldingmask_red", "myface" } { "weldingmask_blue", "myface_blue" } }[/code] (if you have a neutral texture that doesn't change, you don't need to include it in your skinfamilies at all) You also shouldn't really ever have [code]$cdmaterials ""[/code] You can fix that by either importing and exporting an SMD without any changes, or by manually stripping the "models/player/items/engineer" using notepad's find and replace feature. edit: It's also possible you're getting the old double item bug, be sure to try and Unload weapon on any item that won't turn blue before you decide for sure if it's working or not.
[QUOTE=REH_BlackJack;36034291] Has anyone heard something new about Ayesdyef's Femscout ? I hope it gets an upgrade for the newest hats 'n miscs.[/QUOTE] Maxofs2d and rebbacus were fixing it up. I dont know if they're ever going to release it tho. you can find a version that works in-game, but doesnt have the backpack (and is missng some other stuff) here: [URL="http://source.maxofs2d.net/models/tf_femscout_enhanced/tf_femscout_enhanced_ingame.7z"]http://source.maxofs2d.net/models/tf_femscout_enhanced/tf_femscout_enhanced_ingame.7z[/URL]
[QUOTE=UntouchedShadow;36033356]Impressive modelling. Who's next on your list?[/QUOTE] i can only hope that the soldier is
Wow. I bow to your skills!
[QUOTE=NeoDement;36034895]bleh you're doing it wrong, just ask for help if you need it instead of implementing weird solutions, we have a whole thread of modders here you know. Just post any broken QCs up and somebody will be able to help. For reference here is some badly formed skinfamilies [code]$texturegroup skinfamilies { { "models/player/item/engineer/weldingmask_red.vmt" } { "weldingmask_blue.vmt" } }[/code] and here is the proper equivalent [code]$texturegroup skinfamilies { { "weldingmask_red" } { "weldingmask_blue" } }[/code] You can add more textures to replace with commas [code]$texturegroup skinfamilies { { "weldingmask_red", "myface" } { "weldingmask_blue", "myface_blue" } }[/code] (if you have a neutral texture that doesn't change, you don't need to include it in your skinfamilies at all) You also shouldn't really ever have [code]$cdmaterials ""[/code] You can fix that by either importing and exporting an SMD without any changes, or by manually stripping the "models/player/items/engineer" using notepad's find and replace feature.[/QUOTE] Really the only way I work is by messing around with the original .qc that I decompile, so I don't really know how necessary some of that stuff is. I've tried rewriting the skinfamilies in several different ways (the one with the commas is the only way that would work on the main model for me), but none of them are giving me a blue skin on certain models. But yeah, I ask for help all the time, and I've gotten a lot of help in return. I don't know how you ever got the impression that I'm being stubborn, but if you notice something that isn't right, just let me know and I'm more than happy to fix stuff. When I got like 900 of these things to do in one day, I tend to rush through them and do stupid things. Anyway, thanks, that seemed to fix it. I'm going through and updating them now. Now that I went and made some neutral things, I kinda like them :C
[QUOTE=NeoDement;36034895]bleh you're doing it wrong, just ask for help if you need it instead of implementing weird solutions, we have a whole thread of modders here you know. Just post any broken QCs up and somebody will be able to help. For reference here is some badly formed skinfamilies [code]$texturegroup skinfamilies { { "models/player/item/engineer/weldingmask_red.vmt" } { "weldingmask_blue.vmt" } }[/code] and here is the proper equivalent [code]$texturegroup skinfamilies { { "weldingmask_red" } { "weldingmask_blue" } }[/code] [/QUOTE] That worked. Hotrod now has the proper colorings for the teams. Now I'm able to fix the rest of the hats ... unless ChemicalAlia does it himself. I only wanted to point at the problem and give a possible solution to it anyway. [QUOTE]Maxofs2d and rebbacus were fixing it up. I dont know if they're ever going to release it tho. you can find a version that works in-game, but doesnt have the backpack (and is missng some other stuff) here: [url]http://source.maxofs2d.net/models/tf...nced_ingame.7z[/url][/QUOTE] Yes, I'm aware of this model by Max and Rebbacus and while I'm able to live with the missing bag, I can't acknowledge the longer skirt. Feels way too uncomfortable to run in but that's only my opinion. Thanks anyway. ^^
[QUOTE=ChemicalAlia;36035105]Really the only way I work is by messing around with the original .qc that I decompile, so I don't really know how necessary some of that stuff is. I've tried rewriting the skinfamilies in several different ways (the one with the commas is the only way that would work on the main model for me), but none of them are giving me a blue skin on certain models. But yeah, I ask for help all the time, and I've gotten a lot of help in return. I don't know how you ever got the impression that I'm being stubborn, but if you notice something that isn't right, just let me know and I'm more than happy to fix stuff. When I got like 900 of these things to do in one day, I tend to rush through them and do stupid things. Anyway, thanks, that seemed to fix it. I'm going through and updating them now. Now that I went and made some neutral things, I kinda like them :C[/QUOTE] Well, I dunno, I guess I didn't really follow the original thread so I don't know how much help you asked for. I like the neutral scarf too but I don't think that should be part of this mod. Glad you got it fixed, I love your work, even if I don't use them anymore due to how buggy TF2 is with mods. [editline]21st May 2012[/editline] [QUOTE=REH_BlackJack;36035106] Yes, I'm aware of this model by Max and Rebbacus and while I'm able to live with the missing bag, I can't acknowledge the longer skirt. Feels way too uncomfortable to run in but that's only my opinion. Thanks anyway. ^^[/QUOTE]So true.
[media]http://www.youtube.com/watch?v=OhgDyDCFstI[/media] And a video, why not. Your work is gorgeous, Alia. Thanks for letting me be apart of something so cool!
There's never technically a "final" version of anything, really. Something in the future of TF2 is bound to fuck it up somehow. But I gotta say, this is the most original and artistic thing I've ever seen!
[QUOTE=DustyOldRoses;36036364][media]http://www.youtube.com/watch?v=OhgDyDCFstI[/media] And a video, why not. Your work is gorgeous, Alia. Thanks for letting me be apart of something so cool![/QUOTE] Whoa, thanks for sharing! I'm gonna fix a few more things tomorrow if I'm not working crazy late. [QUOTE=LolzMan1325;36036387]There's never technically a "final" version of anything, really. Something in the future of TF2 is bound to fuck it up somehow. But I gotta say, this is the most original and artistic thing I've ever seen![/QUOTE] Yeah, that's for sure. If not that, then the sheer number of hat updates will be your downfall.
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