• Need help with a hat model I made.
    14 replies, posted
I recently decided to start modeling for TF2, I've modeled in the past but not for TF2 and I've never really exported anything. I made a Sun Vizor for the scout which resembles this [URL="http://www.promotional-products.org/components/com_virtuemart/shop_image/product/270877_300.jpg"]http://www.promotional-products.org/components/com_virtuemart/shop_image/product/270877_300.jpg.[/URL] Except it's white also it has a teamcolored tip at the front, but considering I replaced the Ghastly Gibus it doesn't matter so much because it'll appear blue on any team color. Anyway thats not the issue, the main problem is because the design of the hat is supposed to have nothing on top (meaning you can see the players head) it won't work because there are pieces missing on the scouts head. I tried to look into how the hatless model works thinking that I could somehow copy parts of the missing head into my model. Although I just can't seem to find the files anywhere I opened up the hat models in Source SDK model viewer and couldn't find anything so tried the scout model, I checked the different skins and everything, I looked eveywhere how the hell do that hatless models work. I understand that the hatless model should be different as the original scout model with his headphones is actually missing parts of the head underneath just where exactly is this file.
You don't need the hatless model in order to put your hat into TF2. Just replace the original gibus model. [editline]12:22PM[/editline] To clarify, TF2 will use the hatless model automatically.
Really on my game the top part of the scouts head was missing, strange. I'll try and recompile, thanks for the help though. EDIT: Nevermind fixed the heading missing problem. Just another problem now, when I rendered my model in 3ds Max the texture came out really well, but In the SDK Model Viewer it comes out terrible. I can't really see it in-game upclose is there any command that can let me fly around my own body so i can see it? Here's a render of the hat in 3Ds notice the texture looks fine, the resolution of the texture is 512x512: [IMG]http://i45.tinypic.com/r9r0jq.jpg[/IMG] Another thing is that I wanted to compile the hat for the Batters Helmet instead. as I made both Red and Blu Team caps, the only problem is I don't really get how it works, I mean I've got both textures and both .vmt's in the right folder. When I make the .qc which material should I have on the exported hat model (.smd), and which material should i point to in the .qc?
I don't have any advice, but your model looks really good. I like it.
[QUOTE=Agoat;22238506]I don't have any advice, but your model looks really good. I like it.[/QUOTE] Thanks I wish I could actually see it properly :P, I mean in the model viwer like I said the texture is low res and fuzzy and in game and I can't get upclose to see it.
It looks very very good, but the lines on the front are a bit skewed in some points. You may look into fixing that (and maybe add a bit more of detail to the whole texture, like grain and spots)
Sweat spots
I don't think it needs to be that detailed, in TF2 most of the model textures are simple and grain and spots would be too far, not to mention the hats really small considering it doesn't have a top so you wouldn't notice any of those details, and it would look crowded. The logo and the blue bit at the front are noticeable in game though. Anyway can anyone help me?
If there was a way to change "mat_picmip" in the model viewer you might have more chance of seeing what it would look like on high-spec machines.
You have to force it in nvidia control panel/ ATi equivalent. [editline]04:54PM[/editline] Also, click about in model viewer and it will show you the commands
Ok thanks, is there any way I can remove the scouts headphones, with the other classes their second skin is a hatless but with the scout in the model viewer his headphones stay on. Oh by the way the sun vizor shows perfectly fine in-game now thanks Darkomni :D. Only issue now is how I can get it to work for the batters helmet, how do I get a good ingame shot like I've seen in some renders. Also still need to get rid of those headphones. OH HOLD ON Thank you OnTarget, I forced the settings and now the model viewer has antialiasing and is really high quality thanks so much ! :D. Will I have to do this all the time though, I tried some other tutorial that messed with the Dxsupport.cfg to change the antialias but that clearly didn't work. I also need to get rid of the scouts headphones still.
Argh really need help, how can I render out both colors for my cap, which now has replaced the Whoopee Cap, I can't change the skin in the SDK model viewer. I've seen photos of people who've rendered out both team colored hats with the background of a map, how do they do that? Also still any help on removing the scouts headphones in SDK viewer? Also I made another hat, you may recognise this one: [IMG]http://i49.tinypic.com/2zjkhtd.png[/IMG] By the way I didn't remove the heaphones I just painted over them, you can still see parts sticking out, thats why the top looks a bit dodgy. Anyway if you haven't worked it out its Jay Garrick, or the first Flash comic character: [IMG]http://cdn.springboard.gorillanation.com/storage/craveonline.com/legacy/article_imgs/Image/jay1.jpg[/IMG]
There is a bodygroup called headphones, set the submodel to 0 I think.
Wow that worked thanks so much Necrotic: [IMG]http://i48.tinypic.com/2vj8wf7.png[/IMG]
I think the visor looks nice, I would just like it if it did not bulge out in the front and hang over the actual visor part.
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