• TAKING REQUESTS FOR SFM MODELS
    160 replies, posted
[QUOTE=aln447;42107017]Not sure it would work. It's not the model that is the problem but the rig...or whatever makes the water react with physics.[/QUOTE] Jiggle bones?
[QUOTE=aln447;42098496](ps to Untouched, the beer will be joined. But don't suspect jiggles like with the jarate, I haven't figured out that part yet).[/QUOTE] Oh that's fine. For the video I'm going to use it for, it won't need to jiggle. Though maybe it'll be something you can come back to one day whenever you figure out the jiggles.
[QUOTE=Doc ock rokc;42110693]Jiggle bones?[/QUOTE] That was my first guess. Tho I have no clue on how to make them behave like water. [editline]8th September 2013[/editline] [QUOTE=UntouchedShadow;42112062]Oh that's fine. For the video I'm going to use it for, it won't need to jiggle. Though maybe it'll be something you can come back to one day whenever you figure out the jiggles.[/QUOTE] Well, from what I see this doesn't really work in sfm.
[QUOTE=aln447;42117695]That was my first guess. Tho I have no clue on how to make them behave like water. [editline]8th September 2013[/editline] Well, from what I see this doesn't really work in sfm.[/QUOTE] What, the jiggles or the entire model itself?
[QUOTE=UntouchedShadow;42122905]What, the jiggles or the entire model itself?[/QUOTE] Jiggles. When I tried it with mad milk the fluid didn't work at all.
Are you any good at making character models?
[QUOTE=aln447;42123004]Jiggles. When I tried it with mad milk the fluid didn't work at all.[/QUOTE] Here's the basics of how to make a "sloshing water" effect with jigglebones. Have your liquid be a cylinder with at least two segments along its height. Place the bone in the center of the top of the cylinder (assuming you want the top to be sloshing). Rig the [b]top segment of the cylinder only[/b] to this bone. Have the bottom segment of the cylinder be rigged to whatever the rest of the container is rigged to. Orient the bone so that rotating along the bone's local [b]pitch[/b] and [b]yaw[/b] result in the sloshing motion you want. Then, in your QC, do something like this: [code]$jigglebone "jiggle.earring_right" { is_flexible { yaw_stiffness 100 yaw_damping 2 pitch_stiffness 100 pitch_damping 2 along_stiffness 100 along_damping 0 length 5 tip_mass 30 pitch_constraint -30 30 pitch_friction 5 pitch_bounce 0 yaw_constraint -30 30 yaw_friction 5 yaw_bounce 0 } }[/code] Obviously you need to change the name of the bone (in quotations), and then play with the values. As to good values for jiggling, you're going to just have to constantly recompile and check in MDLViewer until you're happy. You can approximate boundaries by rotating the bone in your modeling program and keeping track of the differential, but that's not the most accurate. The important thing to remember is that jigglebones can [b]only[/b] rotate along pitch and yaw. They can [b]not[/b] rotate along roll. So you need to make sure your bone is oriented right. In case you're wondering, this is how the Boomer Bile vial does the sloshing effect for the equipped/world model.
Okay. Finally got some time so I'll start on with the donuts as a part of the tf2 food thing. I'm thinking to make them a total of 6 small models. Including the donuts, a box of Chinese food and other things. Give me ideas on what you need for the food. ps. No lasagna. Real life must have something sfm doesn't so it's worth existing in.
How's progress doing on some of the models you're creating?
[QUOTE=TheAlkaline;42206546]How's progress doing on some of the models you're creating?[/QUOTE] The Buldozer is almost done with the mesh. The donut box is modeled, rigged, and textured but I'm getting problems with exporting so I wont release it until it's fixed. I'll try to get at least most of these requests done by the end of the month. Not promising anything.
Can you please make a nice harmonica? [IMG]http://i.imgur.com/8eKNute.jpg?1[/IMG] (Something like this one). If you could do it the size that will fit with the tf2 hwm models it'd be awesome! Btw, what software are you using for modelling/texturing? Thanks in advance [B]Edit- some ideas for details:[/B] - small engraving of "Mann Co."
I have a mighty need for jail cell bars. I can't seem to find a pack or anything with bars that are big enough. If you're able to make them where they can be stretched or shrunk down to fit the space being used. that'd be awesome.
I know you're getting tons of requests at the moment, but I just had to. I'm asking for a bald TF2 Sniper, as I'm not exactly planning to do a reskin of his hair, that'd be almost as horrifying as the old maskless Spies. :v: I'd [I]prefer[/I] having him wear a casual outfit, aka Max's enhanced version, but I'm guessing permission would be required for an edit?
How 'bout a TF2 size [B]Smith & Wesson M29 .44 Magnum with moving cylinder, hammer, and trigger[/B]?
Did that beer ever work out? :v:
[QUOTE=UntouchedShadow;42422899]Did that beer ever work out? :v:[/QUOTE] Struggling with that damn export problem atm. Also, barely got time for modeling now. School and private life started kicking in.
nude shrek
Nude Shrek with 4000x4000 textures using your willy as template :v:
[QUOTE=Cpt.Hubba;42484900]nude shrek[/QUOTE] Dude you already opened one thread about that weird shit. This really is getting weird
Got a relatively simple request(If it hasn't already been made). A cloak, nothing fancy, just a simple cloak. Here's a reference. [IMG]http://i.imgur.com/v4f4oN7.png[/IMG]
How about a simple banjo? Something like below, maybe? [IMG]http://www.buckeyebanjos.com/Images/Latest%20Banjos/088%20RodneyPorsch%202010.jpg[/IMG] If there's already a model, could someone perhaps link me to it? All I found was a bunch of guitars and a violin on garry's mod.
[QUOTE=Jekyde;42522365]How about a simple banjo? Something like below, maybe? [IMG]http://www.buckeyebanjos.com/Images/Latest%20Banjos/088%20RodneyPorsch%202010.jpg[/IMG] If there's already a model, could someone perhaps link me to it? All I found was a bunch of guitars and a violin on garry's mod.[/QUOTE] [url]http://facepunch.com/showthread.php?t=1196077&page=18[/url]
Could you make the Penetrator rigged to TF2's weapon_bone? [IMG]http://images3.wikia.nocookie.net/__cb20130123203440/saintsrow/images/3/35/Melee_penetrator.png[/IMG]
[QUOTE='[Brn];42522561'][url]http://facepunch.com/showthread.php?t=1196077&page=18[/url][/QUOTE] You're freakin' awesome. Thanks!
[QUOTE=blackachu;42522664]Could you make the Penetrator rigged to TF2's weapon_bone? [IMG]http://images3.wikia.nocookie.net/__cb20130123203440/saintsrow/images/3/35/Melee_penetrator.png[/IMG][/QUOTE] That thing always creeps me out o_o!
[t]http://i.imgur.com/YqCM2ML.jpg[/t] So this is the 'flask_tub' model from the 'props_halloween' folder- i need some way of showing it as an empty bottle basically- i've already edited the liquid's vtf/vmt files in an attempt to make the liquid appear transparent/invisible but haven't had much luck. Is there anyway of achieving this, or would the whole model have to be edited to remove the liquid?
[QUOTE=Lozeng3r;42524194][t]http://i.imgur.com/YqCM2ML.jpg[/t] So this is the 'flask_tub' model from the 'props_halloween' folder- i need some way of showing it as an empty bottle basically- i've already edited the liquid's vtf/vmt files in an attempt to make the liquid appear transparent/invisible but haven't had much luck. Is there anyway of achieving this, or would the whole model have to be edited to remove the liquid?[/QUOTE] The materials for this item probaly consist out of 2 files: a flask_tub.vtf and a flask_tub.vmt. Open the flask_tub.vtf with VtfEdit ([url]http://nemesis.thewavelength.net/index.php?c=178[/url]). And export the file as TGA. [IMG]http://pe-images.s3.amazonaws.com/photo-effects/depth-of-field/alpha-1.gif[/IMG] Now open the TGA in photoshop and go too the channels. Make sure the area representing the liquid texture is white in the Alpha channel. Save the file as TGA, and overwrite the flask_tub.vtf with VftEdit. You can import the TGA with the import function under file. (remember to keep the orginal vft as a backup!!!!) Check if there is a line "$translucent" "1" in the flask_tub.vmt. If not, add "$translucent" "1" anywhere. useful link: [URL="https://developer.valvesoftware.com/wiki/$translucent"]https://developer.valvesoftware.com/wiki/$translucent[/URL] [editline]15th October 2013[/editline] [QUOTE=UntouchedShadow;42053479]This should be simple. A beer pint! [img]http://www.sxc.hu/assets/3/25615/pint-of-beer-317035-m.jpg[/img] Preferably, could you model two versions of it? One where it's empty and one where it's filled with beer?[/QUOTE] [video=youtube;HcU5cU5y2dA]http://www.youtube.com/watch?v=HcU5cU5y2dA&list=TLkb_1UAAaGlHlFCwtFpPuO8YqSLabt-oS[/video]
[QUOTE='[Brn];42529627']The materials for this item probaly consist out of 2 files: a flask_tub.vtf and a flask_tub.vmt. Open the flask_tub.vtf with VtfEdit ([URL]http://nemesis.thewavelength.net/index.php?c=178[/URL]). And export the file as TGA. [IMG]http://pe-images.s3.amazonaws.com/photo-effects/depth-of-field/alpha-1.gif[/IMG] Now open the TGA in photoshop and go too the channels. Make sure the area representing the liquid texture is white in the Alpha channel. Save the file as TGA, and overwrite the flask_tub.vtf with VftEdit. You can import the TGA with the import function under file. (remember to keep the orginal vft as a backup!!!!) Check if there is a line "$translucent" "1" in the flask_tub.vmt. If not, add "$translucent" "1" anywhere. useful link: [URL]https://developer.valvesoftware.com/wiki/$translucent[/URL] [/QUOTE] That's fantastic, works brilliantly! Thanks so much for the help :)
[QUOTE=Sync.;42035697][t]http://i.imgur.com/T23iLnS.jpg[/t][/QUOTE] The link is broken :0
An Artillery piece, a British 25 Pounder would be lovely. A working breech block for recoil simulation would make it complete. Endless possibilities! Already ripped the required sounds from CoH to find out that there is no artillery piece in TF2 :suicide:
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