1. All the verts have to be attached to at least 1 bone (usually bip_head for hats).
2. There can be more than one texture file.
3. Here a .qc I use for team coloured hats with hit boxes and collision model:
[code]$cd "C:\Users\Ted\Desktop\tf2 stuff\level 1 sentry"
$modelname "player/items/engineer/engineer_train_hat.mdl"
$model "sentry" "Sentry_hat.smd"
$cdmaterials "models\player\items\engineer_sentry"
$texturegroup skinfamilies
{
{ "sentry1.vmt" }
{ "sentry1_blue.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" 8 1 7 -8 -9 -23.5
$surfaceprop "metal"
$illumposition 100 -20 -20
$sequence idle "idle" fps 30.00
$collisionmodel "sentry_hat.smd" {
$concave
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}[/code]
AH thank you so much ill get to attempting to rig it up in game now. i recon there might be some swearing in my house today.
Can someone explain why this is not working. Heres the error
[code]ERROR: cannot find bone bip_head for bbox[/code]The bone is connected to the model and it is showing up.
[img]http://filesmelt.com/dl/error4.PNG[/img]
AppFramework : Unable to load module D:\Program Files\Steam\steamapps\baronvonfail\sourcesdk\bin\orangebox\bin\filesystem_steam.dll!
Unable to load D:\Program Files\Steam\steamapps\baronvonfail\sourcesdk\bin\orangebox\bin\filesystem_steam.dll
Bah... im guessing i set up GUIStudioMDL up a bit wrong :/
You lot must be bored of me and my failing
Ah thank you nunx got other errors now but thats just me messing up the .qc I see where i went wrong thou so ill just keep trying
Just run SourceSDK and it will create filesystem_steam.dll! I've had that problem before.
[QUOTE=nunx;20079291]Can someone explain why this is not working. Heres the error
[code]ERROR: cannot find bone bip_head for bbox[/code]The bone is connected to the model and it is showing up.
[/QUOTE]
That normally happens when the bone is not assigned to the model, make sure it is.
I checked and its still not working. :smith:
Since this is a TF2 mod emporium, not just a model emporium, I'm gonna be posting about a game mode I'm working on. It's a one versus all mode. The only things I have figured out are how to make the map work so that red respawns but the game ends if blu dies, the formula that scales the blu person's health to the enemy player count (15x^2+10x+100), and every class can equip to their misc slot either jarate, buff banner, sandwich, bonk energy drink, or a razorback/targe combo.
What I need help with (a tutorial would do) is how to make teams unbalanced in arena (mp_team_unbalance_limit 0 doesn't work in arena), how to make having 10000 health look good on the HUD, and how to make the blu player be more powerful damagewise (without editing CTXs)
And if anyone knows how to make a round end when blu is dead without ending when red is dead and without modifying a map, that would be nice.
[QUOTE=Baboo00;20080427]Since this is a TF2 mod emporium, not just a model emporium, I'm gonna be posting about a game mode I'm working on. It's a one versus all mode. The only things I have figured out are how to make the map work so that red respawns but the game ends if blu dies, the formula that scales the blu person's health to the enemy player count (15x^2+10x+100), and every class can equip to their misc slot either jarate, buff banner, sandwich, bonk energy drink, or a razorback/targe combo.
What I need help with (a tutorial would do) is how to make teams unbalanced in arena (mp_team_unbalance_limit 0 doesn't work in arena), how to make having 10000 health look good on the HUD, and how to make the blu player be more powerful damagewise (without editing CTXs)
And if anyone knows how to make a round end when blu is dead without ending when red is dead and without modifying a map, that would be nice.[/QUOTE]
You are gonna require somesort of plugin to do this, I'm guessing you might already be doing this but if you are, it should be simple to have sourcemod over-ride the balance limit, display 10000+ health on the hud and buff the weapons for blue.
It is possible as it's how prophunt does it.
[QUOTE=pedroion;20080949]Are you using SourceMod for it, or just vanilla TF2?[/QUOTE]
I think that even for just the health formula, SM is required.
[QUOTE=CunningHam;20081136]Scout needs an Elmer Fudd hat.[/QUOTE]
Check Daimao's emporium.
[QUOTE=nunx;20079291]Can someone explain why this is not working. Heres the error
[code]ERROR: cannot find bone bip_head for bbox[/code]The bone is connected to the model and it is showing up.[/QUOTE]
Hit "Edit Envelopes" and make sure every vert is assigned to the bone.
[QUOTE=Mnemosynaut;20081184]Hit "Edit Envelopes" and make sure every vert is assigned to the bone.[/QUOTE]
Guess this means that all the verts is assigned to the bone.
[img]http://filesmelt.com/dl/error21.PNG[/img]
:flashfap:
[QUOTE=Irishman23;20077012]Can anyone help me on why my model viewer looks at the model like this?
[IMG]http://filebox.me/files/ycga3vnsi_fdsa.bmp[/IMG]
When I move it up or down it disappears but you can slightly go left to right.
[editline]03:38AM[/editline]
I even checked and the pivot point in the SMD is in the center of the object.[/QUOTE]
The bigger problem you have is that when soldier wearing that is killed the hat model that rolls on the ground will have magical black hole where the insides should be. Cap that hole and bevel it in.
Or put $nocull 1 in the .vmt.
[QUOTE=nunx;20081459]Guess this means that all the verts is assigned to the bone.[/QUOTE]
Looks like no verts are selected actually. Press F3.
[QUOTE=Populus89;20081333][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/heh.jpg[/IMG][/QUOTE]
Brilliant, the texture looks really good. I like how you added the labels.
[QUOTE=Donksuli;20081810]The bigger problem you have is that when soldier wearing that is killed the hat model that rolls on the ground will have magical black hole where the insides should be. Cap that hole and bevel it in.[/QUOTE]
You don't have to assign it much UV space either. No one's going to notice the inside of the hat if it's there, but compared to a big gaping hole, it improves the model substantially.
[QUOTE=Man in the Moon;20077138]Alright I have kind of an odd request, if its ignored I won't be too bummed, Here we go.
I would like the Captain's hat for soldier.
[img_thumb]http://images3.wikia.nocookie.net/zelda/images/d/dc/Captain%27s_Hat.png[/img_thumb]
Its some what awkward explaining how the mask works (especially since there are no good pictures of link wearing it on the whole internet) but I will do my best
[IMG_THUMB]http://i5.photobucket.com/albums/y160/chaos-king/Captains_Hat.png[/IMG_THUMB]
that is the best way I could explain it, with my vast knowledge of Microsoft Paint.
and this is the best picture I could find, Sad I know
[img]http://www.hylianhelpdesk.com/majorasmask/imgs/mask/CH.PNG[/img]
anyway if any modders want to work on it, I would greatly appreciate it.[/QUOTE]
I 6th this notion.
Hell I'll even skin it.
[QUOTE=CunningHam;20082483]The middle needs more polys though, especially the flashlight. Looks like a dildo :v:
Also I don't like the clothes hanger sights though.[/QUOTE]
7 986 poly.
By far the flashlight needs LESS polys, because it's almost a perfectly rounded cylinder - something that should have been mimicked by smoothing groups.
And I don't know about you, but not all long, cylindrical objects remind me of dildos >.>
It's alright it looks perfect to me.
[QUOTE=Baboo00;20080427]Since this is a TF2 mod emporium, not just a model emporium, I'm gonna be posting about a game mode I'm working on. It's a one versus all mode. The only things I have figured out are how to make the map work so that red respawns but the game ends if blu dies, the formula that scales the blu person's health to the enemy player count (15x^2+10x+100), and every class can equip to their misc slot either jarate, buff banner, sandwich, bonk energy drink, or a razorback/targe combo.
What I need help with (a tutorial would do) is how to make teams unbalanced in arena (mp_team_unbalance_limit 0 doesn't work in arena), how to make having 10000 health look good on the HUD, and how to make the blu player be more powerful damagewise (without editing CTXs)
And if anyone knows how to make a round end when blu is dead without ending when red is dead and without modifying a map, that would be nice.[/QUOTE]
[media]http://www.youtube.com/watch?v=0TMaAyGpLok[/media]
Been done.
I was browsing my Pictures folder and I found this picture right here:
[IMG]http://filesmelt.com/dl/some_random_idea.jpg[/IMG]
I would request a hat like that, but my Little Nemo/Goldfish Nemo is still up.
So I'm just posting this here if anyone wants to make a hat out of it.
[editline]04:22PM[/editline]
[QUOTE=Enhanced_AI;20083056]I 6th this notion.
Hell I'll even skin it.[/QUOTE]
Go play Majora's Mask or whatever on a N64 emulator then take a print screen.
[QUOTE=Man in the Moon;20077138]
Its some what awkward explaining how the mask works (especially since there are no good pictures of link wearing it on the whole internet) but I will do my best
[IMG_thumb]http://i5.photobucket.com/albums/y160/chaos-king/Captains_Hat.png[/IMG_thumb]
that is the best way I could explain it, with my vast knowledge of Microsoft Paint.
and this is the best picture I could find, Sad I know
[img_thumb]http://www.hylianhelpdesk.com/majorasmask/imgs/mask/CH.PNG[/img_thumb]
anyway if any modders want to work on it, I would greatly appreciate it.[/QUOTE]
You know what? I have a save file with that hat, let me just load it up and I'll get a nice picture for it. I like the idea. I'll edit it into this post once I get it online.
Alright, here they are. Front view,
[img]http://img51.imageshack.us/img51/1678/skeletonshat.png[/img]
Side view,
[img]http://img683.imageshack.us/img683/8526/skeletonhat.png[/img]
and behind view, because why not.
[img]http://img683.imageshack.us/img683/7687/skeletonbehindhat.png[/img]
The post below mine is the greatest thing in history.
[img]http://img246.imageshack.us/img246/941/nadelanderidk.png[/img]
Nadelander, anyone?
The thing at the bottom is supposed to be a chain with Demomans emblem (jigglebones yay)
that chain looks real nice
[QUOTE=NeoDement;20084549]that chain looks real nice[/QUOTE]
are you being sarcastic? :(
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