• TF2 Emporium XL
    10,904 replies, posted
There is something wrong with this: [code]$cd "C:\Users\Käyttäjä\Desktop\pocketrockets\output" $modelname "player/items/spy/pocketrockets.mdl" $model "body" "pocketrockets.smd" $cdmaterials "\models\player\items\spy\" $texturegroup skinfamilies { { "models/player/items/spy/pocketrockets_red.vmt" } { "pocketrockets_blu.vmt" } } $hboxset "default" $hbox 0 "bip_spine_2" -1.617 -1.168 -1.015 1.998 2.655 1.394 $surfaceprop "cloth" $illumposition 3.087 3.602 66.581 $sequence ref "ref" fps 30.00 $collisionmodel "pocketrockets.smd" { $mass 2.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Everything else works fine, but it has no textures. Yes, the textures are named that and in player/items/spy
B-but, it shoots coins. It looks like a medigun but making it a medigun would ruin the idea.
[QUOTE=Constructor;32105608]There is something wrong with this: [code]$cd "C:\Users\Käyttäjä\Desktop\pocketrockets\output" $modelname "player/items/spy/pocketrockets.mdl" $model "body" "pocketrockets.smd" $cdmaterials "\models\player\items\spy\" $texturegroup skinfamilies { { "models/player/items/spy/pocketrockets_red.vmt" } { "pocketrockets_blu.vmt" } } $hboxset "default" $hbox 0 "bip_spine_2" -1.617 -1.168 -1.015 1.998 2.655 1.394 $surfaceprop "cloth" $illumposition 3.087 3.602 66.581 $sequence ref "ref" fps 30.00 $collisionmodel "pocketrockets.smd" { $mass 2.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Everything else works fine, but it has no textures. Yes, the textures are named that and in player/items/spy[/QUOTE] Try this: [code]$cd "C:\Users\Käyttäjä\Desktop\pocketrockets\output" $modelname "player/items/spy/pocketrockets.mdl" $model "body" "pocketrockets.smd" $cdmaterials "\models\player\items\spy\" $texturegroup skinfamilies { { "pocketrockets_red.vmt" } { "pocketrockets_blu.vmt" } } $hboxset "default" $hbox 0 "bip_spine_2" -1.617 -1.168 -1.015 1.998 2.655 1.394 // Model uses material "models/player/items/spy/pocketrockets_red.vmt" // Model uses material "pocketrockets_blu.vmt" $surfaceprop "cloth" $illumposition 3.087 3.602 66.581 $sequence ref "ref" fps 30.00 $collisionmodel "pocketrockets.smd" { $mass 2.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
[QUOTE=lemonade1950;32104232][thumb]http://dl.dropbox.com/u/32006613/Models/particles_wrongplace_1.png[/thumb][/QUOTE] oh god, a boomer vomit on him
[QUOTE=Agent Fedora;32105674]Try this: [code]$cd "C:\Users\Käyttäjä\Desktop\pocketrockets\output" $modelname "player/items/spy/pocketrockets.mdl" $model "body" "pocketrockets.smd" $cdmaterials "\models\player\items\spy\" $texturegroup skinfamilies { { "pocketrockets_red.vmt" } { "pocketrockets_blu.vmt" } } $hboxset "default" $hbox 0 "bip_spine_2" -1.617 -1.168 -1.015 1.998 2.655 1.394 // Model uses material "models/player/items/spy/pocketrockets_red.vmt" // Model uses material "pocketrockets_blu.vmt" $surfaceprop "cloth" $illumposition 3.087 3.602 66.581 $sequence ref "ref" fps 30.00 $collisionmodel "pocketrockets.smd" { $mass 2.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code][/QUOTE] Textures still didn't show up.. [thumb]http://i.imgur.com/FNUUB.jpg[/thumb]
This may be a dumb question, but are you sure you applied the texture correctly? If so, try putting $cdmaterials "" right below $cdmaterials "\models\player\items\spy\" as a last resort.
[QUOTE=Agent Fedora;32105800]This may be a dumb question, but are you sure you applied the texture correctly? If so, try putting $cdmaterials "" right below $cdmaterials "\models\player\items\spy\" as a last resort.[/QUOTE] What do you mean with "correctly"?
[QUOTE=Constructor;32105817]What do you mean with "correctly"?[/QUOTE] As in dragging and dropping the RED team texture with the same name as in the QC over your model. Also check VMT paths yadda yadda. We have to rule out any problems.
[QUOTE=Agent Fedora;32105834][B]As in dragging and dropping the RED team texture with the same name as in the QC over your model.[/B] Also check VMT paths yadda yadda. We have to rule out any problems.[/QUOTE] What is that supposed to do? For me, it only moves the texture into the same folder. The vmt paths should be fine.
[QUOTE=Constructor;32105892]What is that supposed to do? For me, it only moves the texture into the same folder. The vmt paths should be fine.[/QUOTE] I assume you use Blender then? I can't help you there, sorry.
[QUOTE=Agent Fedora;32105912]I assume you use Blender then? I can't help you there, sorry.[/QUOTE] Dammit... [editline]4th September 2011[/editline] I FIXEEEEED IIIIIIIIIIIIIIIIIIIIIIT
Ok i have found a way to make TF2 use the diffrent sound when I use the Warrior's Spirit with Eviction Notice's hit sound. Soon i might upload a video of the progress.
Y'know what would be cool? [img]http://i.imgur.com/ZT1Dz.png[/img] That hair and nose for a hat, and that flamethrower. :v:
[img]http://img171.imageshack.us/img171/7069/veteranhenchman.png[/img]
Can someone please give me a link to converting tutorial. I have all blender files and textures ready, but converting doesent just work for me. helljumpers tutorial didnt cut it either...
To converting what? An smd into a workable model?
blender to tf2 files yes smd
[media]http://www.youtube.com/watch?v=nAw-mVbf508[/media]
[QUOTE=UberMunchkin;32092397]From Recurracy [media]http://www.youtube.com/watch?v=uv3Rl3Agr9E[/media] Blaholtzen is doing the textures.[/QUOTE] You could also contact Dr. Grordbort's site directly and show your creation. They might involve you into a collaboration like Sega/Eidos did with Larolaro, you never know... Anyway, I was going to suggest if anyone thought about improving the bland, generic "pulsing-energy-from-under-the-feet" particle effect used by the Buff Banner, Battalion's Backup, Concheror, Amputator and Quick-Fix's Megaheal with additional effect-related particles. I recall Pilk doing something for the latter but with so many effects they could be definitely improved, both for the client and world view. I thought these new particles could pulse along the usual energy ring, but also rising around the player's legs. In client view, a bigger particle could stay behind the health HUD. Healing effects (Amputator, Megaheal) could have the usual overhealing crosses. Buff Banner could have a nemesis-style or a skull and crossbones icon (however the second sounds like "poisoned" to me). Battalion's Backup could have shields. Concheror's health leeching... I don't know, something health related but not the crosses I guess.
i can make hat&misc me [thumb]https://dl-web.dropbox.com/get/2011-09-04_00005.jpg?w=d7f8249f[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00003.jpg?w=c59ae24d[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00002.jpg?w=656e62ca[/thumb] [editline]4th September 2011[/editline] neither of them are textured
Because I'm stoopid, I forgot to include the materials for my Coconut Launcher X_X I fixed it now! [B]Sorry for that :([/B]
[QUOTE=Constructor;32106777]i can make hat&misc me [thumb]https://dl-web.dropbox.com/get/2011-09-04_00005.jpg?w=d7f8249f[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00003.jpg?w=c59ae24d[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00002.jpg?w=656e62ca[/thumb] [editline]4th September 2011[/editline] neither of them are textured[/QUOTE] Can't see shit.
[QUOTE=Takuat;32106925]Can't see shit.[/QUOTE] You can't?
[QUOTE=Constructor;32106777]i can make hat&misc me [thumb]https://dl-web.dropbox.com/get/2011-09-04_00005.jpg?w=d7f8249f[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00003.jpg?w=c59ae24d[/thumb] [thumb]https://dl-web.dropbox.com/get/2011-09-04_00002.jpg?w=656e62ca[/thumb] [editline]4th September 2011[/editline] neither of them are textured[/QUOTE] You need to put them in the public folder if you want anyone to be able to see them.
derp
[QUOTE=Constructor;32107161][thumb]https://dl-web.dropbox.com/get/Public/2011-09-04_00002.jpg?w=6ce81438[/thumb] [thumb]https://dl-web.dropbox.com/get/Public/2011-09-04_00003.jpg?w=fd431ad3[/thumb] [thumb]https://dl-web.dropbox.com/get/Public/2011-09-04_00005.jpg?w=bcc584b9[/thumb][/QUOTE] Nope. Doesn't work.
But those are in the public folder fucking dropbox
[QUOTE=Constructor;32107179]But those are in the public folder fucking dropbox[/QUOTE] 1. Right click. 2. "Public Link"
HERE THEY ARE WITH TEXTURES: in imageshack [thumb]http://img32.imageshack.us/img32/676/2011090400012.jpg[/thumb] [thumb]http://img713.imageshack.us/img713/5725/2011090400013.jpg[/thumb]
[QUOTE=Talishmar;32097332][img]http://www.1337upload.net/files/conceptgun_pic4.png[/img] Criticize constructively. Officially it's my second texture ever. Give ideas for improvements too.[/QUOTE] Hoho, I recognize that! (I designed it) I started thinking it had died. Right now it has too much differently colored areas. I'd suggest using larger areas of single colors with other ways to add detail like rust, dirt, brushstrokes and painted shading to make it seem more like a real gun. Maybe use this as reference for the colors? [IMG]http://clien.career.co.kr/cs2/data/file/park/1304672326_MWoaUtRO_mk22mod023vz0.jpg[/IMG] Many parts could use the slide/suppressor color: -Rear and front sights. On the pistol, not the suppressor. -Hammer. -Safety spur. -Trigger and trigger guard. -That little forward pointing part at the bottom of the grip. -The whole part in front of the trigger/trigger guard under the slide, including the little nub under the barrel. -The round depression under the rear sight. The wood on the grip could use a deeper, richer brown like on the pic above. It could also use thinner, more visible brush strokes, along with some subtle wear on the color to make it look more like wood. I think demo's [URL="http://wiki.teamfortress.com/w/images/6/67/Grenade_Launcher.png"]grenade launcher[/URL] and pyro's [URL="http://wiki.teamfortress.com/w/images/b/be/Axe_IMG.png"]fire axe[/URL] are pretty good examples. I'd also like if the suppressor, the short bit of the barrel showing and the screws on the grip were all light like the ejection port there, with maybe some subtle rust/dirt in the gaps for detail. Please make the sight on the suppressor light too, since it's supposed to be a solid part of it. I hope this helps. :)
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