[IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/2-3.png[/IMG]
base colors
Agent Fedora,i followed all steps carefully,and it didnt work.
So is there any reason why Blender isn't letting me move the whole UV unwrap, instead only moving individual vertices?
[QUOTE=DoctorQ;32117914]So is there any reason why Blender isn't letting me move the whole UV unwrap, instead only moving individual vertices?[/QUOTE]
There's a button in the header that lets you select certain parts. It's sorta like selecting in the 3d world, except with an extra option. That last option is the one you want.
[IMG]http://dl.dropbox.com/u/32006613/dosh.png[/IMG]
[QUOTE=DoctorQ;32117914]So is there any reason why Blender isn't letting me move the whole UV unwrap, instead only moving individual vertices?[/QUOTE]
If your normals are not recompiled/correct the unwrap will split them up.
[QUOTE=Agent Fedora;32117659]You have to make a copy of the view model SMG, hex it so it has a different file name, then use the "$includemodel" command, since decompiling breaks the animations.
[URL]http://www.gamebanana.com/tuts/7316[/URL][/QUOTE]
as i said,didnt work. here is my QC:
[quote]$cd "C:\Users\Steven\decompiling\smg_tf2"
$modelname "weapons\v_models\v_smg_sniper.mdl"
$includemodel "weapons\v_models\v_smg.mdl"
$body "v_smg" "v_smg_sniper.smd"
$cdmaterials ""
// Model uses material "models/player/sniper/sniper_red.vmt"
// Model uses material "models/player/sniper/sniper_handL_red.vmt"
// Model uses material "models/weapons/v_smg/v_smg.vmt"
// Model uses material "models/player/sniper/sniper_blue.vmt"
// Model uses material "models/v_models/Weapons/rifle/rifle_B.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.25 26.09 rotate -90.00 0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.73 3.21 4.59 rotate -0.00 154.00 180.00
$surfaceprop "default"
$sequence ref "ref" fps 30.00
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_smg.Draw" }
}
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire_a "fire_a" ACT_VM_PRIMARYATTACK 1 fps 30.00 node raised
$sequence holster "holster" ACT_IDLE_TO_LOWERED 1 fps 30.00 transition raised lowered
$sequence holster_idle "holster_idle" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node lowered
$sequence unholster "unholster" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition lowered raised
$sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 8 "Weapon_smg.ClipOut" }
{ event 5004 23 "Weapon_smg.ClipIn" }
}
[/quote]
You're supposed to remove the animation bits from the QC so the $includemodel command can use the non-broken animations from your hexed model. I think it would look like this:
[code]$cd "C:\Users\Steven\decompiling\smg_tf2"
$modelname "weapons\v_models\v_smg_sniper.mdl"
$includemodel "weapons\v_models\v_smg.mdl"
$body "v_smg" "v_smg_sniper.smd"
$cdmaterials ""
// Model uses material "models/player/sniper/sniper_red.vmt"
// Model uses material "models/player/sniper/sniper_handL_red.vmt"
// Model uses material "models/weapons/v_smg/v_smg.vmt"
// Model uses material "models/player/sniper/sniper_blue.vmt"
// Model uses material "models/v_models/Weapons/rifle/rifle_B.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.25 26.09 rotate -90.00 0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.73 3.21 4.59 rotate -0.00 154.00 180.00
$surfaceprop "default"
$sequence ref "ref" fps 30.00[/code]
I went ahead and attempted to fix the material paths and team colors for you:
[code]$cd "C:\Users\Steven\decompiling\smg_tf2"
$modelname "weapons\v_models\v_smg_sniper.mdl"
$includemodel "weapons\v_models\v_smg.mdl"
$body "v_smg" "v_smg_sniper.smd"
$cdmaterials "models/player/sniper/"
$cdmaterials "models/weapons/v_smg/"
$cdmaterials "models/v_models/weapons/rifle/"
$texturegroup skinfamilies
{
{
"sniper_red.vmt"
}
{
"sniper_blue.vmt"
}
}
// Model uses material "models/player/sniper/sniper_red.vmt"
// Model uses material "models/player/sniper/sniper_handL_red.vmt"
// Model uses material "models/weapons/v_smg/v_smg.vmt"
// Model uses material "models/player/sniper/sniper_blue.vmt"
// Model uses material "models/v_models/weapons/rifle/rifle_B.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.25 26.09 rotate -90.00 0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.73 3.21 4.59 rotate -0.00 154.00 180.00
$surfaceprop "default"
$sequence ref "ref" fps 30.00[/code]
[QUOTE=Populus89;32116808]You should make it like the original. There is a lot of unneeded detail for such a small piece, especially the chamfers on the trigger. Plus it looks a bit blocky.[/QUOTE]
Comparatively, the original shotgun and the quick draws' triggers+guards are within 200 triangles of each-other.
[QUOTE=Agent Fedora;32118123]You're supposed to remove the animation bits from the QC so the $includemodel command can use the non-broken animations from your hexed model. I think it would look like this:[/QUOTE]
It worked,i love you
[b]edit:[/b]
[img]http://i.imgur.com/4dEpY.png[/img]
:v:
[QUOTE=lemonade1950;32117058]This. And also why I don't want comments on it.[/QUOTE]
you don't want comments on it
but you post every step of it here all the time
?
[QUOTE=Corporal Yippie;32118318]you don't want comments on it
but you post every step of it here all the time
?[/QUOTE]
We bitch at Sparkwire for showing shit he's never going to release.
[i]Beats the shit out of me[/i].
High quality Flammenwerfer:
[thumb]http://dl.dropbox.com/u/29790304/hlmv%202011-09-04%2016-30-33-14.png[/thumb]
[thumb]http://dl.dropbox.com/u/29790304/hlmv%202011-09-04%2016-29-14-76.png[/thumb]
Taken from the old view and world models.
[QUOTE=Mariner;32118330]We bitch at Sparkwire for showing shit he's never going to release.
[i]Beats the shit out of me[/i].[/QUOTE]
i readed that as
[QUOTE=Mariner;32118330]Sparkwire Beats the shit out of me.[/QUOTE]
V:v:V
[QUOTE=Vonwilbur;32118470][img]http://speedcap.net/img/5932cd9ec9948a395ca62cf5aa77198f/54601.png[/img]
Better?[/QUOTE]
That is a sexy receiver.
[QUOTE=Void Skull;31963163][img]http://dl.dropbox.com/u/586461/Models/engie-spy-pyro-the_good_the_bad_and_the_ugly.jpg[/img]
so who wants to model them[/QUOTE]
repostin requestin
[CODE]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\heavy/bear_hat_test"
"$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal"//
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" ".5"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 .5 2]"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1"
"$colortint_base" "{248 151 56}"
"$colortint_tmp" "[0 0 0]"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/CODE]
How do I disable paint on the Tough Guy's Toque .vmt that I edited for my Bear Hat to test ingame? Which parts do I comment out with two forward slashes?
[QUOTE=Agent Fedora;32118397]High quality Flammenwerfer:
[thumb]http://dl.dropbox.com/u/29790304/hlmv%202011-09-04%2016-30-33-14.png[/thumb]
[thumb]http://dl.dropbox.com/u/29790304/hlmv%202011-09-04%2016-29-14-76.png[/thumb]
Taken from the old view and world models.[/QUOTE]
I'm guessing when Valve went to c_items, they screwed up the shaders?
[IMG]http://dl.dropbox.com/u/20389014/notgood.png[/IMG]
Believe it or not, baked fresh from the oven (by which I mean my laptop, with which you could fry a three course turkey dinner. GREAT AIRFLOW DESIGN DELL.)
[QUOTE=Mariner;32118677]I'm guessing when Valve went to c_items, they screwed up the shaders?[/QUOTE]
What no, overall the model quality was reduced significantly for the Flamethrower. There's no holes in the bands, the bands have less detail, it's way lower poly, and the texture just looks crap.
[QUOTE=Mariner;32118677]Believe it or not, baked fresh from the oven (by which I mean my laptop, with which you could fry a three course turkey dinner. GREAT AIRFLOW DESIGN DELL.)[/QUOTE]
Who would have thought that the bottom of your computer would be on something?
:v:
[editline]4th September 2011[/editline]
[QUOTE=Agent Fedora;32118756]What no, overall the model quality was reduced significantly for the Flamethrower. There's no holes in the bands, the bands have less detail, it's way lower poly, and the texture just looks crap.[/QUOTE]
The positives are that you don't have to create v and w_models.
And that makes up for low-res, I guess.
[QUOTE=Agent Fedora;32118756]What no, overall the model quality was reduced significantly. There's no holes in the bands, the bands have less detail, it's way lower poly, and the texture just looks crap.[/QUOTE]
Wait, What?[/normmacdonald]
Now that you mention it, it's obvious. How exactly did you fix this?
[editline]4th September 2011[/editline]
[QUOTE=A B.A. Survivor;32118760]
The positives are that you don't have to create v and w_models.
And that makes up for low-res, I guess.[/QUOTE]
Creating v_models takes five minutes if you've already made the world model.
[QUOTE=Kaymon;32118638][CODE]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\heavy/bear_hat_test"
"$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal"//
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" ".5"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 .5 2]"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1"
"$colortint_base" "{248 151 56}"
"$colortint_tmp" "[0 0 0]"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/CODE]
How do I disable paint on the Tough Guy's Toque .vmt that I edited for my Bear Hat to test ingame? Which parts do I comment out with two forward slashes?[/QUOTE]
Still need help with removing paint from my bear hat. It colors the ENTIRE HAT the color of my Toque.
[QUOTE=Agent Fedora;32118825]Look at my QC bro:
[code]$cd "C:\Users\Richard M Garcia\fixed_up_flamethrower\output_w"
$modelname "weapons\c_models\c_flamethrower\c_flamethrower.mdl"
$model "w_flamethrower" "v_flamethrower.smd"
$lod 1
{
replacemodel "v_flamethrower" "w_flamethrower"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$lod 20
{
replacemodel "v_flamethrower" "w_flamethrower_lod1"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$lod 30
{
replacemodel "v_flamethrower" "w_flamethrower_lod2"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$lod 40
{
replacemodel "v_flamethrower" "w_flamethrower_lod3"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$lod 50
{
replacemodel "v_flamethrower" "w_flamethrower_lod4"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$lod 70
{
replacemodel "v_flamethrower" "w_flamethrower_lod5"
replacematerial "null" "w_flamethrower01"
replacematerial "v_pilotlight" "pilotlight"
replacematerial "v_flamethrower" "w_flamethrower_hose"
}
$cdmaterials "models\weapons\w_flamethrower\"
$cdmaterials "models\weapons\v_flamethrower\"
$cdmaterials "models\effects\pyro\"
$texturegroup skinfamilies
{
{
"null.vmt"
}
{
"w_flamethrower01_blue.vmt"
}
}
$hboxset "default"
// Model uses material "models/weapons/w_flamethrower/w_flamethrower01.vmt"
// Model uses material "w_flamethrower01_blue.vmt"
// Model uses material "w_flamethrower_hose.vmt"
// Model uses material "models/weapons/v_flamethrower/v_pilotlight.vmt"
// Model uses material "v_flamethrower.vmt"
// Model uses material "null.vmt"
// Model uses material "models/effects/pyro/pilotlight.vmt"
$attachment "muzzle" "weapon_bone" 0.64 1.10 67.18 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$illumposition 28.599 -0.477 -4.758
$sequence idle "idle" fps 30.00
$collisionmodel "w_flamethrower.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/code][/QUOTE]
I suspected as much. Any indication on whether or not the v_model shows up by accident if you're right next to someone else?
[QUOTE=Mariner;32118846]I suspected as much. Any indication on whether or not the v_model shows up by accident if you're right next to someone else?[/QUOTE]
If you purposely crouch and duck walk into a team mate or something and are close enough, you might see it, but in normal game play it works just fine.
Added a pure whitelist to my listen server because obviously you guys don't want to see my dragon anymore.
[QUOTE=Kaymon;32118843]Still need help with removing paint from my bear hat. It colors the ENTIRE HAT the color of my Toque.[/QUOTE]
Just use another vmt.
re-posting from emporium 30:
[URL=http://imageshack.us/photo/my-images/826/minigun2.png/][IMG]http://img826.imageshack.us/img826/5259/minigun2.png[/IMG][/URL]
I Really need to drawn this better.
Also from Emporium 30:
[URL=http://imageshack.us/photo/my-images/405/engiedjheadset.png/][IMG]http://img405.imageshack.us/img405/8695/engiedjheadset.png[/IMG][/URL]
a DJ head set for engineer that i used paint to draw, had the idea of a DJ set where sentries were speakers, and the dispenser was styled like a turntable. the hat is supposed to have this design on the back: [URL=http://imageshack.us/photo/my-images/253/djengitext.jpg/][IMG]http://img253.imageshack.us/img253/8919/djengitext.jpg[/IMG][/URL]
[QUOTE=Agent Fedora;32118866]If you purposely crouch and duck walk into a team mate or something and are close enough, you might see it, but in normal game play it works just fine.[/QUOTE]
I figured as much.
[editline]4th September 2011[/editline]
[QUOTE=lemonade1950;32118911]Added a pure whitelist to my listen server because obviously you guys don't want to see my dragon anymore.[/QUOTE]
[URL="http://tf2wiki.net/w/images/7/78/Scout_jeers02.wav"][i]My reaction[/i][/URL]
[QUOTE=Mariner;32118957][URL="http://tf2wiki.net/w/images/7/78/Scout_jeers02.wav"][i]My reaction[/i][/URL][/QUOTE]
Well when I get posts like this
[QUOTE=Corporal Yippie;32118318]you don't want comments on it
but you post every step of it here all the time
?[/QUOTE]
I feel compelled to do something about it. So I did something that would make us both happy.
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