• TF2 Emporium 44: v. Whole Lotta Love
    5,571 replies, posted
[QUOTE=Mr. Tinder;34502994]Some slight progress on the facial flexes and with some more silly looking than others. So far completed 10 of the flexes (2 of them didn't requiring any changes to the jaw so technically 8). [img]http://i.imgur.com/oAlvQ.png[/img] Least this will keep me busy for a while. Only 31 flexes to go. :suicide:[/QUOTE] that's fucking determination
More like that's fucking terrifying.
[QUOTE=blaholtzen;34502300]This did a lot I think: [img]http://dl.dropbox.com/u/39556064/socks2.jpg[/img][/QUOTE] If demo ever got mantreads, I would really like it to be this.
[QUOTE=Mr. Tinder;34502994]Some slight progress on the facial flexes and with some more silly looking than others. So far completed 10 of the flexes (2 of them didn't requiring any changes to the jaw so technically 8). [img]http://i.imgur.com/oAlvQ.png[/img] Least this will keep me busy for a while. Only 31 flexes to go. :suicide:[/QUOTE] Teach me how to do this so I can do this with my dragon Is it really just editing the model and exporting them as separate .smd's? Or am I missing something
I made this to replace the engineers pistol but i can't seems to get it to work in tf2, it just shows the engineers regular pistol when i replace the model. [img]http://i.imgur.com/50M9W.jpg[/img] [media]http://www.youtube.com/watch?v=InVTYC1Mth0&feature=youtu.be[/media]
[QUOTE=lemonade1950;34503230]Teach me how to do this so I can do this with my dragon Is it really just editing the model and exporting them as separate .smd's? Or am I missing something[/QUOTE] On the right track. In 3ds Max its making X number of separate copies of the base mesh and adjusting their mesh for each flex (in my case 41 for the Heavy). Afterwords you use a morph modifier on the base mesh which will use the differed meshes you made. Beyond that I haven't looked into it much further but so long as I can get the .VTA compiled I think I'll be good. I'm mostly going off the [url=https://developer.valvesoftware.com/wiki/Creating_Flex_VTA_files_with_3D_Studio_Max]Source Dev wiki[/url] since this is all new to me as well.
Seriously... they lock the modding competition because it's a month old? What exactly does this policy do to help and make the forum run smoother...? Seems to be doing the opposite when things get locked mid-contest...
[QUOTE=Hideous_;34499956][url=http://steamcommunity.com/sharedfiles/filedetails/?id=7055][img]http://cloud.steampowered.com/ugc/631864197107709256/38A9AED8A1676B708079AB217367F755ADB541BB/[/img][/url] Tadaa - workshop link! I'll release this as a mod later tonight. What weapon should I replace?[/QUOTE] Was this made in Blender?
[QUOTE=Drifty;34503376]I made this to replace the engineers pistol but i can't seems to get it to work in tf2, it just shows the engineers regular pistol when i replace the model. [IMG]http://i.imgur.com/50M9W.jpg[/IMG] [/QUOTE] It looks like a really cool replacement. But those animations aren't doing it any favors. Also, the wood handle has a somewhat poor texture. The model may not be appearing because you're using those custom animations. I would suggest improving those animations, or making the revolver work with the defaults for efficiency.
[QUOTE=Kaymon;34503524]It looks like a really cool replacement. But those animations aren't doing it any favors. Also, the wood handle has a somewhat poor texture. The model may not be appearing because you're using those custom animations. I would suggest improving those animations, or making the revolver work with the defaults for efficiency.[/QUOTE] Wood handle doesn't get seen in the engineers hand so i didn't go crazy with it, the animations have already been improved since that footage was taken (i was just testing them in game to see if they worked) and yes it is very probably the animations that are stopping it from showing up, i have no idea why they would be stopping it though.
Anyone got a good texture update for the Warriors spirit? To be honest it looks blurred and terrible.
[QUOTE=Drifty;34503595]Wood handle doesn't get seen in the engineers hand so i didn't go crazy with it, the animations have already been improved since that footage was taken (i was just testing them in game to see if they worked) and yes it is very probably the animations that are stopping it from showing up, i have no idea why they would be stopping it though.[/QUOTE] Even if the pistol's handle isn't very visible, if it's dropped after an Engineer's death, people are gonna wonder why the texture on it doesn't seem very good.
What is a good .mdl exporter/importer for blender?
[QUOTE=cdr248;34503776]What is a good .mdl exporter/importer for blender?[/QUOTE] You need a .smd importer/exporter. You cant import/export .mdl's.
[QUOTE=cdr248;34503776]What is a good .mdl exporter/importer for blender?[/QUOTE] You need to decompile the .mdls then import the .smds you got from the decompilation process.
[QUOTE=Jalcober;34503847]You need a .smd importer/exporter. You cant import/export .mdl's.[/QUOTE] Alright thanks.
Behold the horrible texture for my billiard rack. [IMG]http://img.photobucket.com/albums/v730/emrfish6/nr_v1-1_wip2.jpg[/IMG] I dont know what to do to make thing thing not look like shit
[QUOTE=Kaymon;34503651]Even if the pistol's handle isn't very visible, if it's dropped after an Engineer's death, people are gonna wonder why the texture on it doesn't seem very good.[/QUOTE] Good point, i'll improve them. Does anyone know how i can get the animations working in game?
[QUOTE=kenshin6;34503968]Behold the horrible texture for my billiard rack. [IMG]http://img.photobucket.com/albums/v730/emrfish6/nr_v1-1_wip2.jpg[/IMG] I dont know what to do to make thing thing not look like shit[/QUOTE] Looks like a rubber band. Try making the grain vertical, and/or giving the inside a different color.
How many people actually make LODs for their models?
[QUOTE=Mr. Tinder;34502994]Some slight progress on the facial flexes and with some more silly looking than others. So far completed 10 of the flexes (2 of them didn't requiring any changes to the jaw so technically 8). [img]http://i.imgur.com/oAlvQ.png[/img] Least this will keep me busy for a while. Only 31 flexes to go. :suicide:[/QUOTE] Heavy is orc? [img_thumb]http://www.ianjoyner.com/images/portfolio/warhammer/war1.jpg[/img_thumb]
[QUOTE=lemonade1950;34503230]Teach me how to do this so I can do this with my dragon Is it really just editing the model and exporting them as separate .smd's? Or am I missing something[/QUOTE] [url]https://developer.valvesoftware.com/wiki/Flex_animation[/url]
[img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/3a51c9a6.png[/img] oooohh
[QUOTE=NapyDaWise;34504563][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/3a51c9a6.png[/img] oooohh[/QUOTE] Thank god, I hated having to load up TF2 just to alter the title/desc.
[QUOTE=DrunkenGMan;34504282]How many people actually make LODs for their models?[/QUOTE] I make one lazy LOD for workshop files - I don't even re-UV. I just do it so ItemTest won't complain.
You're not meant to re-UV
[QUOTE=Deodorant;34499446]Yeah, it is. However, tying every single brush I make to an entity gets pretty inconvenient, and if I tie a bunch of brushes to one and then have to break them up, I have to select each of them individually to tie them together again. Hm, on second thought, making all brushes individual func_details may actually be a good idea. Since I create a lot of my brushes by shift-dragging other conveniently placed ones, I'd get a bunch of brushes funcy by default.[/QUOTE] [img]http://www.facepunch.com/fp/ratings/clock.png[/img] You can tie multiple brushes to a single func_detail, and when you need to alter anything simply press the [img]https://developer.valvesoftware.com/w/images/0/0a/Hammer_ignoreicon.jpg[/img] button to ignore their grouping. Once you're done altering them, make sure to unclick the [img]https://developer.valvesoftware.com/w/images/0/0a/Hammer_ignoreicon.jpg[/img] button, otherwise Hammer won't tie any brushes to entities until you do. [img]http://www.facepunch.com/fp/ratings/clock.png[/img]
[QUOTE=blaholtzen;34502936]If anyone is gonna remake that i suggest making it a tad longer with more flow (if possible), normalmap some vertical folds in the back and make the texture somewhat darker and more subtle, that kind of looks like a miniskirt version of a kilt [/QUOTE] Also needs bare legs since scots would never wear kilts with pants.
[QUOTE=blaholtzen;34502936]oh man, now i want a cheerleader pack for demoman[/QUOTE] NO GOD PLEASE NO NO MALE CHEERLEADERS /flashback to seeing various male cheerleaders in early high school *shivers*
[QUOTE=Inspecter;34505376]Also needs bare legs since scots would never wear kilts with pants.[/QUOTE] And that's where the problem is, it would need a rather tricky bodygroup to work with the boot items already ingame.
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