[QUOTE=Luxy;22382671]It says 512 by 512 in the rules: what do you expect?[/QUOTE]
i expect they'll scale it
[QUOTE=NeoDement;22381958]don't be a cunt[/QUOTE]
Dude its a girl, we're breaking the very foundation of this game, to be
GENTLEMEN.
[url]http://instantspy.1337.jp/gentlemen.html[/url]
Hardly any skins/models released lately, here?
[editline]02:20AM[/editline]
[img_thumb]http://farm5.static.flickr.com/4009/4654590804_51b1e160d5_b.jpg[/img_thumb]
Just awesome!
There will be for polycount contest. Nearly everyone here is submitting something.
[QUOTE=Luxy;22382988]There will be for polycount contest. Nearly everyone here is submitting something.[/QUOTE]
except me!
[QUOTE=Gamefinisher;22382786]Hardly any skins/models released lately, here?
[editline]02:20AM[/editline]
[img_thumb]http://farm5.static.flickr.com/4009/4654590804_51b1e160d5_b.jpg[/img_thumb]
Just awesome![/QUOTE]
Please, this!
I get excited easily.
[QUOTE=Gamefinisher;22382786]Hardly any skins/models released lately, here?
[editline]02:20AM[/editline]
[img_thumb]http://farm5.static.flickr.com/4009/4654590804_51b1e160d5_b.jpg[/img_thumb]
Just awesome![/QUOTE]
My gosh
how goes the project of ayes? the one for the soldier and demo whit fancy clothes
Also, it's been a time since i don't get any boxes, can i have some?
[b]Edit:[/b]
Yeah, ayes
[QUOTE=iRunner;22383165]how goes the project of [B]Ayes[/b]? the one for the soldier and demo whit fancy clothes[/QUOTE] I'm curious to know as well.
Does anyone make items with blender?
If yes, I'd like to know how to attach the model to the player. Is it necessary to add an armature? or is it just a line to add in the .qc file?
Import the character's armature (source smds are a part of the sdk content), then delete all the bones you don't need. Then select everything in edit mode and assign it to the relevant vertex group.
[editline]11:06PM[/editline]
Also, need a bit of help with this - it's the last thing left for the trophy gun, too. Basically, the red skin and natasha skin work fine but the blue team skin does not. Strangely, it works fine in model viewer.
Here's my qc:
[code]$cd "D:\TestingItems\Apps\blender-2.49b-windows\projects\HeavyTrophyGun\viewModel"
$modelname "weapons\v_models\v_minigun_heavy.mdl"
$model "v_minigun" "trophyGun_viewModel.smd_1.smd"
// No LODs at the moment
$cdmaterials "models/weapons/w_knife"
$cdmaterials "models/"
$texturegroup skinfamilies
{
{
"weapons/c_items/c_trophyGun.vmt"
"weapons/v_minigun/v_minigun.vmt"
"weapons/c_items/c_ubersaw.vmt"
"player/items/sniper/knife_shield.vmt"
"player/hvyweapon/hvyweapon_hands.vmt"
}
{
"weapons/c_items/c_trophygun_blue.vmt"
"weapons/v_minigun/v_minigun.vmt"
"weapons/c_items/c_ubersaw_blu.vmt"
"player/items/sniper/knife_shield.vmt"
"player/hvyweapon/hvyweapon_hands.vmt"
}
{
"weapons/c_items/c_trophygun_natascha.vmt"
"weapons/v_minigun/v_natasha.vmt"
"weapons/c_items/c_trophygun_sawnatasha.vmt"
"player/items/sniper/knife_shield.vmt"
"player/hvyweapon/hvyweapon_hands.vmt"
}
}
$hboxset "default"
//$hbox 0 "v_minigun_body" 16.500 -22.500 -7.500 37.500 2.500 7.500
//$hbox 0 "v_minigun_barrel" -19.520 -4.910 -5.060 37.410 5.090 4.940
//$hbox 0 "bip_hand_L" -4.800 -8.330 -4.660 3.350 2.970 6.630
$bonemerge "bip_pinky_1_L"
$bonemerge "bip_middle_1_L"
$bonemerge "bip_index_1_L"
$bonemerge "bip_ring_0_L"
$bonemerge "bip_thumb_2_L"
$attachment "muzzle" "v_minigun_body" 3.38 -37.71 0.00 rotate -0.00 -106.65 180.00
$attachment "eject_brass" "v_minigun_body" 16.08 -8.86 -7.45 rotate 45.00 163.35 90.00
$surfaceprop "default"
$illumposition 29.616 -11.278 -8.773
$includemodel "weapons/v_models/trophyanims/v_minigun_heavy.mdl"[/code]
I could swear I had the view model skins working fine a week ago, but I can't see anything different.
[QUOTE=pedrus24;22383473]Does anyone make items with blender?
If yes, I'd like to know how to attach the model to the player. Is it necessary to add an armature? or is it just a line to add in the .qc file?[/QUOTE]
I do. I just made a bone with the same name as the attachment bone on the model and it worked.
Not made by me but plane awesome!
[img]http://dl.dropbox.com/u/2126504/medic/All-items-promo.png[/img]
[img]http://imgur.com/RQs2y.png[/img]
[QUOTE=Gamefinisher;22383746]Not made by me but plane awesome!
[img_thumb]http://dl.dropbox.com/u/2126504/medic/All-items-promo.png[/img_thumb]
[img_thumb]http://imgur.com/RQs2y.png[/img_thumb][/QUOTE]
:flashfap:
[QUOTE=Gamefinisher;22383746]Not made by me but plane awesome!
[img_thumb]http://dl.dropbox.com/u/2126504/medic/All-items-promo.png[/img_thumb]
[img_thumb]http://imgur.com/RQs2y.png[/img_thumb][/QUOTE]
pfff
[IMG]http://img23.imageshack.us/img23/228/actionb.jpg[/IMG]
[QUOTE=Mexican;22378437]Does anyone know what to do about this?
[IMG]http://dl.dropbox.com/u/3430278/oldhud.jpg[/IMG]
This is the working HUD where the capture progress went behind the icon (I can't find a not shitty picture right now)
[IMG]http://dl.dropbox.com/u/3430278/newhud.jpg[/IMG]
This is what I have where it overlaps and looks ugly.
Is this for everyone? This was in arena and I'm not sure if it does this outside of arena, I also have widescreen if that's the problem. It's been for a while because I remember it bothering me for a long time. Anyone think a mod could fix it?[/QUOTE]
I keep having this issue on just about any capture point match, even on a fresh TF2 re-install.
Hay should I contribute the hats I've made through the normal contribute page or should I put them in my Polycount Pack, I'm worried if I don't put them in the contribute site they'll go unoticed, but what if I manage to get my items in through the polycount pack, so confused as what to do.
Anyway which Crit-A-Cola hat/helmet do you prefer:
Rate funny for this
[IMG]http://i45.tinypic.com/34r66as.jpg[/IMG]
OR rate artistic for this:
[IMG]http://i45.tinypic.com/2a8gfet.jpg[/IMG]
Also one last thing, anyone know how I can change my settings on TF2 so I have phong shading again (is there a console command) because I used an autoexec to use super low settings, but now even when I put the settings at very high I don't get phong shading :(.
Hay people about the polycount contest rules it actually states above them that you can go over the limitations they're not solid they're just guidelines to help you build your model around and not to go insanely high above them i.e polycount is 800 for hats they don't exactly want something like 5000, but I don't think they'll mind something like 1200, espicially considering most of the valve hats are at the 1000-1500 range (Bonk! Helmet specifically) and have 512x256 or 512x512 textures.
[QUOTE=JoshuaC;22383715]I do. I just made a bone with the same name as the attachment bone on the model and it worked.[/QUOTE]
I must be doing something wrong. Whenever I move the sniper the hat stay in front of the camera.
[IMG]http://img535.imageshack.us/img535/781/sniperq.png[/IMG]
Here's my .qc:
[CODE]$modelname "casque2.mdl"
$cdmaterials "models\"
$scale 2
$surfaceprop metal
$staticprop
$body mybody "casquearcher2.smd"
$sequence idle "casquearcher2" fps 1
$collisionmodel "casquearcher_phys2.smd"
{
$mass 10.0
$concave
}[/CODE]
The name of the bone is prp_hat.
I believe it's bip_head, here's my qc:
[code]$cd "C:\Users\---\Downloads\TF2 Stuff\Hats\Scout\critz_helm\final\"
$modelname "player\items\scout\scout_domination.mdl"
$model "Body" "critz_helm.smd"
$cdmaterials "\models\player\items\scout\"
$cdmaterials "\models\weapons\c_items\"
$cdmaterials ""
$hboxset "default"
$hbox 0 "bip_head" -6.744 -10.583 -6.632 6.336 1.091 4.283
// Model uses material "models/player/items/scout/critz_helm.vmt"
// Model uses material "models/player/items/scout/critz_helm_white.vmt"
// Model uses material "models/player/items/scout/critz_helm_purp.vmt"
// Model uses material "models/weapons/c_items/c_energydrink_purp.vmt"
$surfaceprop "plastic"
$illumposition 0.282 0.049 78.105
$sequence idle "idle" loop fps 30.00
$collisionmodel "phymodel.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/code]Replace the cd path with your path, model name with whatever hat you want it to replace, (classname)_domination is always the Ghastly Gibus, so sniper_domination would be sniper Ghastly Gibus. Replace the model.smd with the name of your exported .smd. Replace CD Materials wherever your materials are located (should be in the TF folder) Also replace model uses material....
You can replace surface prop if you want to change what affect shooting the hat has in terms of sound and decals i.e cloth.
MAKE SURE you have bip_head in your scene, if you don't import any .smd of any player class such as the sniper, then delete everything but bip_head. Then click your hat add a skin modifier, click add and add the bip_head. Than export as a .smd.
Can I ask why you have"$scale 2" anyway? There's no need for it, if you import a player model into your scene you can just readjust the size of the hat to fit on that players head then export.
JoshuaC making a bone of the same name is a bad idea, because the actual location of bip_head is what's important, if you're making a bone for the hat it has to been in the same place as bip_head would normally be otherwise things will come out wrong.
[QUOTE=Sparkwire;22384061]pfff
[IMG]http://img23.imageshack.us/img23/228/actionb.jpg[/IMG][/QUOTE]
I like!
Wow sparkwire this is epic:
[img_thumb]http://img23.imageshack.us/img23/228/actionb.jpg[/img_thumb]
Wish Valve would make the current sniper hats something like that, they're so crappy, that though is so awesome it's what all hats should be easily noticeable,unique and relate to the class entirely not all these terrible 'Yellow Belt' hats, I tend not to notice sniper hats in-game because of this.
Hey metroit38 try this obviously with your own gun:
[code]
$texturegroup skinfamilies
{
{ "models/player/items/scout/baseballcap_mat.vmt" }
{ "baseballcap_mat_blue.vmt" }
}
[/code]When making the color for the other team don't repeat the source folder for instance in this case ""models/player/items/scout" only put that for the red team for instance then for the blue team just put it without the source folder underneath. I've looked through dozens of valve .qc's and they all seem to do this.
Also maybe try putting these lines for a precuation at least:
[code]
// Model uses material "models/player/items/scout/baseballcap_mat.vmt"
// Model uses material "baseballcap_mat_blue.vmt"
[/code]Once again do not use the source folder line when defining the second skin for the team color.
Guys, I've just tried 3ds Max again, and I believe I will be able to use it from now on. What I'm asking you is, should I remake my pack in a very good program of which I have basic experience, or a very bad program of which I know most everything about?
[QUOTE=AshtonArdoin;22384692]Guys, I've just tried 3ds Max again, and I believe I will be able to use it from now on. What I'm asking you is, should I remake my pack in a very good program of which I have basic experience, or a very bad program of which I know most everything about?[/QUOTE]
Which bad programme are you referring to, if you mean to continue to use 3ds Max, yes I recommend it much more, it is simply the quickest and best modeling programme and once you get to grips with it it's actually pretty darn simple. Not to mention it works much better in combination with TF2 Content (I believe this is because Valve employees use 3Ds Max, correct me if I'm wrong) as in all the exporters and importers work perfectly without any hiccups that some modeling programmes have.
I can help you get better at using it if you need the help.
[QUOTE=Drax-Quin;22384357]Can I ask why you have"$scale 2" anyway? There's no need for it, if you import a player model into your scene you can just readjust the size of the hat to fit on that players head then export.[/QUOTE]
Thank you for your help. The hat is now attached.
Here's the reason of the "$scale 2" :
[IMG]http://img718.imageshack.us/img718/9594/mouthz.png[/IMG]
Blender modifies the size of the model when imported. If I directly import the sniper model and adapt the size of the hat to it, the output will be undersized.. and apparently mis/disoriented.
[QUOTE=Gamefinisher;22383746]Not made by me but plane awesome!
[url]http://dl.dropbox.com/u/2126504/medic/All-items-promo.png[/url]
[url]http://imgur.com/RQs2y.png[/url][/QUOTE]
Oh man... i wish valve re-updated the first classes with something like that, you can't really compare the old updates with the new ones.
[img]http://filesmelt.com/dl/P60.gif[/img]
Request for scout cane taunt when I am done.
Soo, as long as we're posting cool Polycount stuff, might as well post these, potentially my favorite Soldier items so far:
[IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/mannPack.jpg[/IMG_thumb]
[IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/4.jpg[/IMG_thumb]
[IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/51.jpg[/IMG_thumb]
[IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/1-11.jpg[/IMG_thumb]
[IMG_thumb]http://i85.photobucket.com/albums/k80/graffpirate/1-5.jpg[/IMG_thumb]
It's so dumb but god damn funny!(Damnit i was talking about the request for the cane taunt)
Also,you made them Galago or just found it?
It seems the smd animations that I decompile with MDLdecompiler get screwy upon decompiling, and their bounds are very highs which basicaly broke the anims. I use MDLdecompiler v.0.5 [url]http://www.chaosincarnate.net/cannonfodder/cftools.htm[/url]
Do I have to use another version or what?
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