TF2's Robotic Boogaloo - Community Update Thread: A New Hope.
1,882 replies, posted
I really hope they don't force us to use the importer when uploading the hats to the workshop, otherwise, we'll be in big trouble.
[img]http://puu.sh/1YDrR/d6fc0ed6dc[/img]
[img]http://puu.sh/1YDsA/b5625e30e4[/img]
Yeah, bitch. Take that!
(and yes LOD1 is slightly too small... but those rivets leave big holes in the AO, and they are literally the only thing I changed from LOD1 to LOD2. they use a lot of polies together.)
[QUOTE=Hideous_;39500674]Fuck me, it enforces the polycount limit on hats.
[img]http://puu.sh/1YBTf/862c82e0f7[/img]
[img]http://puu.sh/1YBKI/3a465916f2[/img][/QUOTE]
wait, that error is because of polycount limit? That's good to know!
I've yet to try the importer, how good is it on a scale from itemtest to actually viable
i tried it on the robo toque and it seems to work fine
So robots are ready for tomorrow?
EDIT: Aw man, disagrees? Was it delayed again?
Well I got this ready for my Workshop submissions. It's hidden until the update goes live.
[video=youtube;FMYCMSouOyc]http://www.youtube.com/watch?v=FMYCMSouOyc&list=HL1360208418&feature=mh_lolz[/video]
[IMG]http://img507.imageshack.us/img507/7016/erorrorororor.jpg[/IMG]
It appears to pull a fit on large file names.
[QUOTE=ZombiPlastiClok;39501708]
EDIT: Aw man, disagrees? Was it delayed again?[/QUOTE]
What do you mean 'delayed again'. we've never set an exact day. It's out when it's done.
So how does this new import allows you to use a custom qc or vmt?
It sucks when it doesn't.
How's everyone doing with the importer? Last I dared try was for my revolvers. Either I'm doing something wrong or it can't do weapons
What a horrible night to have a pageking
[QUOTE=Venezuelan;39501522]I've yet to try the importer, how good is it on a scale from itemtest to actually viable[/QUOTE]
it's actually pretty fucking usable. lets you edit the QCs and VMTs as well, once you've hit preview.
[QUOTE=ZombiPlastiClok;39504017]How's everyone doing with the importer? Last I dared try was for my revolvers. Either I'm doing something wrong or it can't do weapons
What a horrible night to have a pageking[/QUOTE]
asdsafds your bot dogger is 250 tris over the limit
[QUOTE=Hideous_;39504257]it's actually pretty fucking usable. lets you edit the QCs and VMTs as well, once you've hit preview.[/QUOTE]
I really prefer the old methought. The importer isn't really handy if I try to use base, bump, phong, and transparant at the same time. Also some of my hats are a little over the poly limit, have to compile all those again to get them work with this importer.
[editline]7th February 2013[/editline]
Since I really like how this update comes along I'd like to do something with the various processes everyone has bin trough by making this robotic creations. I'm gonna make a call here for the [B]creators who came from sketch to the accual model[/B]. Gonna make some sort of [B]little magazine[/B] with some of these processes.
People who like to show there process can spam me at [I]wavdbruggen@gmail.com[/I]
[B]If you do please add the name which the art will be creditted for in you message.[/B]
Sketches trough renders are welcome, little story can be added optionally.
Just talked to cuntsman, we can make a "progress" page on the site which will show concept art and could form a guide.
So Danger's [URL="http://uppix.net/3/a/d/8d5a74c8bb9f560de220cfe6fc610.png"]Robotman's Ushanka[/URL] is 2.6k polys. Naturally, it triggered the error. What's the poly limit for hats?
1k, the bot dogger looks noticably more octagonal now.
[img]https://dl.dropbox.com/u/900111/botdoggeredit.jpg[/img]
Well shit.
[QUOTE=NeoDement;39505508]1k, the bot dogger looks noticably more octagonal now.
[img]https://dl.dropbox.com/u/900111/botdoggeredit.jpg[/img][/QUOTE]
it's really not that bad imo but if you want you can always hard edge it and go ROBOTS, ANGULAR
I don't see how I can possibly get the robo-towering pillar under the poly limit. Especially considering how the original towering pillar is way over limit at 2418 triangles, and mine is less than that already. Think I'll stick to the old compile method for the piles of hat, and just use the beta on the single hats.
I also don't understand how the manifest.txt using full absolute paths (C:\Users\<MY USERNAME>\Documents\etc) is actually going to load up anything on their computers.
Ya don't worry we can't really expect you all go to back and optimize your hats if they're like triple the limit. If they're only a little over though please try ;)
[QUOTE=NeoDement;39506313]Ya don't worry we can't really expect you all go to back and optimize your hats if they're like triple the limit. If they're only a little over though please try ;)[/QUOTE]
Oh, that's good to hear. I'll try to convince him of texturing the rivets and simplifying the springs, but it's good to know it doesn't need to be less than half the polys.
Ill try to compile the Site for sore eyes as soon as I can and setting the workshop submission, keeping it hidden
I've tried the importer...
Great:
- Supports vmt files
- Model preview
- Supports backpack icons
Problems:
- Only supports 2 material files (my medic headlight has 3)
- Doesn't support physics models
- Skin changing in the preview seems to only affect the player model
- No paint support/preview
- No error log
- Only uses bip_head but for Sniper I need the prp_hat bone
Questions:
- For an all-class hat would I have to import the hat 9 times?
So I got all my hats to compile with the importer except for the headlight because it uses 3 materials. However some were showing as "ERROR" in the preview but when I open the models in HLMV they're showing correctly. I still prefer to use my own QC file and batch script to compile as well as packing everything into a release archive.
Update: Sniper hats won't compile because I have rigged them to prp_hat instead of bip_head to make them work with the taunt.
Update in 2 weeks :o ?
[QUOTE=Petachepas;39507168]Ill try to compile the Site for sore eyes as soon as I can and setting the workshop submission, keeping it hidden[/QUOTE]
You don't have to release it, yet. Just use the importer until you get the zip archive and then cancel the whole thing. You can then import the archive again later for the release.
[img]http://i.imgur.com/SL3fxZe.png[/img]
gosh darn 3ds max told me that the model was under 1000 polys
[QUOTE=Batmans;39507398]Update in 2 weeks :o ?[/QUOTE]
I'm sorry, but can we just stop speculating on the release date? Its not very constructive at all
[QUOTE=Gadget | TF2M;39507313]I've tried the importer...
Problems:
- Only supports 2 material files (my medic headlight has 3)
- Doesn't support physics models
[B]- Skin changing in the preview seems to only affect the player model
- No paint support/preview[/B]
- No error log
[/QUOTE]
It does have these two? You must have selected the wrong image for the texture for the first one. Second one, you must have not marked the big "paintable" checkmark.
[editline]7th February 2013[/editline]
[QUOTE=DeRosaJ;39509483][img]http://i.imgur.com/SL3fxZe.png[/img]
gosh darn 3ds max told me that the model was under 1000 polys[/QUOTE]
Under 1000 polies != Under 1000 triangles
clumsy me :(
Using this:
[img]http://puu.sh/1Z2ym/5198e30900[/img]
I found out the limit isn't 1000, it's 1400:
[img]http://puu.sh/1Z2wE/4377c9bf37[/img]
Yeah, my old Bot Dogger version suddenly started compiling as soon as he told me that. I'm very confused... but glad I guess.
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