TF2's Robotic Boogaloo - Community Update Thread: A New Hope.
1,882 replies, posted
[QUOTE=Gadget | TF2M;39507313]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
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.[/QUOTE]
For all class hats, you click on a class, add its model files, then click on another class and do the same thing until you have done so for all classes
[QUOTE=ZombiPlastiClok;39501708]So robots are ready for tomorrow?
EDIT: Aw man, disagrees? Was it delayed again?
Well I got this ready for my Workshop submissions.[B] It's hidden until the update goes live.[/B]
[video=youtube;FMYCMSouOyc]http://www.youtube.com/watch?v=FMYCMSouOyc&list=HL1360208418&feature=mh_lolz[/video][/QUOTE]
Wait no! dont do that; it was aid on this thread that if you upload but then hide, in the workshop you item will be pushed back in pages after a bit so when the other items get uploaded simultaneously your item wont be near the front pages
My stuff's not on Steam Workshop yet, and that video is unlisted
[img]http://i.imgur.com/7GIY6W8.png[/img]
Anyone know why this is happening? It seems to do the compiling process just fine but shows the big error model as shown instead of my item
[QUOTE=Gadget | TF2M;39494940]
[IMG]http://manschitz.com/projects/tf2/wshoptemplate03.jpg[/IMG]
[/QUOTE]
I just wanted to thank you again Gadget, this really turned out brilliant
You do some mighty fine work
[QUOTE=Hideous_;39509498]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.
[/QUOTE]
I have selected the right materials and set the checkmark but it just shows as unpainted in the preview. The problem seems to be the proxies:
[CODE]
No such variable "$colortint_tmp" for material "models/workshop/player/items/medic/robo_medic_helmet_preview1/robo_medic_helmet_preview1_blue"
Error: Material "models/workshop/player/items/medic/robo_medic_helmet_preview1/robo_medic_helmet_preview1_blue" : proxy "ItemTintColor" unable to initialize!
No such variable "$colortint_tmp" for material "models/workshop/player/items/medic/robo_medic_helmet_preview1/robo_medic_helmet_preview1_blue"
Error: Material "models/workshop/player/items/medic/robo_medic_helmet_preview1/robo_medic_helmet_preview1_blue" : proxy "SelectFirstIfNonZero" unable to initialize!
[/CODE]
Also: For the Sniper I have rigged the hat to prp_hat instead of bip_head to make it work with the taunt which unfortunately won't work with the importer.
[QUOTE=DeRosaJ;39513243][img]http://i.imgur.com/7GIY6W8.png[/img]
Anyone know why this is happening? It seems to do the compiling process just fine but shows the big error model as shown instead of my item[/QUOTE]
I may be mistaken but its possible your stuff compiled just fine, try booting up hlmv and seeing if they work. The stupid importer fucks up sometimes and just shows that error thing.
[QUOTE=DeRosaJ;39513243][img]http://i.imgur.com/7GIY6W8.png[/img]
Anyone know why this is happening? It seems to do the compiling process just fine but shows the big error model as shown instead of my item[/QUOTE]
Is this itemtest?
[QUOTE=DeRosaJ;39513243][img]http://i.imgur.com/7GIY6W8.png[/img]
Anyone know why this is happening? It seems to do the compiling process just fine but shows the big error model as shown instead of my item[/QUOTE]
i kinda have this same probelm except its in the itemtest map. i thought the sdk item test compile worked fine, but its not in the right place in hlmv. so i replaced the mdl and other model files with the ones i made before that replace the frying pan and renamed them. they worked in hlmv, but when i went to the map the error thing pops up. i'm not sure if i'm doing something wrong.
A little late, BoltBoy aka BonkBoy!
[IMG]http://puu.sh/1Zgr5/16f692f050[/IMG]
Now time to fight with the TF2 importer :/
Btw position doesn't quite match on the bot, but it gives him some funny look.
[QUOTE=BANG!;39515671]
[IMG]http://puu.sh/1Zgr5/16f692f050[/IMG][/QUOTE]
There is something funny with the way Robot Scout is wearing it. But, whatever the case, this hat looks great.
[QUOTE=Damian0358;39515680]There is something funny with the way Robot Scout is wearing it. But, whatever the case, this hat looks great.[/QUOTE]
[IMG]http://puu.sh/1Zgz8/d03706e83d[/IMG]
How much time do we have approximately to make items still? 'cause I have a couple concepts in my head that could be done fairly quickly, I just don't know if posting them would be of any value.
You can either waste time asking questions, or you can just do it.
Fuck wrong thread.
[QUOTE=dongalator;39515602]i kinda have this same probelm except its in the itemtest map. i thought the sdk item test compile worked fine, but its not in the right place in hlmv. so i replaced the mdl and other model files with the ones i made before that replace the frying pan and renamed them. they worked in hlmv, but when i went to the map the error thing pops up. i'm not sure if i'm doing something wrong.[/QUOTE]
It seems you dont understand how sdk's itemtest works. And you need to stop using it. Unless you are able to figure out EXACTLY how it works, all items you make and compile with it will be in the wrong places or badly broken.
[QUOTE=kenshin6;39516476]It seems you dont understand how sdk's itemtest works. And you need to stop using it. Unless you are able to figure out EXACTLY how it works, all items you make and compile with it will be in the wrong places or badly broken.[/QUOTE]
yeah, only reason i was usin it was cause the tf2 importer doesnt accept weapons. and napys file structure guide confused me with that damn manifest file, so i thought it was my only option.
[QUOTE=dongalator;39516530]yeah, only reason i was usin it was cause the tf2 importer doesnt accept weapons. and napys file structure guide confused me with that damn manifest file, so i thought it was my only option.[/QUOTE]
Yea sdk's itemtest was never meant for weapons either. It is meant for basic hats that just use the bip_head bone and the location of them in your 3d program needs to be very specific for it to work right.
[QUOTE=dongalator;39516530]yeah, only reason i was usin it was cause the tf2 importer doesnt accept weapons. and napys file structure guide confused me with that damn manifest file, so i thought it was my only option.[/QUOTE]
Either use the importer or do it manually using the importer structure. Itemtest is really outdated and broken as hell.
ok, napy, sorry for asking so many questions, but these are my final 4 (i hope). they all have to do with the manifest and qc.
1. in this part of the manifest...
[IMG]http://puu.sh/1Zjp8[/IMG]
are these the blu and red textures or are they just the vmts i'm using. i ask because i have 3 vmts, 1 for red, 1 for blu and 1 for a part of the texture thats transparent. so i wonder whether i name the second one after the blu vmt or the transparent one.
2. i'm not really sure what prefab to use. i looked on the tf2 wiki, but i couldnt find a list of them. when i looked up prefab it just brings me to a tf2maps.net page.
3. i want the weapon to be usable on the pyro and use the frying pan animations. i assume it has to do with this part of the item schema part of the manifest
[IMG]http://puu.sh/1Zjxb[/IMG]
i already compiled the weapon normally to replace the frying pan in-game. can i use those mdls and rename them, or should i compile it as its own name?
4. does it matter where the materials and models paths are in the qc? do i have to have them as the same paths in the manifest? i assume it matters, because i have to include the qc in the content folder.
also thank you all so much on helping me with this stuff. i'm just really eager to upload my first item.
[IMG]http://puu.sh/1ZjOC[/IMG]
Manibogi told me to post this
it's up for grabs (?)
[QUOTE=Constructor;39517065]...
Manibogi told me to post this
it's up for grabs (?)[/QUOTE]
Did he contact the original creator, yet? I could probably create it if he's alright with it and no one else wants to.
[QUOTE=dongalator;39516530]yeah, only reason i was usin it was cause the tf2 importer doesnt accept weapons. and napys file structure guide confused me with that damn manifest file, so i thought it was my only option.[/QUOTE]
where's the file structure guide, I wanna read it
[QUOTE=Venezuelan;39517158]where's the file structure guide, I wanna read it[/QUOTE]
[url]http://napydawise.tumblr.com/workshop_tutorial[/url]
How do you people submit your hats even if the deadline had been passed long ago?
the deadline has become more of a vegetativestateline
[QUOTE=-Iker-;39517192]How do you people submit your hats even if the deadline had been passed long ago?[/QUOTE]
Skip to 1:59, and replace 'Patrick Bateman' with 'Deadline'
[video=youtube;CGeAMVK75T4]http://www.youtube.com/watch?v=CGeAMVK75T4[/video]
[QUOTE=dongalator;39517170][url]http://napydawise.tumblr.com/workshop_tutorial[/url][/QUOTE]
haaaaaa fuck I've been doing it wrong for a year and a half
[QUOTE=dongalator;39517043]ok, napy, sorry for asking so many questions, but these are my final 4 (i hope). they all have to do with the manifest and qc.
1. in this part of the manifest...
[IMG]http://puu.sh/1Zjp8[/IMG]
are these the blu and red textures or are they just the vmts i'm using. i ask because i have 3 vmts, 1 for red, 1 for blu and 1 for a part of the texture thats transparent. so i wonder whether i name the second one after the blu vmt or the transparent one.
2. i'm not really sure what prefab to use. i looked on the tf2 wiki, but i couldnt find a list of them. when i looked up prefab it just brings me to a tf2maps.net page.
3. i want the weapon to be usable on the pyro and use the frying pan animations. i assume it has to do with this part of the item schema part of the manifest
[IMG]http://puu.sh/1Zjxb[/IMG]
i already compiled the weapon normally to replace the frying pan in-game. can i use those mdls and rename them, or should i compile it as its own name?
4. does it matter where the materials and models paths are in the qc? do i have to have them as the same paths in the manifest? i assume it matters, because i have to include the qc in the content folder.
also thank you all so much on helping me with this stuff. i'm just really eager to upload my first item.[/QUOTE]
1)I'm pretty sure you can add lines like "material2" etc as long as you add them everywhere
And thoses are the vmt's name. I don't really remember right now, but I think it's just red and transparent in that case.
2)You can find prefabs in the item schema, but i don't think weapons use them
3)You can't choose which animations it'll use, that's valve's job iirc. And you can't use thoses mdl, you have to recompile them under their own name.
For weapons i change the whole path to "models/workshop/weapons/c_models/!weapon_name!/!weapon_name!.mdl"
4) Yep it's important, otherwise they won't be able to find eachother. You can edit the manifest to fit the .qc or edit the qc to fit the manifest.
Final note : Try to make a dumb model (ie a cube), compile it using the import tools, and the same names/materials as your actual weapon, it should give you the right manifest. You can then replace the mdls/smd with your stuff.
I thought the "_color" was only for paintable textures?
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