TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
4,944 replies, posted
$cdmaterials "models\player\items\heavy\" "models\player\hvyweapon\"
Take a look at where the first vmt really is, my guess is its just in "models\player\hvyweapon\", so you would only need:
$cdmaterials "models\player\hvyweapon\"
The vmt is wrong...
Open the vmt and change the line:
"$baseTexture" "models/player/items/heavy/0x00b6ccc0/bigFeet/bigFeetArms_Color"
By:
"$baseTexture" "models/player/items/heavy/bigFeetArms_Color"
[QUOTE=BANG!;39552241]The vmt is wrong...
Open the vmt and change the line:
"$baseTexture" "models/player/items/heavy/0x00b6ccc0/bigFeet/bigFeetArms_Color"
By:
"$baseTexture" "models/player/items/heavy/bigFeetArms_Color"[/QUOTE]
No they work on the actual heavy model, I changed that path already. This is bananas.
Open the Hand SMDs and look at what material it's using.
[QUOTE=StormBlink;39551285]Testing with imgur to see if the examples load
[T]http://i.imgur.com/qwbxNNj.jpg[/T]
[/QUOTE]
images loaded for me just fine.
Also is the scope based on the one in the image below? I always wanted to see someone use this scope on a model.
[t]http://i.imgur.com/mSKTByu.jpg[/t]
[QUOTE=BANG!;39552388]Try this:
[CODE]$cdmaterials "models\player\hvyweapon\" "models\player\items\heavy\"
$texturegroup skinfamilies
{
{ "hvyweapon_hands" "hvyweapon_red" "bigFeetArms_Color" }
{ "hvyweapon_hands" "hvyweapon_blue" "bigFeetArms_Color" }
}[/CODE][/QUOTE]
Thanks Bang for the fixed item path!
Okay I grabbed the original hands qc and just added the bigfeet path-
[img]http://speedcap.net/img/f94e2f952e98047873aa5705cb2bb24e/e8afb391.png[/img]
And yet...
[img]http://speedcap.net/img/f94e2f952e98047873aa5705cb2bb24e/dc576477.png[/img]
Life is hilariously cruel.
Also tried what you stated above, see pic.
Edit: nervermind, can you explain what are you doing with the models exactly?
Are you trying to merge the big foot arms with the c_heavy_arms.mdl?
[QUOTE=BANG!;39552497]Just use this exact same code as follows
Except for the model, what did you do?
Merge them in one smd, or a bodygroup?
[CODE]
$modelname "weapons\c_models\c_heavy_arms.mdl"
$model "c_heavy_arms" "c_heavy_arms.dmx.smd"
$cdmaterials "models\player\hvyweapon\" "models\player\items\heavy\"
$texturegroup skinfamilies
{
{ "hvyweapon_hands" "hvyweapon_red" "bigFeetArms_Color" }
{ "hvyweapon_hands" "hvyweapon_blue" "bigFeetArms_Color" }
}
$includemodel "weapons\c_models\c_heavy_animations.mdl"
$sequence c_heavy_arms "c_heavy_arms.dmx.smd" fps 30.00
[/CODE][/QUOTE]
I merged them into one smd, it worked before when I did the crappy scout arms with the mummy misc, I have no idea how to do bodygroup stuff.
Then its more likely that the materials names in your smd are wrong, open the smd and check that.
I come seeking knowledge.
My university has me using Maya a lot, and I have the 2012 version on my home PC. However, I read that it isn't compatible with other aspects of TF2 modeling. What version of Maya and what plugins, if any, would I need to begin modeling for TF2?
[QUOTE=Noizeblaze;39552564]I come seeking knowledge.
My university has me using Maya a lot, and I have the 2012 version on my home PC. However, I read that it isn't compatible with other aspects of TF2 modeling. What version of Maya and what plugins, if any, would I need to begin modeling for TF2?[/QUOTE]
I'm no model expert, but if I recall correctly you should be using Maya 2011. Not sure which plugins.
[QUOTE=BANG!;39552561]Then its more likely that the materials names in your smd are wrong, open the smd and check that.[/QUOTE]
Hoe do I go about finding where it says that? I'm using Blender.
You open the smd in a text editor check the after the line "triangles", you can upload the smd if you want I'll check it.
[QUOTE=BANG!;39552634]You open the smd in a text editor check the after the line "triangles", you can upload the smd if you want I'll check it.[/QUOTE]
[url]http://dl.dropbox.com/u/56868882/c_heavy_arms.dmx.smd[/url]
Here you go, I really appreciate this.
Yup, pretty sure it was this:
[CODE]
bigFeetArms_Color.tga
models/player/hvyweapon/hvyweapon_hands.bmp[/CODE]
I replaced all those lines in the smd to this:
[CODE]
bigFeetArms_Color
hvyweapon_hands[/CODE]
You shouldn't have materials paths or extensions in your SMD, only the name of the VMT of the first texturegroup.
[URL="https://www.dropbox.com/s/mboy56unzq8qnhd/c_heavy_arms.dmx.rar"]https://www.dropbox.com/s/mboy56unzq8qnhd/c_heavy_arms.dmx.rar[/URL]
[QUOTE=BANG!;39552990]Yup, pretty sure it was this:
[CODE]
bigFeetArms_Color.tga
models/player/hvyweapon/hvyweapon_hands.bmp[/CODE]
I replaced all those lines in the smd to this:
[CODE]
bigFeetArms_Color
hvyweapon_hands[/CODE]
You shouldn't have materials paths or extensions in your SMD, only the name of the VMT of the first texturegroup.
[URL="https://www.dropbox.com/s/mboy56unzq8qnhd/c_heavy_arms.dmx.rar"]https://www.dropbox.com/s/mboy56unzq8qnhd/c_heavy_arms.dmx.rar[/URL][/QUOTE]
[img]http://speedcap.net/img/f94e2f952e98047873aa5705cb2bb24e/be746484.png[/img]
You're my hero of the day. Let me bare your children. <3
[QUOTE=HelmoChipChop;39553048][img]http://speedcap.net/img/f94e2f952e98047873aa5705cb2bb24e/be746484.png[/img]
You're my hero of the day. Let me bare your children. <3[/QUOTE]
So you're saying you want to... "[i]BANG[/i]" BANG!?
[img]http://puu.sh/214rg/7b0473f7f6[/img][img]https://dl.dropbox.com/u/39556064/rifleview.jpg[/img]
Spark came back on and we worked out some stuff about the rifle, got a new scope and made sure it's gonna look nice and balanced in view
It's amazing we manage to pull thees things off in the brief windows of us both being awake :v:
the circle part of the scope being so off center from the square part is kinda weird
The smoothing between the back of the scope and the box looks ankward, I think you should have a hard edge there.
-snip-
does anyone know how to make a lightmap ?
[QUOTE=HelmoChipChop;39552158]When I remove the comment lines in front of the "Model uses material" the compiler gets an error and aborts.
In regards to the paths:
[img]http://speedcap.net/img/f94e2f952e98047873aa5705cb2bb24e/9b7f150b.png[/img]
Like this?[/QUOTE]
When I said to remove the comment lines, i didnt mean the //, but the whole thing. The // in the front is what makes it a comment and it tells the compiler to ignore anything after it on the same line. When those types of things are in your qc, they are pointless and unnecessary.
[t]http://i.imgur.com/QRo6blF.png[/t]
[i]What have I done?[/i]
I wish Neo would update the consistent kill icons mod to be compatible with the last few major updates.
Working on a set that Kibblenight concepted.
[IMG]http://i.imgur.com/9zLMdpd.png[/IMG]
[IMG]http://i.imgur.com/A895N2O.png?1[/IMG][IMG]http://i.imgur.com/6GvW2bT.png?1[/IMG]
[QUOTE=Merczy;39555863]Working on a set that Kibblenight concepted.
[IMG]http://i.imgur.com/9zLMdpd.png[/IMG]
[IMG]http://i.imgur.com/A895N2O.png?1[/IMG][/QUOTE]
A shotgun with salt and pepper shakers... erm... why?
[QUOTE='[Square];39555949']A shotgun with salt and pepper shakers... erm... why?[/QUOTE]
Because everyone loves chefs. Its a chef set for soldier.
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