• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
    4,944 replies, posted
sorry for all these questions but i'm a bit stumped. when ever i import my texture tga for the blu team version of my weapon in vtfedit, it screws up. heres how its supposed to look: [IMG]http://puu.sh/1XJTF[/IMG] and heres how it looks after i import it: [IMG]http://puu.sh/1XJTc[/IMG] does anyone have any advice? the red team version imports just fine.
[QUOTE=dongalator;39480181]sorry for all these questions but i'm a bit stumped. when ever i import my texture tga for the blu team version of my weapon in vtfedit, it screws up. heres how its supposed to look: [IMG]http://puu.sh/1XJTF[/IMG] and heres how it looks after i import it: [IMG]http://puu.sh/1XJTc[/IMG] does anyone have any advice? the red team version imports just fine.[/QUOTE] [url=http://www.fsdeveloper.com/wiki/index.php?title=DXT_compression_explained]dxt compression[/url]
[QUOTE=blaholtzen;39480217]dxt compression[/QUOTE] hmmm, i checked and its already on high quality. and why does it only do it when its blue? [editline]5th February 2013[/editline] ok i read the page you edited in. i tried the other settings, but i cant seem to fix it. is my problem fixable? edit: ok it seems the red team version has it as well, its just harder to notice since the orange is against red, instead of blue.
Hi guys, I made an application if anyones interested. ill explain further down after the screenshots [IMG]http://lex.xsustudios.com/programs/hbox_gen.png[/IMG] I made this program (C# so sorry mac users) because i got sick of working with large models and having the retrieve their hbox co-ordinates. so i just wrote an application which lists all bones in an smd (and obj but not sure if it works with obj files properly) and allows you to select which ones you do and don't want to be listed in hbox lines. - can drag a file into the application or use the load model prompt - the hbox lines update after every action -- check a box and its line is auto added -- uncheck a box and its line is auto removed -- load a file and all check boxes are checked by default and all hbox lines are generated -- uncheck all/check all are self explanatory will upload if anyone is interested or wants a copy of the installer
[QUOTE=dongalator;39480226]hmmm, i checked and its already on high quality. and why does it only do it when its blue? [editline]5th February 2013[/editline] ok i read the page you edited in. i tried the other settings, but i cant seem to fix it. is my problem fixable?[/QUOTE] Hmm. I'm not really going to go into depth on this and will just focus on helping you get a fix. If you read the start of each section, all the DXT compression formats essentially use the same method of compressing and storing the colors. Changing between these settings won't help you. If you looked at the two image comparisons in the article and read their description, you would see why the red and blue are behaving differently. The blue and orange and black are presenting a wider range of the color spectrum than red and orange and black because red and orange are rather close in terms of color and so the selected palette has less variance. Even if the red and orange were presenting a similar compression artifact, their similarity in terms of color would make it less noticeable. If I am understanding the problem here, essentially, you have too much detail in your colour space and it's too close together. One fix might be increasing the thickness of your black line to try and space out the compression's palette selection so it won't try to interpolate so much. The root of your problem is that the edge of your line as it is interpolated across the blue and the orange is creating too many colors across too broad a color space in a small amount of image space. To fix this, you would want to increase the hardness of your line to clean up the interpolation which can be done several ways such as using a hard brush or selection to paint over your line and the colors on the edge of the line. Also, not a huge deal, but Valve's recommendation for matching the game's art style is to avoid full black so if you intend this for the workshop, you might want to go with a fairly dark grey in stead. This would also help to narrow your color space some and could help with your compression artifacting a little. I hope this helps. I mean, I could be completely out to lunch, but that's more or less what I got from the article.
FYI: I will soften up the wrinkles on the hat because they seem too pronounced, either by smoothing or toning down on normal map. [img]https://dl.dropbox.com/u/30693265/TF2Items/gnomeginner_a.jpg[/img] [editline]5th February 2013[/editline] [img]http://thegamingliberty.com/wp-content/uploads/adoring-fan.jpg[/img]
[QUOTE=skovacs1;39480645]Hmm. I'm not really going to go into depth on this and will just focus on helping you get a fix. If you read the start of each section, all the DXT compression formats essentially use the same method of compressing and storing the colors. Changing between these settings won't help you. If you looked at the two image comparisons in the article and read their description, you would see why the red and blue are behaving differently. The blue and orange and black are presenting a wider range of the color spectrum than red and orange and black because red and orange are rather close in terms of color and so the selected palette has less variance. Even if the red and orange were presenting a similar compression artifact, their similarity in terms of color would make it less noticeable. If I am understanding the problem here, essentially, you have too much detail in your colour space and it's too close together. One fix might be increasing the thickness of your black line to try and space out the compression's palette selection so it won't try to interpolate so much. The root of your problem is that the edge of your line as it is interpolated across the blue and the orange is creating too many colors across too broad a color space in a small amount of image space. To fix this, you would want to increase the hardness of your line to clean up the interpolation which can be done several ways such as using a hard brush or selection to paint over your line and the colors on the edge of the line. Also, not a huge deal, but Valve's recommendation for matching the game's art style is to avoid full black so if you intend this for the workshop, you might want to go with a fairly dark grey in stead. This would also help to narrow your color space some and could help with your compression artifacting a little. I hope this helps. I mean, I could be completely out to lunch, but that's more or less what I got from the article.[/QUOTE] thanks for the help. someone also suggested to get rid of the outline all together. so i'll try that out as well as some of your suggestions.
I swear to god nobody in this thread actually understands what they're saying, and are just making up words for the sole purpose of confusing people.
[QUOTE=Uzbekistan;39480916]I swear to god nobody in this thread actually understands what they're saying, and are just making up words for the sole purpose of confusing people.[/QUOTE] That's hardly nice and quite a generalization. It certainly isn't very helpful or productive. It could just be that nice people trying to help one another in areas beyond their depth. Providing suggestions based on a limited understanding in the form of an educated guess is at least an attempt to help. If someone forms an educated guess, but does not clearly state their uncertainty, then it could well be somewhat misleading. I recommend that, contrary to your statement, the benefit of the doubt be offered and belief be held that they are not misleading deliberately but rather by an oversight on their part to mention their uncertainty. If you understand a given subject, then please be everyone's guest and enlighten us all with your brilliance. I'm sure anyone would prefer a helping hand from someone who knows the answers and can explain them without being confusing.
[QUOTE=skovacs1;39481066]That's hardly nice and quite a generalization. It certainly isn't very helpful or productive. It could just be that nice people trying to help one another in areas beyond their depth. Providing suggestions based on a limited understanding in the form of an educated guess is at least an attempt to help. If someone forms an educated guess, but does not clearly state their uncertainty, then it could well be somewhat misleading. I recommend that, contrary to your statement, the benefit of the doubt be offered and belief be held that they are not misleading deliberately but rather by an oversight on their part to mention their uncertainty. If you understand a given subject, then please be everyone's guest and enlighten us all with your brilliance. I'm sure anyone would prefer a helping hand from someone who knows the answers and can explain them without being confusing.[/QUOTE] It was a joke about how I understand literally nothing that is being said in this thread.
[QUOTE=Appolox;39480846]FYI: I will soften up the wrinkles on the hat because they seem too pronounced, either by smoothing or toning down on normal map. [img]https://dl.dropbox.com/u/30693265/TF2Items/gnomeginner_a.jpg[/img] [editline]5th February 2013[/editline] [img]http://thegamingliberty.com/wp-content/uploads/adoring-fan.jpg[/img][/QUOTE] [URL="http://www.youtube.com/watch?v=X4a3hfb9x_8&t=14s"]Bewege sich nicht![/URL] [editline]5th February 2013[/editline] [QUOTE=Uzbekistan;39481082]It was a joke about how I understand literally nothing that is being said in this thread.[/QUOTE] Sorry. I took that as a criticsm. An emote would help indicate the less serious nature of the comment. If you have any questions about something you aren't following, I'm sure if you asked, someone could provide some clarification.
[QUOTE=Appolox;39480846]FYI: I will soften up the wrinkles on the hat because they seem too pronounced, either by smoothing or toning down on normal map. [img]https://dl.dropbox.com/u/30693265/TF2Items/gnomeginner_a.jpg[/img] [/QUOTE] kind of looks like the sorting hat from harry potter
[QUOTE=HazzaHardie;39481178]kind of looks like the sorting hat from harry potter[/QUOTE] "Griffindor! Hufflepuff! Red team!" "Not control points, eh? Better be... Spectator!"
First batch of demo vids done since coming back! [video=youtube;FeIAAY9FFrY]http://www.youtube.com/watch?v=FeIAAY9FFrY[/video] [video=youtube;8gOFW35-4Mg]http://www.youtube.com/watch?v=8gOFW35-4Mg[/video] [video=youtube;ch3kFSuxY-c]http://www.youtube.com/watch?v=ch3kFSuxY-c[/video]
[URL="http://puu.sh/1XQgp"] [IMG]http://puu.sh/1XoAX[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=124871585"][IMG]https://dl.dropbox.com/u/3430278/Modding/Workshop Promo Extention.png[/IMG][/URL] Hopefully fixed the team colors and paintability on this.
[QUOTE=AlfieSR;39481465]"Griffindor! Hufflepuff! Red team!" "Not control points, eh? Better be... Spectator!"[/QUOTE] [IMG]http://wiki.teamfortress.com/w/images/thumb/9/92/Painted_Crone%27s_Dome_7C6C57.png/757px-Painted_Crone%27s_Dome_7C6C57.png[/IMG]
[QUOTE=thecuntsman;39482182][IMG]http://wiki.teamfortress.com/w/images/thumb/9/92/Painted_Crone%27s_Dome_7C6C57.png/757px-Painted_Crone%27s_Dome_7C6C57.png[/IMG][/QUOTE] jesus christ that texture
[QUOTE=Constructor;39482257]jesus christ that texture[/QUOTE] Valve has always been reducing submitted 512X512 textures to 256X256 in every (community-made) item, in the past few updates. Also, am I the only one applying for an EIN instead of an ITIN and not having to wait several months for one?
Has someone tried to make the helmet of guards from Half Life/Black Mesa? I wanted to see how it would look like
Starting a new hat, no exactly sure of the direction yet, more for experimentation, my second hat only. [URL=http://imgur.com/tMo9EnP][IMG]http://i.imgur.com/tMo9EnPl.jpg?1[/IMG][/URL]
[QUOTE=matreox;39483823]Starting a new hat, no exactly sure of the direction yet, more for experimentation, my second hat only. [URL=http://imgur.com/tMo9EnP][IMG]http://i.imgur.com/tMo9EnPl.jpg?1[/IMG][/URL][/QUOTE] You have my sword...
Shiny is gone. Now to fix the rigging. [img]http://puu.sh/1XV5E[/img]
Which buckle should I go with? [IMG]http://i.imgur.com/tCKN3oW.png[/IMG]
[QUOTE=Totenkreuz;39485082]Which buckle should I go with? [IMG]http://i.imgur.com/tCKN3oW.png[/IMG][/QUOTE] The current seatbelt style on his chest could use a little tweaking to look nice. That new one floating in front of his neck looks like a mask and I can't unsee it.
holy shit the sdk is the worst thing ever
[QUOTE=Pfysicyst;39485106]The current seatbelt style on his chest could use a little tweaking to look nice. That new one floating in front of his neck looks like a mask and I can't unsee it.[/QUOTE] What kind of tweaking?
[QUOTE=Pfysicyst;39485106]That new one floating in front of his neck looks like a mask and I can't unsee it.[/QUOTE] Reminds me of Dr. Doom, actually.
Fuuuck, I've got several items modeled, textured, rigged and compiled but can't preview them due to hlmv.exe being a piece of cunt. Steam support hasn't responded either ;_;
[QUOTE=Totenkreuz;39485331]What kind of tweaking?[/QUOTE] I'd go for something more like this. [t]http://i00.i.aliimg.com/img/pb/234/713/262/1282009949070_hz-myalibaba-web9_700.jpg[/t] [editline]5th February 2013[/editline] dancing queen young and sweet, only seventeeeeeeeennn [t]http://i.imgur.com/q91W3hL.png[/t]
I need someone who has experience with items with face flexes because I'm just out of ideas at this point I've done the item, i've done the flexes, everything compiled fine, the flexes work in the sdk model viewer but when I try it in itemtest it remains static. What am I doing wrong?
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