[QUOTE=AshtonArdoin;22437429]Hey guys, I'm trying to decide if I should use Blender or 3ds Max.
I like Blender because it's less RAM-heavy which makes it more reliable and I can also multitask, and the fact that's it's easier to use. But I like 3ds Max because of it's wide variety of shit to use. In the end, I'll only be using Blender for modeling (and maybe texturing)and modeling only, the rest, like rendering, animating, and etc are going to be done in 3ds Max. I really want to use Blender but I really don't know if I should.
Also, a question about blender, how do you make it to where the model isn't transparent, because I can't select anything now?[/QUOTE]
It's the 3D square down in the toolbar, when in Edit mode.
That's practically the same situation I'm in Ashton - though personally it's a bit more because I just can't do anything at a decent speed in 3ds Max.
Anyway, if Ikare's suggestion doesn't work try tapping Z.
[QUOTE=Metroid48;22437831]That's practically the same situation I'm in Ashton - though personally it's a bit more because I just can't do anything at a decent speed in 3ds Max.
Anyway, if Ikare's suggestion doesn't work try tapping Z.[/QUOTE]
Well, I suck at modeling in 3ds, and I'm not...as bad in Blender, but I'm going to remodel my crossbow in Blender and see if I can make anything good
If you have both you can make it in blender and animate it in 3ds/maya.
Some professionals use a mix of several 3d modelling programs.
[QUOTE=thisguy123;22438037]If you have both you can make it in blender and animate it in 3ds/maya.
Some professionals use a mix of several 3d modelling programs.[/QUOTE]
Doesn't Valve use Maya to model and animate? Or just to animate?
Animation certainly
Modelling, not so sure.
[QUOTE=Mico27;22432533]I have a question reguarding that, I need to only edit the world animation of the way the hands holds the knife. So can I still create certain custom anims then use $includemodel to use the old anim for the other one I havent customized?[/QUOTE]
still need an answer here.
[QUOTE=Ikare;22438760]Simple texture. Suggestions?[/QUOTE]
Put some stains and shit and you're done, it's pretty clean already.
[QUOTE=Ikare;22438760]Simple texture. Suggestions?
[img]http://img690.imageshack.us/img690/6347/aaaabp.png[/img][/QUOTE]
add some brushstroke effects and some signs of aging. no metal in tf2 is without either really. other then that, my only suggestion is perhaps put a medic cross on the side to make it more obvious for the class, but that's just me. it looks pretty solid.
I suggest using lighter colors, and instead of that gold color using a soft pastel would give that idea of "medical". :)
Also, can anyone let me know where this boolean cut thing can be found? I want it. I need it. I have to have it. :(
EDIT: Also, what is "baked AO"?
I had a crazy idea for spy's revolver. It would be a pack of cigarettes in one hand and a cigarette with a pointed end coming out of the tip held like a throwing knife in the other. Naturally, the name of the weapon would be Coffin Nails.
[QUOTE=Euphorium;22438893]I had a crazy idea for spy's revolver. It would be a pack of cigarettes in one hand and a cigarette with a pointed end coming out of the tip held like a throwing knife in the other. Naturally, the name of the weapon would be Coffin Nails.[/QUOTE]
Can't.
All spy weapons have to only use the right hand, for the watch you see.
On the other hand, I like the way you're thinking.
Well darn, maybe just the lone cigarette then.
Uhhhh, I don't think I'm cut out for blender.
[IMG]http://i50.tinypic.com/fm166f.png[/IMG]
[editline]01:30PM[/editline]
[QUOTE=Skunkrocker;22438911]Can't.
All spy weapons have to only use the right hand, for the watch you see.
On the other hand, I like the way you're thinking.[/QUOTE]
You could edit the viewmodel of the spy's watch to hold the cigarettes.
[QUOTE=AshtonArdoin;22438979]Uhhhh, I don't think I'm cut out for blender.
[IMG]http://i50.tinypic.com/fm166f.png[/IMG][/QUOTE]
[url=http://tf2wiki.net/w/images/b/bd/Engineer_no01.wav][img]http://www.tf2items.com/hats/engineer/engineer_nohat.png[/img][/url]
[QUOTE=NotUrAvgAzn;22439010][url=http://tf2wiki.net/w/images/b/bd/Engineer_no01.wav][img]http://www.tf2items.com/hats/engineer/engineer_nohat.png[/img][/url][/QUOTE]
That's why I said I wasn't cut out for it.
[QUOTE=AshtonArdoin;22438979][editline]01:30PM[/editline]
You could edit the viewmodel of the spy's watch to hold the cigarettes.[/QUOTE]
Dead Ringer.
Also, [B]LISTEN UP NEWBS[/B].
I was bored at work this morning, so I started searching for terms I've been trying to find answers to. I still can't find boolean cut, but I did learn about AO baking thanks to this thread on SPUF.
[url]http://forums.steampowered.com/forums/showthread.php?t=1109465[/url]
A lot of your questions can be answered here, even though specifically it talks about hats a lot of this can be translated over to weapons and other items as well.
I am guilty of asking dumb inquires too that could have taken five minutes of searching to solve, but this tutorial answers a good 90% of the questions asked here.
Still, there are some questions it doesn't answer.
So where is the boolean cut feature in 3DSMax?
Try to avoid booleans anyway. They make a lot of vertex errors.
Guys right now I'm having a headache (as expected) trying to find out how to find the file for the spy's watch "cloak meter" file. Can anyone point me out?
Has anyone thought of doing a maggot launcher?
A rocket replaced with a maggot :fuckyou:
[QUOTE=thefrog;22439827]Has anyone thought of doing a maggot launcher?
A rocket replaced with a maggot :fuckyou:[/QUOTE]
yes
[QUOTE=DanielAwesomo;22440081]yes[/QUOTE]
But was it ever completed?
[QUOTE=thefrog;22440163]But was it ever completed?[/QUOTE]
no :(
[img]http://img139.imageshack.us/img139/328/whatamidoing.png[/img]
Small change. Still don't know what I'm doing.
[QUOTE=Mico27;22439683]Guys right now I'm having a headache (as expected) trying to find out how to find the file for the spy's watch "cloak meter" file. Can anyone point me out?[/QUOTE]
You mean the spot that says "Watch" on the HUD or the actual draining bar on the watch? The former is in tf_english while the other is not in my knowledge. :x
The actual draining bar is a .vtf file if I'm right
[QUOTE=Campin Carl;22440451]The actual draining bar is a .vtf file if I'm right[/QUOTE]
the mechanics for making it work ingame is code. there is a set of bones that let it work. best bet is importing those bones into your scene and making a test compile to see if it works.
Well as far as I know the only hint I have right now is those bones named "controlpanel0_ll" and "controlpanel0_ur" that are called in teh qc file lie this:
$attachement "controlpanel0_ll" "bottom_left" 0.00 0.00 0.00 rotate -0.00 -0.00 0.00
there is no other reference that I am aware of.
that's all I found so far: [url]http://developer.valvesoftware.com/wiki/VGUI_on_entity[/url]
oh boy so much fun :(
Ok I'm getting closer to the thruth!
I went in the vgui_screens.txt in GCFScape and I found this written in:
"pda_panel_spy_invis"
{
blablabla
"resfile" scripts/screens/pda_spy_invis.res"
}
"pda_spy_invis.res"
{
"invisProgress"
{
bunch of parameters
}
}
ho boy... wish me luck
Now you people made me wonder how the ubercharge meter in the Ubersaw works.
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