• TF2 Emporium XIX
    2,002 replies, posted
eh, i think fragus' is better. but i love the shades and the weapons.
[QUOTE=Keychain;22952196]I wouldn't know. I hate history.. :v:[/QUOTE] Then I suggest you not to talk about it, or else you'll look retarded when someone else explains it
[QUOTE=Drax-Quin;22949372]Another scout hat the [B]Badboy's Backlasher[/B] (As requested by [I]The_Broker[/I]) [IMG_thumb]http://i46.tinypic.com/16joqzb.png[/IMG_thumb] [U][B]Replaces:[/B][/U] Batter's Helmet [/QUOTE] When it replaces the batter's helmet, does it clip? [editline]09:21AM[/editline] [QUOTE=Onirik;22952044] It was wore by rich win growers.[/QUOTE] I like to think of myself as a WIN grower.
[QUOTE=Takuat;22951756] Fez's are cool[/QUOTE] Bow ties are also cool.
[QUOTE=Corndog Ninja;22952470] I like to think of myself as a WIN grower.[/QUOTE] Haha, thanks for pointing it out, my English is terrible. :3: [QUOTE=Zukriuchen;22952425]Then I suggest you not to talk about it, or else you'll look retarded when someone else explains it[/QUOTE] Aw, don't be so rude, it's not like it's common knowledge. Who cares about Arabia and France's history nowadays.
[QUOTE=Onirik;22952509] Aw, don't be so rude, it's not like it's common knowledge. Who cares about Arabia and France's history nowadays.[/QUOTE] French and Arabian people?
God damn collision model still refuses to work with the shades and I have no idea why. Anyone mind helping me out here?
[QUOTE=Onirik;22952509] Aw, don't be so rude, it's not like it's common knowledge. Who cares about Arabia and France's history nowadays.[/QUOTE] yeah, everyone's talking about valve time now.
[QUOTE=Corndog Ninja;22952470]When it replaces the batter's helmet, does it clip?[/QUOTE] Why would it clip?. Any hat you replace uses the positioning of the hat that was used to replace it, so the the cap will be the same no matter what hat it replaces.
[QUOTE=Drax-Quin;22953110]Why would it clip?. Any hat you replace uses the positioning of the hat that was used to replace it, so the the cap will be the same no matter what hat it replaces.[/QUOTE] The batter's helmet doesn't remove the base Scout cap.
[QUOTE=EDDY TT;22952725]God damn collision model still refuses to work with the shades and I have no idea why. Anyone mind helping me out here?[/QUOTE] What exactly is it doing? Do you get any errors in the compile?
[QUOTE=JoshuaC;22953193]What exactly is it doing? Do you get any errors in the compile?[/QUOTE] No errors in the compile, only the typical warning about the idle bounding box but that's never effected it before. The model its self compiles but the collision model is no where to be seen. [code]Created command line: D:\programs\valve\steamapps\mlparkes\sourcesdk\bin\orangebox\bin\studiomdl.exe -game "d:\programs\valve\steamapps\mlparkes\team fortress 2\tf" -nop4 -nox360 "D:\Models_sources\output\tophat\Copy of mdldecompiler.qc" qdir: "d:\models_sources\output\tophat\" gamedir: "d:\programs\valve\steamapps\mlparkes\team fortress 2\tf\" g_path: "D:\Models_sources\output\tophat\Copy of mdldecompiler.qc" Building binary model files... Working on "Copy of mdldecompiler.qc" SMD MODEL top_hat_shades_reference.dmx.smd SMD MODEL idle.smd WARNING: @idle : bounding box out of range : -5 -0 -81925 : -9999 11 -9999 Model has 1 convex sub-parts Collision model completed. --------------------- writing d:\programs\valve\steamapps\mlparkes\team fortress 2\tf\models/player\items\demo\top_hat.mdl: bones 964 bytes (1) animations 124 bytes (1 anims) (31 frames) [0:01] sequences 220 bytes (1 seq) ik/pose 164 bytes eyeballs 0 bytes (0 eyeballs) flexes 0 bytes (0 flexes) textures 72 bytes keyvalues 0 bytes bone transforms 0 bytes Collision model volume 51.08 in^3 collision 0 bytes total 1736 --------------------- writing d:\programs\valve\steamapps\m•Ü}Y@lparkes\team fortress 2\tf\models/player\items\demo\top_hat.vvd: vertices 37200 bytes (775 vertices) tangents 12400 bytes (775 vertices) total 49664 bytes --------------------- Generating optimized mesh "d:\programs\valve\steamapps\mlparkes\team fortress 2\tf\models/player\items\demo\top_hat.sw.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 6975 bytes indices: 4422 bytes bone changes: 8 bytes everything: 11530 bytes --------------------- Generating optimized mesh "d:\programs\valve\steamapps\mlparkes\team fortress 2\tf\models/player\items\demo\top_hat.dx80.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 6975 bytes indices: 4422 bytes bone changes: 16 bytes •Ü}Y@ everything: 11538 bytes --------------------- Generating optimized mesh "d:\programs\valve\steamapps\mlparkes\team fortress 2\tf\models/player\items\demo\top_hat.dx90.vtx": body parts: 8 bytes models: 20 bytes model LODs: 12 bytes meshes: 9 bytes strip groups: 25 bytes strips: 27 bytes verts: 6975 bytes indices: 4422 bytes bone changes: 16 bytes everything: 11538 bytes Completed "Copy of mdldecompiler.qc"[/code]
Does it output the .phy files? And you've got the collision model properly assigned in the .qc?
[QUOTE=Onirik;22952129]You know, Arabia (especially Algeria and Morocco) and France history are really close since 1825/1830.[/QUOTE] that doesnt make it french :v:, but i can see how you would assume that. Is the tassel jiggled?
[QUOTE=JoshuaC;22953274]Does it output the .phy files? And you've got the collision model properly assigned in the .qc?[/QUOTE] It does and I have.
[QUOTE=EDDY TT;22953335]It does and I have.[/QUOTE] just make a simple box for the phymodel, doesnt have to be complicated.
I know 2 things to do. Export the model again as a sequence .smd for the idle.smd, and does the phymodel have it's own .smd?
[QUOTE=Sparkwire;22953315]that doesnt make it french :v:, but i can see how you would assume that. Is the tassel jiggled?[/QUOTE] You're right, it's totally not French, but I never said it was French. I said it fits the French Theme, there's a lot of stereotyped French things that aren't created by French people.
[QUOTE=Sparkwire;22953354]just make a simple box for the phymodel, doesnt have to be complicated.[/QUOTE] I'm sorry but what the fuck do you think I am trying to do, its not applying the damn collision model sparkwire. Read please. [QUOTE=Omolong;22953373]I know 2 things to do. Export the model again as a sequence .smd for the idle.smd, and does the phymodel have it's own .smd?[/QUOTE] It does.
[QUOTE=Sparkwire;22953315]that doesnt make it french :v:, but i can see how you would assume that. Is the tassel jiggled?[/QUOTE] I figure the Spy has traveled some in his career. But yeah, it's jiggled.
Oh you're not doing to fucking believe this, replaced the idle.smd, collision model now works. I fucking hate source sometimes.
Don't we all.
Also Alia, if you haven't still found out how to fix the view models I'm willing to show you.
[QUOTE=EDDY TT;22953629]Also Alia, if you haven't still found out how to fix the view models I'm willing to show you.[/QUOTE] That would be awesome, if you don't mind. I haven't had too much time for troubleshooting since I got off to a late start with that contest, but I haven't had much luck figuring it out yet.
[QUOTE=ChemicalAlia;22953752]That would be awesome, if you don't mind. I haven't had too much time for troubleshooting since I got off to a late start with that contest, but I haven't had much luck figuring it out yet.[/QUOTE] Most decompiled models will break the animations, one of the best workaround for this is the $includemodel line, what you do with this is take the original view model MDL and place it into the weapons folder, after that you setup your QC like the following and compile, the model will now borrow the animations from the original MDL so if valve ever makes any changes you just replace the original MDL and wham it still works, just make sure the bone setup in the custom view is the same otherwise the animations will look strange, heres an example QC: [code]$modelname "weapons\v_models\v_machete_sniper.mdl" $includemodel "weapons\v_models\v_machete_sniper_anims.mdl" $model "v_machete" "machete.smd" $texturegroup skinfamilies { { "sniper_red.vmt" "sniper_handL_red.vmt" "kukri_uv.vmt" } { "sniper_blue.vmt" "sniper_handL_red.vmt" "kukri_uv.vmt" } } $cdmaterials "models\player\sniper\" $cdmaterials "models\weapons\kukri\" $hboxset "default" $attachment "weapon_bone" "weapon_bone" -0.00 -0.00 -0.00 rotate -0.00 -0.00 0.00 $surfaceprop "default" $illumposition 10.853 -0.014 34.116[/code] You will need to package the $includemodel MDL otherwise it wont be able to parent the animations across. There is most likely another method but this is the quickest I've found and the most flexible.
[IMG]http://img808.imageshack.us/img808/9111/bangbangbangvamanos.jpg[/IMG] [B][I]'Ol Killer[/I][/B]
Here's another scout hat the [B]CritzKing's Chapeau [/B]an alternate version of my CritzKing's Helmet that was the original design but was scraped half-way through. Thought I'd release it for all those who wanted it. [IMG]http://i47.tinypic.com/2yya23a.png[/IMG] [URL="http://dl.dropbox.com/u/8523386/Hats/Scout/CritzKing%27s%20Chapeau%20%28Upload%29.zip"] [IMG]http://i48.tinypic.com/2vtv4wo.png[/IMG][/URL] [U][B]Replaces: [/B][/U]Batter's Helmet Troublemaker's Tosslecap Bonk Helm Modest Pile of Hat Noble Amassement of Hats Towering Pillar of Hats Ye Olde Baker Boy Bill's Hat Ghastly Gibus Mildly Disturbing Halloween Mask Max's Severed Head Whoopee Cap
[QUOTE=Drax-Quin;22954215]Here's another scout hat the [B]CritzKing's Chapeau [/B]an alternate version of my CritzKing's Helmet that was the original design but was scraped half-way through. [/QUOTE] Looks like a pimp hat with a straw :P
make the demo more pimpin' then ever.
[QUOTE=EDDY TT;22953857]Most decompiled models will break the animations, one of the best workaround for this is the $includemodel line, what you do with this is take the original view model MDL and place it into the weapons folder, after that you setup your QC like the following and compile, the model will now borrow the animations from the original MDL so if valve ever makes any changes you just replace the original MDL and wham it still works, just make sure the bone setup in the custom view is the same otherwise the animations will look strange, heres an example QC[/QUOTE] That's not really necessary, is it? The wrench compiled just fine for me using the decompiled animations. You only need to make sure the envelopes don't reset when you merge your weapon into the v_model.
Sorry, you need to Log In to post a reply to this thread.