• So you wanna make custom models for TF2?
    149 replies, posted
I dunno.
Needs to be stickied
[QUOTE=Campin Carl;16104071]Just got through his V_ tutorial without problem Now I'm gonna take a model I found and see If I manage to use that instead. [editline]11:31PM[/editline] [b]Apparently the Ambassador uses the exact same animations as the Revolver and therefor is a bitch to animate.[/b][/QUOTE] :downs: For the Spy arms decompile c_spy_arms.mdl and for the animations decompile c_spy_animations.mdl. c_medic_arms.mdl > c_bonesaw_medic_animations.mdl c_pyro_arms.mdl > c_pyro_animations.mdl c_heavy_arms.mdl > c_heavy_animations.mdl c_sniper_arms.mdl > c_sniper_animations.mdl c_spy_arms.mdl > c_spy_animations.mdl [editline]05:53PM[/editline] [QUOTE=MedicWine;16349072]Needs to be stickied[/QUOTE] In the Models/Skins forum, maybe.
Pity anything you render in 3dsmax+etc, won't look anything like it would inside TF2 :P Still a good way to show off models before compiling though.
The whole process seems like, model something for 5 minutes, texture it for 20, compile and code it for an hour, see it in game for 30 seconds.
[QUOTE=Drugon;16363287]The whole process seems like, model something for 5 minutes, texture it for 20, compile and code it for an hour, see it in game for 30 seconds.[/QUOTE] Compiling doesn't take that long, modelling and texturing are probably the longest processes, along with playing with the qc's code & rigging :P
I'm making a custom model for a replacement of the Bullet Proof vest in ZP:S, should battery.smd be a reference or sequence smd? (It currently has battery.smd and idle.smd, both are sequence files with 0 frames) [editline]06:13PM[/editline] Never mind I got it. [editline]06:46PM[/editline] Argh, anyone got a decent compiler? (Contents of QC File:) [code]$modelname C:\Program Files\Steam\steamapps\weret\zombie panic! source\zps\models\maps\zps_lab\battery.mdl $cdmaterials C:\Program Files\Steam\steamapps\weret\zombie panic! source\zps\materials\models\maps\zps_lab $scale 1.0 $body studio "D:\Program Files\Compiled Models\HEV Helmet (HD)\battery-ref.smd" $sequence idle "D:\Program Files\Compiled Models\HEV Helmet (HD)\battery-idle.smd" loop fps 1 $collisionmodel "D:\Program Files\Compiled Models\HEV Helmet (HD)\battery-phys.smd" { $automass $concave }[/code]
[QUOTE=Campin Carl;16143969]Besides, didn't you train a friend of yours? The guy that made the spartan shield?[/QUOTE] Yeah and I've been getting requests of random people ever since. Altrus is a good friend and we covered everything step by step, it took two days but now he pretty much knows everything he needs to know. I can't and won't do that for just anybody, I'm sorry.
Thank you very much, I've been looking for some tutorials covering animation. It's a pity they're all about Max.
What should be in my QC file? [IMG]http://i28.tinypic.com/nlv0yb.jpg[/IMG] [editline]07:59PM[/editline] I did it never mind, I just had to change the directory a bit.
Making a female Spy :D Based on this [img]http://girlunplugged.files.wordpress.com/2009/06/select_a_class____by_ghostfire.jpg[/img] What bones should be in the bottom half of the dress?
Check the Medic bones and try to use some of those perhaps? I dunno much about bones.
Or you can make your own bones?
[QUOTE=Mister Royzo;16764298]Or you can make your own bones?[/QUOTE] I'll probably just import the bones from the Spy and tweak them to fit, and I was asking if they should be jiggle bones or what? But anyways, seeing how I've never made a model for a game on the Source Engine, what the hell is a physique file?
I know what bone I Would like to put in the bottom of the dress.
[QUOTE=Drugon;16766360]I know what bone I Would like to put in the bottom of the dress.[/QUOTE] There's no bone in that :downs:
[QUOTE=Campin Carl;16091880]I'm not the best there is out there, when it comes to TF2 skins. But here's some help for all of you that want to try making a custom model for TF2 and getting it in-game. These tutorials helped me greatly atleast. Get the programs yourself [I][url=www.gewgle.com]Google will help you[/url][/I] [B][url=http://www.fpsbanana.com/tuts/8746]Making a Viewmodel[/url][/B] [B][url=http://www.fpsbanana.com/tuts/8747]Making a Worldmodel[/url][/B] [B][url=http://www.fpsbanana.com/tuts/8799]Making a Texture[/url][/B] [B][url=http://www.fpsbanana.com/tuts/8809]Making View animations[/url][/B] [B][url=http://www.fpsbanana.com/tuts/8828]Create a good looking render[/url][/B] [B][url=http://www.filefront.com/14033171/mdldecompiler_hacked.zip/]A hacked decompiler so you don't have to touch the IDST thingy[/url][/B] Thanks to IceColdFreezie for making these tutorials. I hope this will help getting more custom models for TF2[/QUOTE] awesome. gave you a tool
Hopefully, this will make custom models less rare and take skins to the gutter :) How about just making every character in TF2 look like those? :)
[QUOTE=dass;16773804]Hopefully, this will make custom models less rare and take skins to the gutter :) How about just making every character in TF2 look like those? :)[/QUOTE] Look like what? The female classes?
extremely useful since I'm replacing Scout with Travis Touchdown from No More Heroes and somewhat new to the entire process.
Aww damn. That WorldModel tutorial brought me further than I ever got, but then I couldn't continue because 3DSMax 2010 doesn't have that Texporter plugin he uses. And because of that, I couldn't save it as a .SMD properly and thus couldn't continue. Me is sad now. Do you know something that replaces that function?
[QUOTE=Velguador;16784937]Aww damn. That WorldModel tutorial brought me further than I ever got, but then I couldn't continue because 3DSMax 2010 doesn't have that Texporter plugin he uses. And because of that, I couldn't save it as a .SMD properly and thus couldn't continue. Me is sad now. Do you know something that replaces that function?[/QUOTE] [url]http://www.wunderboy.org/3dapps.php#max_smd[/url] [editline]05:12PM[/editline] [url=http://www.facepunch.com/showthread.php?t=794758]Female Spy thread[/url] (Haven't done any smoothing yet though.)
Ah, no, those are exporters and importers for the filetype itself, I got those. My problem lies in the Texporter Plugin. At one point in the tutorial it was used to create a material for the object. It was under the Utilities tab. I was able to assign a material to my model, but when I saved it as a .SMD, I got the following error: [i]Writing Meshes... * "Cylinder01" WARNING: Material on mesh "Cylinder01" was neither type Standard or Multi/Sub-Object. Skipping mesh.[/i] And that's the part where I'm stuck. But thanks for the link anyway.
Alright, I have never made 3d things and have no experience except for maybe that one hand from the Anim8r tutorial which I soon got ADHD on and stopped doing. Also I sort of know about some things (most of the "slang" you young'ns use today and sort of how models work). ANYWAY, I need to know a good starting program and some nice tutorials if that wouldn't be too much trouble.
3ds max, [B]VERY FUCKING[/B] expensive, but it has a 30 day trial version too. And I linked to tutorials in the OP
I ran into a little problem when making custome models and was wondering if I could get some help. I have the models finished, and the QC file is all set up, but I can't get them to compile properly. I've tried dragging the QC file to studiomdl.exe, but it opens for a sec, then closes without doing anythingm and I have no idea what to do. Just as a note, I used 3DS max 2010 for my modeling, and I was making a Medic replacement
It does that for me, too. You can try and use another program for it, which is basically the same, only with an interface instead of command lines. [url]http://www.wunderboy.org/apps/guistudiomdl2.php[/url]
The Programe Is a big help, Now I know what the problem is. My QC file has a few lines that the Compiler doesm't like. anyone want to help with that?
[QUOTE=Velguador;16785197]Ah, no, those are exporters and importers for the filetype itself, I got those. My problem lies in the Texporter Plugin. At one point in the tutorial it was used to create a material for the object. It was under the Utilities tab. I was able to assign a material to my model, but when I saved it as a .SMD, I got the following error: [i]Writing Meshes... * "Cylinder01" WARNING: Material on mesh "Cylinder01" was neither type Standard or Multi/Sub-Object. Skipping mesh.[/i] And that's the part where I'm stuck. But thanks for the link anyway.[/QUOTE] Yeah I'm having this same problem, did you ever get it resolved?
Actually, I did. The mesh the error is talking about, is basically the complete model: polygons, vertexes, etc. all combined. The SMD format saves the material as part of the mesh, so if you try and save it without, or with a 'wrong' material, it won't recognize it, and is like 'WTF are you doing dude, there's nothing here'. What you must do, is open up the Material Editor (QuickKey: M) and then click on that part that says "Arch and Design", then make it into Standard. If yo scroll down in the options Standard gives you, you'll see BumpMaps. Click the square next to it, press Bitmap, and assign your bumpmap. It can be anything you want, if you're just going to test it, but if you're making a quality model, follow a Bumpmap tutorial. There is one on FPSBanana. After you did this, press the icon (still in Material Editor) that looks like a green square with a pointer towards a checkered orb. This will assign the material to any objects you have selected (so just select about everything you have there). If you did all that, you should now be able to save as a SMD with no errors. Now I'm struggling with getting my testmodel compiled for the Football-helmet. My real hat is going to be for the Pyro, but I figured it'd be funny to see Heavy's running around with a metal bar sticking trough their forehead.
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