• So you wanna make custom models for TF2?
    149 replies, posted
Hey guys, first post here. A while ago, I wanted to make a statue out of the soldier's model to use in an upcoming map of mine. Basically, I want to do the following: - Start with the soldier model - Scale it so it's 2x as large - Change the texture to stone - Pose it in his [url=http://www.ubercharged.net/wp-content/uploads/2009/08/sollypic-600x375.jpg]salute taunt[/url] position - Save as a new model and use as a prop_static I have no problem with the retexturing/recompiling, it's the posing that bothers me. Now, I suck at modelling, so originally I had planned a simpler approach - decompile the model, scale it through the .qc and change the texture, recompile, use it as a prop_dynamic, which I then force to play the taunt animation and freeze at a specific timepoint. The problem with this idea is that $scale in the .qc scales only the mesh, without the skeleton. Here's what happened (2x sized mesh with normal-sized skeleton): [url]http://i35.tinypic.com/4qhjqv.jpg[/url] So I scrapped this idea and decided to learn some modelling so I can pose the model myself and do it as originally intended. I decompiled it and loaded it in XSI - but oh no, there's no skeleton! Apparently the decompiled model has everything except the bones. [b]Someone told me that 3ds/maya's SMD importers don't have this problem and they import bones from decompiled models fine - can someone confirm this?[/b] So next, I started learning how to rig the mesh. I did it, but the weightmap generated by the enveloping was really screwy - moving one arm caused about half of the body to move with it. I noticed that the original decompiled model has a perfectly fine weightmap. So my next idea was to rig the mesh myself, envelope it, delete the weightmap generated by the eneveloping, and import the weightmap from the original decompiled model. Fine, but the bones have different names (bip_head as opposed to bip01_head1), and the weightmap importer whined about that and refused to work. So, after this wall o' text, where do I go? Basically, I need to accomplish one of the two right now: - Copy the weightmap despite the differing bone names or - Manage to load the decompiled model with the bones intact Of course, if anyone has an idea on how to approach this differently, I'd like to hear it.
Someone told me that 3ds/maya's SMD importers don't have this problem and they import bones from decompiled models fine - can someone confirm this? I can confirm this
Crap, there goes one week of learning XSI for nothing :P Well at least there may be a light at the end of the tunnel. Thanks.
Hey, what ever happened to the Travis Touchdown replacement? I really want that Blood Berry for the bat. :(
How about searching up that thread? [url]http://www.facepunch.com/showthread.php?t=804972&highlight=travis[/url]
Here's my progress with the statue, in case anyone cares: [url]http://i38.tinypic.com/2ztewe0.jpg[/url] ([url=http://i38.tinypic.com/112fmsn.jpg]size comparison[/url]) Now all that's left is the texture (this one sucks), the helmet, and possibly the medal.
Glad to see that you have had some progress, me on the other hand haven't done shit after I posted this.
[QUOTE=Campin Carl;17508498]Glad to see that you have had some progress, me on the other hand haven't done shit after I posted this.[/QUOTE] We all remember what happened when you [I]nicked[/I] some models.
i have a question: i finally managed to compile my model (johnny bravo hair for heavy - whoa mama) but the textures arent showing in-game, just the black/pink checkers - how would i go about fixing it?
Check your texture paths. [QUOTE=Kinglah Crab;17516033]We all remember what happened when you [I]nicked[/I] some models.[/QUOTE] Whoever rated this man disagree; [url]http://www.facepunch.com/showpost.php?p=16453826&postcount=1293[/url] That post had something around 2800 dumb ratings
It sucks that garry removed all the ratings at that point, you almost beat 3000.
He reset them since someone was abusing them with some script stuff
The statue is done, finally :D [url]http://i33.tinypic.com/bhkrgj.jpg[/url] Not sure if this is the appropriate thread, but it started out from the model, so. Now I just need to add his hat & medal.
That's really cool!
Yeah, I updated the op now with more links, in case FPSB get fucked up or goes down again.
Thanks, I'm really getting interested in modelling and this definitely helps, I'm thinking of making some props for the map now. It's pretty much done. I just tested the statue on the actual map, with lighting and shit: [url]http://i38.tinypic.com/8zpnqd.jpg[/url] [url]http://i37.tinypic.com/2ryqal3.jpg[/url] I'll tone down the green some, it stands out too much IMO. Otherwise I'm happy :) And here's some pictures of the rest of the map [url]http://i37.tinypic.com/33xkeo1.jpg[/url] [url]http://i33.tinypic.com/23ivw61.jpg[/url] Maybe I should stop posting these here and make a new thread though, heh - I'm derailing this one too much.
Cool, I hope you make it a night map!
It looks nice, but the Soldier Statue's texture looks completely different from the rocks surrounding it. Try exchanging the textures with each other, to see how that looks (not both at once, of course).
I'll just start a new thread since I wanted to get as much feedback as possible on the visuals. The pillar textures are my main concern right now, they clash with the background too much.
A monthly bump can't be that bad to help people? I also bring content: [B]Compile custom Animation:[/B] [url]http://www.fpsbanana.com/tuts/9211[/url] By Superaldo (YouTube links if you're still afraid of FPSB: [url=http://www.youtube.com/watch?v=eqm9YVKtvSE&feature=player_embedded]Part 1[/url] [url=http://www.youtube.com/watch?v=PoBAWUoYr0o&feature=player_embedded]Part 2[/url]
Campin Carl, you are the single greatest person on Facepunch JUST BECAUSE you posted this. And because I is n0n1337 n00|3. Thank you times 7000 + 60.
Thanks :3:
I have this thread subscribed.
Huh, so If I wanna make a hat what do I neet to do? ( what models to make like worldmodell etc. )
Added Sparkwire jigglebone tutorial: [B][url=http://www.fpsbanana.com/tuts/9351]How to jigglebone -By Sparkwire[/url][/b] ([url=http://www.youtube.com/watch?v=tmfK-xlNn88]Direct Youtube Link[/url])
Hey Carl, I used your tutorial on hat replacing because I wanted the Glengarry bonnet to replace the pyro's gibus, and this happened. [img]http://i224.photobucket.com/albums/dd233/Pinguin_of_death/b9f78550.jpg[/img] [i]shit guys I can't see[/i] I'm guessing I did something wrong.
Pyros and Demos bones are somewhat different, so you would have to decompile it and move the hat slightly upwards and tilt it so it sits properly.
Bumping because this thread needs to see the light of day again. Since valve released the sources for tf2 models, did they release a file type 3DSMAX can use? Aside from the smd? [editline]08:24PM[/editline] Does anyone have a tutorial for making TF2 weapons in XSI? I can't find one nor can I import the original ones properly. I made a model, I just need a working pair of sniper, demo and engineer arms. Whenever I import them they just disappear if I try to add one of their animations.
Can't hurt to have this bumped
[QUOTE=Big.Boss;16103250]XSI Mod Tool for anyone who can't find a decent free modeling program that works for Source Models. [editline]12:50PM[/editline] Actually, I might make a whole Ocelot.[/QUOTE] Make it for the scout instead of the spy 'cause of the ocelot taunt for the bat.
Sorry, you need to Log In to post a reply to this thread.