• TF2 Emporium XXVIII
    5,001 replies, posted
[IMG]http://img375.imageshack.us/img375/8899/worstao.png[/IMG] God damn blender 2.55 and it's crappy ambient occlusion. It'll do.
It's still better then 2.49's.
[QUOTE=Communist Cake;27185170]It's still better then 2.49's.[/QUOTE] I like blender 2.49 better than the new one
2.5 has great AO if you do it right - avoid triangles and try to stick to quads if you can.
I like the new one, but it's missing a few things that I find very important.
I got the sequences to work, thanks to this tutorial about changing "times" in the model-files with Notepad++! The only downside now, is that the viewmodel appears to be wrongly positioned... When I go into "Viewmodel mode" nothing shows up, but when I center view and spin around I can clearly see the model, with animations. Again, [b]what do[/b]?
I don't know how he thought anybody would even see this on GameBanana, but heres a decent engie badge. [img]http://image.gamebanana.com/ss/srends/_64-.jpg[/img] [url]http://www.gamebanana.com/skins/107355[/url]
[QUOTE=Sparkwire;27180700]this thing needs a crane to lift irl [img_thumb]http://gyazo.com/7fe270ddbc627b40a1181cf780495d4a.png[/img_thumb][/QUOTE] make this a Brass Beast reskin, it would be incredible
[QUOTE=<data_panel>;27185264]I got the sequences to work, thanks to this tutorial about changing "times" in the model-files with Notepad++! The only downside now, is that the viewmodel appears to be wrongly positioned... When I go into "Viewmodel mode" nothing shows up, but when I center view and spin around I can clearly see the model, with animations. Again, [b]what do[/b]?[/QUOTE] That's what $includemodel is for. When you decompile the model the animations get fucked and are for the most part unusable or horribly rotated, we use $includemodel to remove the need for that as we are basing it off the existing animations of an already compiled working model.
[QUOTE=Sexy Robot;27185323]That's what $includemodel is for. When you decompile the model the animations get fucked and are for the most part unusable or horribly rotated, we use $includemodel to remove the need for that as we are basing it off the existing animations of an already compiled working model.[/QUOTE] As it seems, I completely overwrote the QC file I had before, therefor $includemodel dissapeared :v: Gonna re-add it and cross my fingers!
[QUOTE=<data_panel>;27185343]As it seems, I completely overwrote the QC file I had before, therefor $includemodel dissapeared :v: Gonna re-add it and cross my fingers![/QUOTE] If we don't explain enough, use this; [url]http://www.gamebanana.com/tuts/7316[/url]
[QUOTE=Vonwilbur;27183516]Guys, I made a watch and wanted to ask you guys what I could add to it. ( I havent made the strap yet ) [img_thumb]http://img830.imageshack.us/img830/3209/watchx.jpg[/img_thumb][/QUOTE] A digital watch? Or if you want to go with an older and more elegant look something like this: [url]http://en.wikipedia.org/wiki/File:Jumphour.jpg[/url]
[QUOTE=Contrails;27185378][url]http://en.wikipedia.org/wiki/File:Jumphour.jpg[/url][/QUOTE] Oh, look a dead ringer.
Did not work. It's like it's completely ignoring $includemodel I [i]am[/i] supposed to include v_knife_spy.mdl, right?
[QUOTE=<data_panel>;27185492]Did not work. It's like it's completely ignoring $includemodel I [i]am[/i] supposed to include v_knife_spy.mdl, right?[/QUOTE] Yes. But if you're using includemodel to fix the animations, you need to name it something else like v_knife_spy_anims.mdl.
[QUOTE=LolzMan1325;27185775]Yes. But if you're using includemodel to fix the animations, you need to name it something else like v_knife_spy_anims.mdl.[/QUOTE] I tried that. Still didn't work.
I too am having compiling trouble. God damn it why does this not work
[QUOTE=<data_panel>;27185792]I tried that. Still didn't work.[/QUOTE] Be sure you didn't edit v_knife_spy_anims.mdl to lead to v_knife_spy_anims.mdl, be sure it leads to v_knife_spy.mdl. And make sure you spelled it right and didn't make it so that v_knife_spy.mdl leads to the animations mdl.
[QUOTE=LolzMan1325;27185907]Be sure you didn't edit v_knife_spy_anims.mdl to lead to v_knife_spy_anims.mdl, be sure it leads to v_knife_spy.mdl. And make sure you spelled it right and didn't make it so that v_knife_spy.mdl leads to the animations mdl.[/QUOTE] ... I'm sorry, what? :v: [editline]4th January 2011[/editline] Alright, this is what my QC looks like $cd "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel" $modelname "weapons\v_models\v_knife_spy.mdl" $includemodel "\actualmodel\vsknife.mdl" $model "v_knife_spy" "v_knife_spy.dmx.smd" $cdmaterials "\models\weapons\v_knife\" $cdmaterials "\models\player\spy\" $texturegroup skinfamilies { {"models\player\spy\spy_hands_red.vmt" "models\weapons\v_knife\v_knife.vmt" } {"spy_hands_blue.vmt" "models\weapons\v_knife\v_knife.vmt" } } $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $surfaceprop "default" $illumposition 19.078 -6.452 -12.038
I'd like to drop in and say a quiet thanks to Daimao for continuing to make those LoD models for General tf2 public. If the steam forums represent general public, then I am truly thankful. Why? Half the time they are bashing you hard working community modelers, yet they want these things, half of which do come from you guys. Thank you.
-snip-
[QUOTE=<data_panel>;27185970]... I'm sorry, what? :v: [editline]4th January 2011[/editline] Alright, this is what my QC looks like $cd "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel" $modelname "weapons\v_models\v_knife_spy.mdl" $includemodel "\actualmodel\vsknife.mdl" $model "v_knife_spy" "v_knife_spy.dmx.smd" $cdmaterials "\models\weapons\v_knife\" $cdmaterials "\models\player\spy\" $texturegroup skinfamilies { {"models\player\spy\spy_hands_red.vmt" "models\weapons\v_knife\v_knife.vmt" } {"spy_hands_blue.vmt" "models\weapons\v_knife\v_knife.vmt" } } $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $surfaceprop "default" $illumposition 19.078 -6.452 -12.038[/QUOTE] qc looks fine. Is the model in $includemodel the one you decompiled? The one you had to edit in notepad to decompile. Because that won't work if it has the IDST, thing in it, you need the fully compiled original. It would be so much easier to toy with ourselves since we know exactly what we're looking at.
[QUOTE=Contrails;27185378]A digital watch? Or if you want to go with an older and more elegant look something like this: [img_thumb]http://upload.wikimedia.org/wikipedia/commons/4/4b/Jumphour.jpg[/img_thumb][/QUOTE] This just gave me an idea for mods that would be really nice for the watches. The dead ringer to stay closed but have a hole in the case like the picture counting down the seconds left of the cloak and for the IW to do the same but like a LED digitial watch. Agree if any of you think this is a good idea / would be useful. Would anyone have a crack at seeing if they could get this to work or see if this is even possible please? I wouldn't have the foggiest where to start, but if anyone can give me a point in the right direction I might have a crack at it.
[QUOTE=<data_panel>;27185970]Qc and confusion[/QUOTE] Even better yet! You could compile a c_ model for the eternal reward, all a c_ model is is a detailed world model, so basicly, to get it working just re-compile your world model to the eternal reward's c_ model instead of the v_knife. Simples.
[img]http://www.majhost.com/gallery/Colossal/tf2concept/heavy/black_market_brawler.png[/img] For SNIPA.
[QUOTE=Sexy Robot;27186748]qc looks fine. Is the model in $includemodel the one you decompiled? The one you had to edit in notepad to decompile. Because that won't work if it has the IDST, thing in it, you need the fully compiled original. It would be so much easier to toy with ourselves since we know exactly what we're looking at.[/QUOTE] It's the fully compiled one. Here's the knife in its entirety, both W_ and V_, however WORLD model works perfectly besides the knife going invisible when I taunt with it. The zip also includes OBJ files of different version of the knife, if that's needed. [url]http://filesmelt.com/dl/Viewmodel_knife.rar[/url] [editline]4th January 2011[/editline] [QUOTE=Sexy Robot;27186868]Even better yet! You could compile a c_ model for the eternal reward, all a c_ model is is a detailed world model, so basicly, to get it working just re-compile your world model to the eternal reward's c_ model instead of the v_knife. Simples.[/QUOTE] Wouldn't I need the Eternal Reward to actually try out the knife then? Because I don't :<
[QUOTE=<data_panel>;27186915]It's the fully compiled one. Here's the knife in its entirety, both W_ and V_, however WORLD model works perfectly besides the knife going invisible when I taunt with it. The zip also includes OBJ files of different version of the knife, if that's needed. [url]http://filesmelt.com/dl/Viewmodel_knife.rar[/url] [editline]4th January 2011[/editline] Wouldn't I need the Eternal Reward to actually try out the knife then? Because I don't :<[/QUOTE] I fix'd it, uploading an image. [editline]4th January 2011[/editline] I make it look easy. [IMG]http://img525.imageshack.us/img525/8789/etrew.png[/IMG] Now replaces the eternal reward, also has a physics model. Clips as expected. You can test it in Item_test, [url]www.teamfortress.com[/url] <--- recent blog post
[QUOTE=ColossalSoft;27186908]For SNIPA.[/QUOTE] (I mean the modeller, not the class)
[QUOTE=ColossalSoft;27187195](I mean the modeller, not the class)[/QUOTE] No, it should be a new sniper rifle; Boom, missed the shot.
stats for sparkwire's minigun -2x damage -no movement while active -no random crits :v:
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