• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Game Zombie;43366961]If that's the first group it wouldn't change anything. But every other one will have to follow the same order or you'll end up with the face texture on the body and all that.[/QUOTE] Yup, you were right. Thanks! Now, is there a tutorial on how to make uber textures? Is it hard?
[QUOTE=Zero_;43367146]Yup, you were right. Thanks! Now, is there a tutorial on how to make uber textures? Is it hard?[/QUOTE] I think so, but in a pinch you can just use invulnfx.
[QUOTE=Batandy;43367023]Sorry for the late response, but, isn't it better this way? I mean, i find it quite hard to make custom animations for c_models, usually the decompiler breaks something, and it's really a pain to compiling all the stuff back, while for v_models, you've got just a specific set of animations which can be decompiled with studiomdl, and the hands are even in the same mesh.Oh and, if you change an animation in a c_model, every unlock with that animation will play it[/QUOTE]The problem is that the v_models are broken as fuck and can't be decompiled. If you decompile one and open the SMD, it will turn out fine, but when you import a sequence for it, most sequences will make the model disappear because the X location or something in the SMD file is set to a really high amount and it'll essentially disappear.
[QUOTE=Flubbman;43367409]The problem is that the v_models are broken as fuck and can't be decompiled. If you decompile one and open the SMD, it will turn out fine, but when you import a sequence for it, most sequences will make the model disappear because the X location or something in the SMD file is set to a really high amount and it'll essentially disappear.[/QUOTE] Studiocompiler can get the animations just fine. You have to use either Crowbar or MDLDecompiler to get the reference though. Shit I'll set up a rar file with all the V models decompiled if anyone wants it.
[QUOTE=Game Zombie;43367532]Studiocompiler can get the animations just fine. You have to use either Crowbar or MDLDecompiler to get the reference though. Shit I'll set up a rar file with all the V models decompiled if anyone wants it.[/QUOTE]That'd be perfect. What's Crowbar? Never heard of it.
[QUOTE=Flubbman;43367543]That'd be perfect. What's Crowbar? Never heard of it.[/QUOTE] Newest decompiler some one has been making. Breaks texture groups and destroys animations but it gets flexes just fine and creates a nicer looking QC with some of the newer things like jiggle bones.
[QUOTE=Flubbman;43367409]The problem is that the v_models are broken as fuck and can't be decompiled. If you decompile one and open the SMD, it will turn out fine, but when you import a sequence for it, most sequences will make the model disappear because the X location or something in the SMD file is set to a really high amount and it'll essentially disappear.[/QUOTE] I usually manage to export the animations right with studio mdl, and the model itself with the older mdldecompiler, then i mix the files and it works, i remember doing that for my first model 3 years ago [img]http://img850.imageshack.us/img850/4263/contributefastroubleico.png[/img] It wasn't entirely custom, just a mashup between the scatter and the frontier justice, with a modified texture. I still think i should use that color scheme for something entirely custom.
[QUOTE=Game Zombie;43367553]Newest decompiler some one has been making. Breaks texture groups and destroys animations but it gets flexes just fine and creates a nicer looking QC with some of the newer things like jiggle bones.[/QUOTE]Sounds great, hopefully that issue with skins and animations get worked out eventually
[QUOTE=Batandy;43367610]I usually manage to export the animations right with studio mdl, and the model itself with the older mdldecompiler, then i mix the files and it works, i remember doing that for my first model 3 years ago [img]http://img850.imageshack.us/img850/4263/contributefastroubleico.png[/img] It wasn't entirely custom, just a mashup between the scatter and the frontier justice, with a modified texture. I still think i should use that color scheme for something entirely custom.[/QUOTE] GUIStudioMDL can only be used for compiling though?
[QUOTE=Flubbman;43367646]GUIStudioMDL can only be used for compiling though?[/QUOTE] My fault, it was Studiocompiler
[QUOTE=Inspecter;43362571]Another redraw of an old concept [t]https://dl.dropboxusercontent.com/u/38397602/medicvagabontyrolean.png[/t] Up for grabs.[/QUOTE] So anyone want this silly little vagabond tyrolean? I guess claimed by Gadget?
[img]http://puu.sh/64AZA.jpg[/img] ONE DOES NOT REQUIRE THE EYE OF AGAMOTTO TO WEAR NICE HATS
[QUOTE=DrPyspy;43367956][img]http://puu.sh/64AZA.jpg[/img] [b]ONE DOES NOT REQUIRE THE EYE OF AGAMOTTO[/b] TO WEAR NICE HATS[/QUOTE] I love you. So no ideas about the empty mdl files?
[QUOTE=HelmoChipChop;43363390]Mod? *pleads*[/QUOTE] The set will be released as a mod as soon as I workshop it, so hopefully not too far in the future since it's almost done.
[QUOTE=Vincentor;43366720]Here's something: [URL=https://dl.dropboxusercontent.com/u/65113316/model_resources/tf2_animbase_template.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/tool_playeranimbase.png[/IMG][/URL] I cleaned up my animbase which I've been using for the past few years, ready for use as a template. (Look up more stuff on the valve dev wiki if you're having trouble) Contains commented text explaining certain commands, including: MPAimlayers, for working aimmatrixes. Weightlists. Blendwiths, LX LY and event usage. Sound and particle event example. Substracting and using delta. Tauntlayers. 8 Separated QCI files to keep it tidy. Proper running template with linear root motion. IKRules with CMDlists. Supports everything for melee usage. Also includes raw exported models and animations in m3 and smd format. Video of the result to be added later. EDIT: [video=youtube;nnhCDp42_0M]http://www.youtube.com/watch?v=nnhCDp42_0M[/video][/QUOTE] Ah so it's only for Engy? Still seems really cool
[QUOTE=StormriderShift;43366403]Making another removal mod for 2013's festive weapons. Should I upload it? Also, slight problem. [t]http://i44.tinypic.com/2vlqmap.jpg[/t] None of the models I extracted have anything written in the mdl file. Help?[/QUOTE] i've already done this, it's in my nohats mod. currently it's packed together with everything else though, and you'll have to take it out manually
[QUOTE=NeoDement;43368424]Ah so it's only for Engy? Still seems really cool[/QUOTE] The template itself is for engineer, but most of the stuff works for any other class. Just certain things like Heavy's melee animations have different activity names. You can always look up activity names in the old Source SDK's tf modelsrc.
[QUOTE=Pikmin Master;43366583]Started an apron/smock to go with the medic set I was working on. [img_thumb]https://dl.dropboxusercontent.com/u/57186256/WIPs/medic_set/apron_2.png[/img_thumb] Trying to see if I can sort out that clipping.[/QUOTE] It's just a dress now.
looking good, you should also work on that shadow which I assume is a god-awful attempt at an AO map.
[QUOTE=SergerantJoe;43366311]Just remove/block them as soon as they say something like that. In my experience attempting to reason with morons is not worth the time, especially ones with horrific spelling.[/QUOTE] all i can remember is they said they refused to make new bodygroups when someone needs it, they added the liquidators lid to make that point, showing they wouldnt give sniper a glasses bodygroup because of the hat. it was sort of to teach people to just make hats build off the current models instead of making their own bodygroups then asking valve to create it. which is kind of lame, since it shouldnt stop them from making some pretty useful bodygroups
[T]http://puu.sh/64MhC.jpg[/T] Moustache is done now, need some name suggestions as I'm terribly uncreative.
[QUOTE=SediSocks;43369973][T]http://puu.sh/64MhC.jpg[/T] Moustache is done now, need some name suggestions as I'm terribly uncreative.[/QUOTE] Testosteroned Tribalman
The Bush(y) Mann
Wilderness Whiskers 'Straya 'Stache
[IMG]http://puu.sh/64N7b/4499ba74fc.png[/IMG] Fucked up and lost the .psd for the texture, gg me. Good thing it's shite anyway.
You wouldn't mind me drawing a sniper version of that heavy misc right?
[IMG]http://cloud-3.steampowered.com/ugc/487812320613840946/7E4D1F166E09DED7B2627EAD4BFC5DC25043259F/[/IMG] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=210658878"]The Wilderness Whiskers[/URL]
[t]http://puu.sh/64PZw.png[/t] [sp]Little Chief[/sp]
Hey, i found some old warhammer 40k files for tf2 and thought they were way to cool to be wasted. So, i'd like to ask if someone with texturing skills is willing to help me on this new model project of mine. I call it the Widowhammer 39.999. It's a skin for the widowmaker (obviously). [t]http://imgur.com/0mtedK1.jpg[/t] It still requires work on the grip to avoid as many clipping as possible and a few other changes but as soon as the model is done, it realy needs the hand of a professional skinner because i f#@ked it up on several occasions.
[QUOTE=Punchy;43370838][t]http://puu.sh/64PZw.png[/t] [sp]Little Chief[/sp][/QUOTE] "Chief of Medicine"
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