• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
Finish-io [t]http://i.imgur.com/2NzcjEql.jpg[/t]
[QUOTE=SkyHaddaCG;43668213]Normalize your normals and triangulate all your faces, that works for me. [/QUOTE] [QUOTE=Punchy;43668187]you likely have a stray face that's facing backwards and throwing the rest of them off, that or a loose vertex/edge that doesnt connect to anything and the model doesnt know what to do with it[/QUOTE] I have already tried re-calculating normals, I also removed non-Manifold edges and everything. It is not a Normals error, they are all facing outwards as seen in some view (I forgot the name of), and all Verticies and edges are connected correctly to the mesh. IN blender, the Mesh is 1340 Tris (ONLY the mesh), but in the Import tool it is only just above 1000, meaning that some faces seem to be getting lost in the .smd export/ and then import to the game. Edit: I am going to try updating Blender and the .smd export tool to the latest and see how it works. I'll post the results here. Edit 2: I updated everything to the latest, and I still loose Tris... Edit 3: For anyone else with this problem, just export it as a .dmx! It works perfectly.
[QUOTE=Templar elf;43668485]I have already tried re-calculating normals, I also removed non-Manifold edges and everything. It is not a Normals error, they are all facing outwards as seen in some view (I forgot the name of), and all Verticies and edges are connected correctly to the mesh. IN blender, the Mesh is 1340 Tris (ONLY the mesh), but in the Import tool it is only just above 1000, meaning that some faces seem to be getting lost in the .smd export/ and then import to the game. Edit: I am going to try updating Blender and the .smd export tool to the latest and see how it works. I'll post the results here.[/QUOTE] try exporting as dmx
[QUOTE=Blase005;43667847]I'll give another clue. It's based on a Cartoon Character who lives in the Wild West and is always Lucky.[/QUOTE] Roadrunner? Edit: Oh dear, this was somewhat late.
[QUOTE=GibbleMiester;43668006][IMG]http://i.imgur.com/rqoOxKTl.png[/IMG][/QUOTE] I would very much so like to model this when you've finalized the concept art.
[QUOTE=gigazelle;43668604]I would very much so like to model this when you've finalized the concept art.[/QUOTE] sorry, grumpskins' making it
anyone know where things go to make guistuidomdl work post-steampipe?
[QUOTE=Colteh;43668565]try exporting as dmx[/QUOTE] Great Idea thanks! That worked! So a slight problem with exporting as .sdm, which is what I am used to. But just export it as .dmx and it works fine, and you use it exactly the same. Heads up: I did have to install some Visual C++ Packages to get .dmx to work, just missing some files. Download : [url]http://www.microsoft.com/en-gb/download/confirmation.aspx?id=15336#[/url] In case anyone needs it.
[QUOTE=Templar elf;43668713]Great Idea thanks! That worked! So a slight problem with exporting as .sdm, which is what I am used to. But just export it as .dmx and it works fine, and you use it exactly the same. Heads up: I did have to install some Visual C++ Packages to get .dmx to work, just missing some files. Download : [url]http://www.microsoft.com/en-gb/download/confirmation.aspx?id=15336#[/url] In case anyone needs it.[/QUOTE] yeah, I used to always have that problem, but after some troubleshooting i got it
[QUOTE=GibbleMiester;43668006]I dont know what too do with the barrel. agree for: [IMG]http://i.imgur.com/rqoOxKTl.png[/IMG] Disagree for: [IMG]http://i.imgur.com/gxQbttjl.png[/IMG][/QUOTE] Perhaps "disagree" with "agree's" color.
Just so that i know, what's the best way to create a normal map? A bake from a sculpt or manually doing it?
Generally sculpting is better, allows for better detail for folds and all that snazzy stuff but I personally like to do engravings etc with the photoshop/crazybump tools because you can be more precise in your shapes
[t]http://puu.sh/6y03h.png[/t] ugh, when i set it to LightmappedGeneric, the entire thing is invisible When i set it to VertexLitGeneric, it's solid and not translucent one step closer two steps back every time the alpha of the .tga/.vtf is a dark gray so it should be somewhat translucent, but it's either solid or invisible
[QUOTE=Punchy;43669477][t]http://puu.sh/6y03h.png[/t] ugh, when i set it to LightmappedGeneric, the entire thing is invisible When i set it to VertexLitGeneric, it's solid and not translucent one step closer two steps back every time the alpha of the .tga/.vtf is a dark gray so it should be somewhat translucent, but it's either solid or invisible[/QUOTE] if your actual texture is white, it'll be opaque and never use lightmappedgeneric for models, that's only for map textures
[QUOTE=Colteh;43669554]if your actual texture is white, it'll be opaque and never use lightmappedgeneric for models, that's only for map textures[/QUOTE] -snip- yep, that was part of the issue. also, i think my VTFEdit settings were wonky so it ignored the alpha. got it working now. [editline]25th January 2014[/editline] [t]http://puu.sh/6y4Km.png[/t] alright, now i have the transluscent case and some reference sappers, but i can't seem to compile it correctly. I've tried setting a bodygroup for sappercase.smd and minisappers.smd, but i get the error "too many materials used, max is 32" the minisapper materials are all on a single image, same with the case. not sure what to do. current QC: [QUOTE]$modelname "weapons\sappers2.mdl" $cdmaterials "models/weapons/c_items/" $bodygroup sights { studio "sappercase.smd" studio "minisappers.smd" blank } $sequence "Idle" "C:\Users\JustynG\Desktop\sappercase.smd" fps 30 ACT_IDLE 1 [/QUOTE] i've tried putting the sappers on the same .smd as the case, tried separately, just cannot make it work.
Hey guys. I have textured this rather basically, but not bound to the bones yet as I am still figuring out which parts to which bones without it breaking (mostly the arms). [t]http://i.imgur.com/4oIOfkf.jpg[/t] [t]http://i.imgur.com/3tIOx5R.jpg[/t] [t]http://i.imgur.com/aOcDf8h.jpg[/t] What do you think of it so far?
[QUOTE=Punchy;43669755] i get the error "too many materials used, max is 32" [/QUOTE] i get that too, with the newest version of the blender smd tools. either get an older version of the tools, or apply your edge split modifier before you export it as smd. one of those usually works for me.
alright guys, i been tryin to fix this issue for the last three months now, and nothing has been working, im on win7 32 professional and i cant get the tf2 hlmv to run at all, it always crashes on startup, i have tried; running checksdk.bat before hlmv.bat gameinfo.txt/gameconfig.txt workaround modified checksdk/hlmv.bat using cmd with added options like -nop4 using someone else's bin folder deleting the bin folder, then validating tf2 (on several occasions) running in compatibility with xp/vista running as administrator installing l4d2 authoring tools (still crashed on startup, tried running compatibility and admin as-well) installing cs:go sdk (same as above) changing screen res tried a pre-steampipe sdk workaround (the one with the gcf's) I can only get SFM's hlmv to run, but loading weapons doesn't work properly (they load but are centered on the camera making most of them unseeable), and studiomdl for SFM takes 10 times longer to compile (like ten times is not hyperbole its actually a extreme understatement, i can compile in tf2's studiomdl in under ten seconds without the program going "not responding", whereas sfm's makes the program go not responding for 4-5 minutes before it finishes the qc) than tf2's which slows things down immensely when i have to do several compiles in a row for testing, any help and feedback would be greatly appreciated.
[QUOTE=Insaneicide;43670488]alright guys, i been tryin to fix this issue for the last three months now, and nothing has been working, im on win7 32 professional and i cant get the tf2 hlmv to run at all, it always crashes on startup, i have tried; running checksdk.bat before hlmv.bat gameinfo.txt/gameconfig.txt workaround modified checksdk/hlmv.bat using someone else's bin folder deleting the bin folder, then validating tf2 (on several occasions) running in compatibility with xp/vista running as administrator installing l4d2 authoring tools (still crashed on startup, tried running compatibility and admin as-well) installing cs:go sdk (same as above) changing screen res tried a pre-steampipe sdk workaround (the one with the gcf's) I can only get SFM's hlmv to run, but loading weapons doesn't work properly (they load but are centered on the camera making most of them unseeable), and studiomdl for SFM takes 10 times longer to compile (like ten times is not hyperbole its actually a extreme understatement, i can compile in tf2's studiomdl in under ten seconds without the program going "not responding", whereas sfm's makes the program go not responding for 4-5 minutes before it finishes the qc) than tf2's which slows things down immensely when i have to do several compiles in a row for testing, any help and feedback would be greatly appreciated.[/QUOTE] i mightve had this same problem when i started modeling. check this post: [url]http://forums.steampowered.com/forums/showpost.php?p=7257852&postcount=5[/url] basically, check your dxsupport.cfg file and look for your gfx card and change the default resolution in it. that fixed it for me. edit: also maybe check out this link [url]http://forums.steampowered.com/forums/showthread.php?t=1813859[/url] youre not the only one whos had this problem. it sucks
[QUOTE=dongalator;43670351]i get that too, with the newest version of the blender smd tools. either get an older version of the tools, or apply your edge split modifier before you export it as smd. one of those usually works for me.[/QUOTE] Also I got around it by using DMX instead of SMD.
[QUOTE=dongalator;43670540]i mightve had this same problem when i started modeling. check this post: [url]http://forums.steampowered.com/forums/showpost.php?p=7257852&postcount=5[/url] basically, check your dxsupport.cfg file and look for your gfx card and change the default resolution in it. that fixed it for me. edit: also maybe check out this link [url]http://forums.steampowered.com/forums/showthread.php?t=1813859[/url] youre not the only one whos had this problem. it sucks[/QUOTE] thanks, i didnt think it was something that ridicilously simple... honestly i dont know weather to be irritated, or give you a kiss on the lips...
damn
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=220839928"][IMG]https://dl.dropboxusercontent.com/u/79226246/thumb%20promo.png[/IMG][/URL] Vote or die.
[QUOTE=Noizeblaze;43670903][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=220839928"][IMG]https://dl.dropboxusercontent.com/u/79226246/thumb%20promo.png[/IMG][/URL] Vote or die.[/QUOTE] I remember making pretty much the exact same thing ages ago laziness trumps me again
[IMG]http://puu.sh/6yaW4.png[/IMG] [IMG]http://puu.sh/6yb49.png[/IMG] [IMG]http://puu.sh/6ybe9.png[/IMG] i was bored
[QUOTE=Colteh;43671403][IMG]http://puu.sh/6yaW4.png[/IMG] [IMG]http://puu.sh/6yb49.png[/IMG] [IMG]http://puu.sh/6ybe9.png[/IMG] i was bored[/QUOTE] I would like to see those grenades on demo plus the hurt locher and scotch bonnet.
[QUOTE=Inspecter;43671495]I would like to see those grenades on demo plus the hurt locher and scotch bonnet.[/QUOTE] [IMG]http://puu.sh/6ycWo.png[/IMG] team spirit on the hurt locher yields the best results
Has anyone ever done a blonde surfer wig and boogie board for the Sniper?
[QUOTE=AyesDyef;43663625]Guess who's back?! And with the return of the Apron as well. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=220522784][img]https://dl.dropboxusercontent.com/u/1737448/souschefsmockpromo720.jpg[/img][/url] The "Sous Chef Smock" - Tantalize your taste buds and twist your tongue! [url=http://steamcommunity.com/sharedfiles/filedetails/?id=220523336][img]https://dl.dropboxusercontent.com/u/1737448/safetyapronpromo720.jpg[/img][/url] The "Full Measure" - When it comes to lab safety, there are no half measures.[/QUOTE] Before you took the old one down,wasn't there a bloody version too?
[URL="http://www.mediafire.com/download/xux4xi546ujrtb6/chainofcommandshotgun.rar"][img]http://i.imgur.com/FtH03mh.png[/img][/URL] I would upload onto that banana website to make it not look so shady, but I don't want to upset the original creator. Also, this is just a simple renaming job, ejection ports and the like may not work properly .
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