Who was it that ages ago was going to make their take on what the World Travellers Hat should be? i.e. the Map Stamp Hat.
[QUOTE=dongalator;43887590]you might be using an outdated version of blender smd tools, which makes the smoothing not work. get the most updated version here: [url]http://steamreview.org/BlenderSourceTools/[/url][/QUOTE]
Yep. Will update right now.
[IMG]http://i.imgur.com/xwuQxPp.jpg[/IMG]
[URL="https://www.dropbox.com/sh/2iutu81dslw58tw/oSTEp6H74K"][IMG]http://i.imgur.com/WL94Xnb.jpg[/IMG][/URL]
[URL="https://www.dropbox.com/sh/kk7hiykbnlzmsm2/Yi5nF_zTcG"][IMG]http://i.imgur.com/ip3JRuj.jpg[/IMG][/URL]
So, I'm done. Both items have a special sound mod to them, and the spy phone even has a special cloak meter. Although it only works if the server accepts a different cloak metertexture, which aren't a lot.
Therefor, I've made an additional .vpk to compensate for that. Even added a few others, if you want to maintain the original dead-ringer sound. Thanks for all the feedback and the support! Let me know if something may not work!
ps. Sorry for the huge pictures...
[QUOTE=TheJukebox;43887675]The armour doesn't really fit with the cape, or the hat, in my opinion. I would try something more obviously Pioneer or Pilgrim if that the theme you're going for, rather than copying the Pocahontas character.[/QUOTE]
I just used the capotain because of the character, It's really supposed to be a demoknight armour that can go with the sallet that the demo got in the strongbox update or the stormin norman or any other knight oriented hat as an alternative to the Dark age defender. As for the Pilgrim theme I'll come up with something.
Here is the Armour sans cape with the 2 aforementioned hats
[t]http://i.imgur.com/8AyuH6Q.png[/t]
[t]http://i.imgur.com/idgQVXG.png[/t]
i can't be the only one tired of demoknight armour
[QUOTE='[Brn];43887928'][IMG]http://i.imgur.com/xwuQxPp.jpg[/IMG]
[URL="https://www.dropbox.com/sh/2iutu81dslw58tw/oSTEp6H74K"][IMG]http://i.imgur.com/WL94Xnb.jpg[/IMG][/URL]
[URL="https://www.dropbox.com/sh/kk7hiykbnlzmsm2/Yi5nF_zTcG"][IMG]http://i.imgur.com/ip3JRuj.jpg[/IMG][/URL][/QUOTE]
Damn it, I forgot this was the emporium and got really excited for a moment.
But I suppose that says a lot about your promos/items, then, huh?
[QUOTE=Inspecter;43888023]I just used the capotain because of the character, It's really supposed to be a demoknight armour that can go with the sallet that the demo got in the strongbox update or the stormin norman or any other knight oriented hat as an alternative to the Dark age defender. As for the Pilgrim theme I'll come up with something.
Here is the Armour sans cape with the 2 aforementioned hats
[t]http://i.imgur.com/8AyuH6Q.png[/t]
[t]http://i.imgur.com/idgQVXG.png[/t][/QUOTE]
if you are making that, see if you can include gauntlets without going over the poly limit, preferable fitting under the shield to not conflict with it. it's the one part i see people in the comment section vocally suggested.
[img]http://puu.sh/6OD5M[/img]
seeing as this is the only piece of armor demo is missing now, i figured i draw this up.
I think we should combine our concepts again, although I still want to see how those knight helmets would look like with the cape and armour.
[t]http://i.imgur.com/2FOVBDb.png[/t]
[t]http://i.imgur.com/kZsT5Fv.png[/t]
Doesn't look to bad but we'll have to see what a modeler thinks.
Turns out TFMV was using a texture from god-knows-where, not the one i put in my vpk with the model, so all the changes i made didn't count for shit, and I can't find the folder it's looking for, does anyone have a nice compiling guide for something that's not hats?
[URL="http://pastebin.com/JT0iznLZ"]Here's my qc (I'm pretty sure there's something very wrong with it, but I don't know what)[/URL]
[QUOTE=Cosa8888;43888342]Turns out TFMV was using a texture from god-knows-where, not the one i put in my vpk with the model, so all the changes i made didn't count for shit, and I can't find the folder it's looking for, does anyone have a nice compiling guide for something that's not hats?
[URL="http://pastebin.com/JT0iznLZ"]Here's my qc (I'm pretty sure there's something very wrong with it, but I don't know what)[/URL][/QUOTE]
Uh, you didnt tell it where to look for materials. And why do you have skinfamilies with only 1 team color?
[QUOTE=kenshin6;43888603]Uh, you didnt tell it where to look for materials. And why do you have skinfamilies with only 1 team color?[/QUOTE]
How do i do that?
[QUOTE=Cosa8888;43888694]How do i do that?[/QUOTE]
$cdmaterials "models/folderofwhateveryouaremaking/"
http://developer.valvesoftware.com/wiki/$cdmaterials
if you still have mdldecompiler, get a sample qc by running something through it. might give you some examples to study. might need a few different items, sometimes one decompiler ends up with a qc that has empty materials location while other times it's the other decompiler doing it.
Oops, messed up the positioning. Was using the TFMV (I think) to get the position right, but I guess I was wrong.
[img]http://puu.sh/6TOyX.jpg[/img][img]http://puu.sh/6TOLg.jpg[/img]
Also going to thin up the metal bit, it's too big, and the handle is too long.
[QUOTE=kenshin6;43888603]Uh, you didnt tell it where to look for materials. And why do you have skinfamilies with only 1 team color?[/QUOTE]
Crowbar does that. Just like how the reference uses $bodygroup instead of $model
[QUOTE=otterwolfy;43888766]Oops, messed up the positioning. Was using the TFMV (I think) to get the position right, but I guess I was wrong.
[t]http://puu.sh/6TOyX.jpg[/img][img]http://puu.sh/6TOLg.jpg[/t]
Also going to thin up the metal bit, it's too big, and the handle is too long.[/QUOTE]
[video=youtube;7tPgRkHuNBw]http://www.youtube.com/watch?v=7tPgRkHuNBw[/video]
all i can think of with this
Okay I did the armour with the Gauntlets
[t]http://i.imgur.com/ucvZczR.png[/t]
Sorry about he lack of hat.
Alright, still checkered purple and black, my [URL="http://pastebin.com/BSJ4dkH8"]new qc[/URL]
The smd is in models\weapons\c_models
The vmt and vtf are in materials\models\custom\engineer_tesla
Both in the same folder
Any ideas?
[QUOTE=Cosa8888;43889801]Alright, still checkered purple and black, my [URL="http://pastebin.com/BSJ4dkH8"]new qc[/URL]
The smd is in models\weapons\c_models
The vmt and vtf are in materials\models\custom\engineer_tesla
Both in the same folder
Any ideas?[/QUOTE]
-snip-
Why are you using a new custom folder instead of the c_items folder? This [I]Should[/I] work but it seems rather impractical.
EDIT: Why is it set to use body groups? Its just a weapon right?
Could someone whip up a quick mod that replaces the huntsman with the new promo bow? I'm really impatient and want to use it already.
[QUOTE=ToastedTea;43889946]Could someone whip up a quick mod that replaces the huntsman with the new promo bow? I'm really impatient and want to use it already.[/QUOTE]
GameBanana has had one since yesterday: [url]http://tf2.gamebanana.com/skins/132083[/url]
huh...
try adding back texturegroup:
$texturegroup "skinfamilies"
{
{
"models\custom\engineer_tesla\yourtexture.vmt"
}
}
then in the vmt:
"$basetexture" "models/custom/engineer_tesla/yourtexture"
finally make sure you actually assigned the surfaces to materials in your modeling program.
[QUOTE=FiveEyes;43889844]-snip-
Why are you using a new custom folder instead of the c_items folder? This [I]Should[/I] work but it seems rather impractical.
EDIT: Why is it set to use body groups? Its just a weapon right?[/QUOTE]
I dunno, the bodygroups are set because it's an engineer's hand replacement.
You can technically put $cdmaterials wherever you'd like; everything just needs to match up though. This probably isn't "best practice", but it makes things a TON easier when doing traditional compiling for mods. The things that must match are:
1. Your texture name within the mesh. This must match the path of your .vtf file. Name the texture in the mesh "\your_texture_name.tga" (w/o quotes) to put it in the base /materials directory.
2. Your vmt path. This should just be "your_texture_name".
3. As long as those two match, you can actually leave $cdmaterials out of the qc.
4. And lastly, where your .vmt and .vtf actually reside. For my above example, you would want to put them in custom\your_mod_name\materials\your_texture_name.vtf.
All texture paths are assumed to start in \materials. What this method does is take the file structure complication out of it, and lets you easily make sure everything is correct. Note that I would ONLY do this for steampipe mods, since the folder structure isn't entirely necessary for textures. Also note that removing the folder structure only works for materials; if you're making a mod, you must emulate the folder directory for the cosmetic/weapon you intend to replace, otherwise the mod won't work.
[QUOTE=Cosa8888;43889993]I dunno, the bodygroups are set because it's an engineer's hand replacement.[/QUOTE]
It doesn't work like that. Remove the bodygroups, that's probably the issue. I did add you on steam to try and assist further.
WHY HAWK, WHY YOU KEEP DOING THIS
[img]http://puu.sh/6TVOc.jpg[/img]
[QUOTE=Inspecter;43889684]Okay I did the armour with the Gauntlets
[t]http://i.imgur.com/ucvZczR.png[/t]
Sorry about he lack of hat.[/QUOTE]
OS is this ready to be claimed or do I still need to add more to it?
Redone one of my old Concepts:
[IMG]http://i.imgur.com/5HzhCSY.png[/IMG]
i was not sure what to put on the pocket, Maybe the RailRoads Logo, or the Northern Express Logo.
Anyway up for grab
[QUOTE=Cryme Tyme;43890156]Redone one of my old Concepts:
[IMG]http://i.imgur.com/5HzhCSY.png[/IMG]
i was not sure what to put on the pocket, Maybe the RailRoads Logo, or the Northern Express Logo.
Anyway up for grab[/QUOTE]
You wouldn't mind adding that neckerchief I drew to this?
For the record it's this
[t]https://dl.dropboxusercontent.com/u/38397602/20131017_123524_resized.jpg[/t]
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