[QUOTE=Old Hermit;44417195]
[URL="https://dl.dropboxusercontent.com/u/102054761/Elbagast%20Rocket%20Reload%20Fix.zip"][img]https://dl.dropboxusercontent.com/u/102054761/Elbagast%20Promo.png[/img][/URL]
[/QUOTE]
I wouldn't imagine this works with custom models.
Also, in theory, would it be possible to fix the AK-47 skin for SMG using the seperate c-models mod?
[t]http://files.gamebanana.com/img/ss/srends/88225a.jpg[/t]
Has anyone ever thought of improving some dated or 'older' looking weapons and such? Like say, a re-imagining of the Degreaser and Family Business? I can't really think of any other blocky looking weapons, but has anyone done this or thought of this?
[QUOTE=ElusiveBadger;44426476]I wouldn't imagine this works with custom models.
Also, in theory, would it be possible to fix the AK-47 skin for SMG using the seperate c-models mod?
[t]http://files.gamebanana.com/img/ss/srends/88225a.jpg[/t][/QUOTE]
Someone already did, but it uses the default animations.
So having this weird issue still.
This is lod1, which is showing the model for lod0:
[IMG]http://puu.sh/7SWdO.png[/IMG]
Despite being rigged correctly, the entire thing is bound to bip_pelvis.
This is lod2, which is showing the model for lod1:
[IMG]http://puu.sh/7SWdr.png[/IMG]
The rigging on the coat-tails is because it is the lod1 model, not the lod2 model which doesn't have those bones.
Anybody know a fix?
[QUOTE=Inspecter;44423516]So I added medals
[t]http://i.imgur.com/66Fqm1c.png[/t]
abit poorly. Anyone else think it needs more or it's fine as it is?[/QUOTE]
More medals. Russians [I]love[/I] their medals.
[IMG]http://www.mundogump.com.br/wp-content/uploads/2013/02/85817.jpg[/IMG][t]http://www.faniq.com/images/blog/d9c33c499f362c78c3da4ca15ec69288.jpg[/t][t]http://upload.wikimedia.org/wikipedia/en/thumb/1/19/SemionPIvanov.jpg/150px-SemionPIvanov.jpg[/t]
[QUOTE=HelmoChipChop;44426766]Has anyone ever thought of improving some dated or 'older' looking weapons and such? Like say, a re-imagining of the Degreaser and Family Business? I can't really think of any other blocky looking weapons, but has anyone done this or thought of this?[/QUOTE]
I want to say the same with the older workshop creations... Need an idea? Fix those
Other then that, I got no other weapons that could be reimagined besides BFB
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=244886619][img]http://cloud-2.steampowered.com/ugc/576766755264826088/33EDF837BB95005B6E4AC9A2776D724BFBEFE4D3/[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=244886365][img]http://cloud-2.steampowered.com/ugc/576766755264794828/9E14162C4358AD4C7CE6E7D5DC8A577BAC44A429/[/img][/url]
[url=http://steamcommunity.com/workshop/filedetails/?id=244887136][t]http://cloud-4.steampowered.com/ugc/576766755264840269/7596C1100DD08F68F0D225EBB1779C83035B1DA4/[/t][/url]
Yay, finally found time to put this up, any support is super awesome. :)
[t]http://ctrlv.photos/img/14/04/02/533bb8ca98546.png[/t]
Not a finished render, but I thought you'd get a kick out of this.
made by Vintoboa/The Necro-Spy (same person, alt names)
[editline]2nd April 2014[/editline]
[QUOTE=TheJukebox;44426800]So having this weird issue still.
This is lod1, which is showing the model for lod0:
[IMG]http://puu.sh/7SWdO.png[/IMG]
Despite being rigged correctly, the entire thing is bound to bip_pelvis.
This is lod2, which is showing the model for lod1:
[IMG]http://puu.sh/7SWdr.png[/IMG]
The rigging on the coat-tails is because it is the lod1 model, not the lod2 model which doesn't have those bones.
Anybody know a fix?[/QUOTE]
import the medics lower LODs and rig the lower item LODs from there.
[QUOTE=ikes;44427233][t]http://ctrlv.photos/img/14/04/02/533bb8ca98546.png[/t]
Not a finished render, but I thought you'd get a kick out of this.
[/QUOTE]
Looks sweet, but I'd recommend sliding the "shadow filter size" to smooth out those shadows :)
[video=youtube;v6dZ-OhriNI]http://www.youtube.com/watch?v=v6dZ-OhriNI[/video]
Boo.
I didn't pay too much attention to making the blending properly, but I think it's okay.
Also my first time ever to put actual sourcepawn coding into something. Sounds, model, size, speed, attack damage & attack delay all handled by a plugin.
[QUOTE=ikes;44427233]
import the medics lower LODs and rig the lower item LODs from there.[/QUOTE]
That's not the problem. The problem is the importer is using the lod0 model(1400 tris) for both lod0 and lod1, then using the lod1 model(1000 tris) for lod2.
[QUOTE=TheJukebox;44428506]That's not the problem. The problem is the importer is using the lod0 model(1400 tris) for both lod0 and lod1, then using the lod1 model(1000 tris) for lod2.[/QUOTE]
Part of the problem is, when you going down to lod2, there's a few bonetreecollapses on the coat bones that you've rigged to.
Sending those rigged verts to whoop whoop.
So you'll want to add somewhere under <ITEMTEST_REPLACE_LOD2_HEADER>:
bonetreecollapse "bip_head"
bonetreecollapse "bip_hand_L"
bonetreecollapse "bip_hand_R"
bonetreecollapse "bip_foot_L"
bonetreecollapse "bip_foot_R"
bonetreecollapse "prp_coat_front_0_L"
bonetreecollapse "prp_coat_back_0_L"
bonetreecollapse "prp_coat_back_0_M"
bonetreecollapse "prp_coat_back_0_R"
bonetreecollapse "prp_coat_front_0_R"
to your $lod2 in the import tool.
I grabbed those lines from the medic's qc.
edit: I'm also not sure why your rigging would break completely on lod1, also, why aren't you using the lod1 model for the lod1?
It technically shouldn't be using both lod0 model for your lod0 and lod1 as they would be the same amount of tri's as well.
[QUOTE=WnR;44426817]More medals. Russians [I]love[/I] their medals.
[IMG]http://www.mundogump.com.br/wp-content/uploads/2013/02/85817.jpg[/IMG][t]http://www.faniq.com/images/blog/d9c33c499f362c78c3da4ca15ec69288.jpg[/t][t]http://upload.wikimedia.org/wikipedia/en/thumb/1/19/SemionPIvanov.jpg/150px-SemionPIvanov.jpg[/t][/QUOTE]
Russians here. We "love" not our medals, we love our heroes.
[QUOTE=AyesDyef;44428558]Part of the problem is, when you going down to lod2, there's a few bonetreecollapses on the coat bones that you've rigged to.
Sending those rigged verts to whoop whoop.
So you'll want to add somewhere under <ITEMTEST_REPLACE_LOD2_HEADER>:
bonetreecollapse "bip_head"
bonetreecollapse "bip_hand_L"
bonetreecollapse "bip_hand_R"
bonetreecollapse "bip_foot_L"
bonetreecollapse "bip_foot_R"
bonetreecollapse "prp_coat_front_0_L"
bonetreecollapse "prp_coat_back_0_L"
bonetreecollapse "prp_coat_back_0_M"
bonetreecollapse "prp_coat_back_0_R"
bonetreecollapse "prp_coat_front_0_R"
to your $lod2 in the import tool.
I grabbed those lines from the medic's qc.
edit: I'm also not sure why your rigging would break completely on lod1, also, why aren't you using the lod1 model for the lod1?
It technically shouldn't be using both lod0 model for your lod0 and lod1 as they would be the same amount of tri's as well.[/QUOTE]
Again, I know there's bonetree collapses. The problem isn't the rigging or skeleton. It's that I have a High poly model(1400tris), a mid poly model(1000 tris), and a low poly model(700 tris), I open them in the importer just fine, but in preview it messes up. Lod0 uses the high poly model just fine. Lod1 then also uses the high poly model as well, and rigs the entire thing to bip_pelvis. Lod2 then uses the mid poly model, which uses a different skeleton which is why there's the rigging errors in the image, because it's meant for lod1 not lod2. I'm currently waiting on TF2 to re-install to see if that fixed it.
[IMG]http://puu.sh/7TioZ.png[/IMG]
WIP
Should I make the moustache a seperate item? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]/[IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_hair_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_hair_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244816187"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_chin_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_chin_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244816673"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_shirt_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_shirt_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244817122"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_feet_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_feet_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244817443"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="http://steamcommunity.com/workshop/filedetails/?id=244819030"][img]https://dl.dropboxusercontent.com/u/25325795/sfmpics4.png[/img][/url]
There we go.
too bad the cop will never be possible, 5 cosmetics and all.
snip
[QUOTE=psyke;44431228][URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_hair_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_hair_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244816187"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_chin_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_chin_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244816673"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_shirt_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_shirt_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244817122"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_feet_release.zip"][IMG]https://dl.dropboxusercontent.com/u/25325795/engineer_nerd_feet_promo.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244817443"][IMG]https://dl.dropboxusercontent.com/u/27653108/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
[URL="http://steamcommunity.com/workshop/filedetails/?id=244819030"][img]https://dl.dropboxusercontent.com/u/25325795/sfmpics4.png[/img][/url]
There we go.[/QUOTE]
I fear there are too many tris to put the Tripple Chin and the Egghead's overall together in one item?
Sup dudes and dudettes. Spark and I submitted our jacket last night, the rest of the set will come soon. Enjoy!
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244869188&searchtext="][IMG]http://cloud-3.steampowered.com/ugc/3299192730015558479/9EAE716FBF6D9D047BABF89BA198301A2AF7F962/[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244869188&searchtext="][T]http://cloud-4.steampowered.com/ugc/3299192730015648746/1107BD2E791C55312574DFA969A504987FD43F4F/[/T][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=244869188&searchtext="][T]http://cloud-2.steampowered.com/ugc/3299192730015648954/B862E41D934F2996D9EF34E343EE3487A0D58E86/[/T][/URL]
[QUOTE=TheJukebox;44426800]So having this weird issue still.
This is lod1, which is showing the model for lod0:
[IMG]http://puu.sh/7SWdO.png[/IMG]
Despite being rigged correctly, the entire thing is bound to bip_pelvis.
This is lod2, which is showing the model for lod1:
[IMG]http://puu.sh/7SWdr.png[/IMG]
The rigging on the coat-tails is because it is the lod1 model, not the lod2 model which doesn't have those bones.
Anybody know a fix?[/QUOTE]
Re-installed TF2 and it fixed that problem, but now I'm getting this error anytime I open a texture:
[IMG]http://puu.sh/7TSlL.png[/IMG]
[QUOTE=TheJukebox;44434807]Re-installed TF2 and it fixed that problem, but now I'm getting this error anytime I open a texture:
[IMG]http://puu.sh/7TSlL.png[/IMG][/QUOTE]
I'm getting that error too. Do we have a fix yet or will we have to wait it out?
I need to do some quick decent render in sfm for this item I'm making, any general tips on lighting?
[QUOTE=VariableAgent;44434872]I'm getting that error too. Do we have a fix yet or will we have to wait it out?[/QUOTE]
I assume it's some change they made to the importer in preparation for using it for taunt animations that messed something up. Just a guess however.
Thought: We'll probably end up with a new wave of concept artists, who use stickfigure animator to give taunt ideas.
[QUOTE=TheJukebox;44435062]I assume it's some change they made to the importer in preparation for using it for taunt animations that messed something up. Just a guess however.[/QUOTE]
I kinda hope they wait a bit to start it. I'd like to have a bunch of taunts ready before it hits the workshop so i can flood it.
[QUOTE=SediSocks;44429267][IMG]http://puu.sh/7TioZ.png[/IMG]
WIP
Should I make the moustache a seperate item? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]/[IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG][/QUOTE]
looks like the rooty tooty chops with a moustache.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=152368070&searchtext=[/url]
pls stop this lol
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