[QUOTE=kariko;44547363]That's amazing! I can't wait for this to come out. Any chance you'll be modifying the pyro's flaregun/scorch shot/detonator sounds?[/QUOTE]
I'm doing everything that is feasible, including the flamethrower. I'm going one class at a time at this point (will be wrapping up scout then heading to soldier just to polish a few things), and will be revisiting my old sounds with a little more organization.
Should I open a new thread for this? I dunno. I don't want to seem pretentious.
[QUOTE=JPRAS;44547334]I tried that for the Tought Stuff Muffs. I kept saying it was a pauper hat rather than a newsboy cap but it seems people knew more about my own item than me so I just stopped trying.[/QUOTE]
I can't speak for when that happened, but a lot of the main IRC guys that are around now are pretty good when it comes to what contributors say in regards to their items. You could bring this sort of stuff up on the talk page for the item too, it'll allow people to refer to it a lot easier in the future in case someone changes it.
I've just corrected the page for you anyway, thanks for bringing it up.
its a shame that the rush to get the wiki page up and running sometimes its more important than getting those facts. even if they are small bits of trivia.
[URL="https://dl.dropboxusercontent.com/u/56868882/Fixed%20Vanilla%20Medic.RAR"][img]http://i281.photobucket.com/albums/kk217/Mr_Holloway/medic_zpsc0eb18d5.png[/img][/URL]
Nothing special. Just made some parts of the textures consistent with one another. Gave Medic his Normal glove colors (Value of Teamwork). Viewmodel texture included. Works with all current items since mostly legs, waist, and upper chest were changed.
Marching Band Suit:
[img]http://puu.sh/898LI.png[/img]
made this to go with my over-sized trumpet bazooka
[QUOTE=wauterboi;44546299][video=youtube;v1OzULz13C4]http://www.youtube.com/watch?v=v1OzULz13C4[/video]
I've slowly added to this over the past six months. I need to fix the garshly loud reloading on the shotguns, though! All the crit sounds are of a different pitch or way noticably boomier - I just didn't include some of the crit sounds for the interest of getting on with most of the video. Also, I remembered the Loose Cannon charging to be better timed - I will have to fix that!
Oh, and the shotguns were done last night and today.[/QUOTE]
[T]http://i4.ytimg.com/vi/7LTdm6zekcU/mqdefault.jpg[/T]
[QUOTE=wauterboi;44546299][video=youtube;v1OzULz13C4]http://www.youtube.com/watch?v=v1OzULz13C4[/video][/QUOTE]
You used the Bullet Bill launching sound on the only Soldier primary that doesn't shoot rockets?
Does anyone else have a problem with the SCA Sapper Idle animation? The needle just flies into the center of the screen and does a little jig. :<
-snip- I LEFT A BOO BOO IN THAT PIC
[QUOTE=wauterboi;44546299][video=youtube;v1OzULz13C4]http://www.youtube.com/watch?v=v1OzULz13C4[/video]
I've slowly added to this over the past six months. I need to fix the garshly loud reloading on the shotguns, though! All the crit sounds are of a different pitch or way noticably boomier - I just didn't include some of the crit sounds for the interest of getting on with most of the video. Also, I remembered the Loose Cannon charging to be better timed - I will have to fix that!
Oh, and the shotguns were done last night and today.[/QUOTE]
out of all those sounds the only one i would like to get is the teleporter exit. that was so spot on it makes the rest of the pack rather random.
Does anybody know what to do when this error appears in blender?
[IMG]http://i.imgur.com/nBREplW.png[/IMG]
Im trying to export a cap for soldier with flexes as a .dmx file (dont work with .smd too). I can export every other item in the scene without any problems except of this cap.
"Zome assistance please!"
you might have some hidden objects that are still somehow selected, happens from time to time
Alt+h to unhide everything and then reselect the mesh you want to export
[QUOTE=Bapaul;44550054]you might have some hidden objects that are still somehow selected, happens from time to time
Alt+h to unhide everything and then reselect the mesh you want to export[/QUOTE]
Ain't working =[
I dont think its caused by this, then I couldn't export the other models aswell.
I'll probably get rated clocks for this, but what's up with the 'Material VMT1 missing cloak effects' error in the importer?
[QUOTE=Rotzloeffel;44550136]Ain't working =[
I dont think its caused by this, then I couldn't export the other models aswell.[/QUOTE]
does the exporter show the export location? sometimes i had to type it in.
[QUOTE=heinous;44550165]does the exporter show the export location? sometimes i had to type it in.[/QUOTE]
[IMG]http://i.imgur.com/3qlevZL.png[/IMG]
Im not sure about the Engine Path
engine path is fine. it's export path that's wonky for me, but looks like yours is fine.
make sure you assign a material.
select the hat only. click the arrow and eye thing in the list of objects to hide the rest.
[QUOTE=wauterboi;44546299][video=youtube;v1OzULz13C4]http://www.youtube.com/watch?v=v1OzULz13C4[/video]
I've slowly added to this over the past six months. I need to fix the garshly loud reloading on the shotguns, though! All the crit sounds are of a different pitch or way noticably boomier - I just didn't include some of the crit sounds for the interest of getting on with most of the video. Also, I remembered the Loose Cannon charging to be better timed - I will have to fix that!
Oh, and the shotguns were done last night and today.[/QUOTE]
i liked the scattergun reloads and the building sounds as well as the sentry beeps but the sounds that were super obviously nintendo/mario sounds jsut seemed off to me with how happy and cheerful they sound, thy could do with something more serious sounding
i'd suggest getting some nice and vintage, bitcrushed-to-hell shooting sounds too, the sounds the scatters used in this seemed to clear to me compared to their reload sounds
also the teleporter exit sound reminded me of portal 2 a lot
[QUOTE=HelmoChipChop;44549281]Does anyone else have a problem with the SCA Sapper Idle animation? The needle just flies into the center of the screen and does a little jig. :<[/QUOTE]
This will fix it:
[code]
$sequence c_sapper_draw "c_sapper_draw" ACT_VM_DRAW 1 fps 30.00 snap {
{ event 5004 1 "Weapon_Sapper.Draw" }
{ event 5004 8 "Weapon_Sapper.DrawSwitch" }
}
$sequence c_sapper_drawDeployed "c_sapper_drawDeployed" ACT_VM_DRAW_DEPLOYED 1 fps 30.00 snap {
{ event 5004 1 "Weapon_Sapper.Draw" }
}
$weightlist needle {
"root" "0"
"weapon_bone_5" "1"
}
$animation delta.smd "mdldecompiler_delta.smd" fps 30
$animation a_sapper_eyelid_open "a_sapper_eyelid_open" fps 30.000000 subtract delta.smd 0
$animation a_sapper_eyelid_closed "a_sapper_eyelid_closed" fps 30.000000 subtract delta.smd 0
$sequence layer_eyelids hidden {
blendwidth 2
blend eyelids 0.000000 1.000000
delta
a_sapper_eyelid_open a_sapper_eyelid_closed
}
$animation a_sapper_needle_left "needle_left" fps 30.000000 subtract delta.smd 0 weightlist needle
$animation a_sapper_needle_right "needle_right" fps 30.000000 subtract delta.smd 0 weightlist needle
$sequence layer_sapper_needle hidden {
blendwidth 2
blend valid_build_pos 0.000000 1.000000
delta
a_sapper_needle_left a_sapper_needle_right
}
$sequence c_sapper_idle "c_sapper_idle" loop ACT_VM_IDLE 1 fps 30.00 loop
[/code]
Compiled version: [URL="http://www.mediafire.com/download/b2iqbbxv577rw1n/sapper.mdl"]http://www.mediafire.com/download/b2iqbbxv577rw1n/sapper.mdl[/URL]
[QUOTE=heinous;44550219]engine path is fine. it's export path that's wonky for me, but looks like yours is fine.
make sure you assign a material.
select the hat only. click the arrow and eye thing in the list of objects to hide the rest.[/QUOTE]
I have no idea why I cant export this hat. This thingy has materials, its rigged to an amature, the flexes are allright but I always get the same error, also when im trying to export it as a .smd instead of .dmx
I've already tried to put the model into a new scene and export it from this point. No succsess
I don't suppose people are also having trouble in the form of invisible hands on the Huntsman viewmodel while using SCA are they?
[QUOTE=Rotzloeffel;44550510]I have no idea why I cant export this hat. This thingy has materials, its rigged to an amature, the flexes are allright but I always get the same error, also when im trying to export it as a .smd instead of .dmx
I've already tried to put the model into a new scene and export it from this point. No succsess[/QUOTE]
Try completely deleting your shape keys to see if it will allow export then.
Also make sure you have the most up to date version of the tools, I know that's kind of a standard help response to give someone but older versions of the tools have DMX export problems that have since been fixed so just make sure. I used to get errors like that all the time until I updated.
If it still doesn't work then try it from Blender 2.69
[QUOTE=Rotzloeffel;44550510]I have no idea why I cant export this hat. This thingy has materials, its rigged to an amature, the flexes are allright but I always get the same error, also when im trying to export it as a .smd instead of .dmx
I've already tried to put the model into a new scene and export it from this point. No succsess[/QUOTE]
Iirc, you can't change the mesh the slightest after doing keyshapes, or else it'll corrupt.
I remember that happening to me when I used to flex with Blender.
[QUOTE=HelmoChipChop;44549281]Does anyone else have a problem with the SCA Sapper Idle animation? The needle just flies into the center of the screen and does a little jig. :<[/QUOTE]
I had about 3 different attempts at fixing that so guess I used the wrong files.
[QUOTE=Karmal Khan;44550515]I don't suppose people are also having trouble in the form of invisible hands on the Huntsman viewmodel while using SCA are they?[/QUOTE]
That might be related to how I did the original Huntsman fix since it used two sets of arms. I'll see about fixing those and finding out if the sniper rifles actually crash the game.
[editline]15th April 2014[/editline]
[QUOTE=R.M.T.B.;44546916]Zombie, more bug reports for your HQ W models
[url]http://cloud-2.steampowered.com/ugc/451792772176833150/05B9C82D020B321B15C28985E77E0DD95EC1D849/[/url]
And the rocket launcher has no crit glow[/QUOTE]
Fixed the crit glow. No idea why the blue Australium is missing textures since it's just the red VMT renamed.
[QUOTE=Deodorant;44550137]I'll probably get rated clocks for this, but what's up with the 'Material VMT1 missing cloak effects' error in the importer?[/QUOTE]
Empty your custom folder and then verify your game cache.
[QUOTE=JPRAS;44551705]Iirc, you can't change the mesh the slightest after doing keyshapes, or else it'll corrupt.
I remember that happening to me when I used to flex with Blender.[/QUOTE]
Altering the mesh on keyshapes, blendshapes, flexes, morph targets, or what have you will corrupt no matter what software you're using.
personally I find blender handles them a bit better than maya but that's just me.
Doing the Scout version of the mail carrier hat. How's this for a hat angle?
[img]http://puu.sh/89RYp.png[/img]
[QUOTE=Hawt Koffee;44552286]Altering the mesh on keyshapes, blendshapes, flexes, morph targets, or what have you will corrupt no matter what software you're using.
personally I find blender handles them a bit better than maya but that's just me.[/QUOTE]
Yes of course, I was just trying to find a cause for the problem he's having, not saying it's blender's only, but that it happened when I did flexes in blender.
Doing more work on Kibble's laser sniper thing:
[t]http://i227.photobucket.com/albums/dd305/zombieplasticclock/halp2_zpsa939d22a.png[/t]
Although I want to try to suck less at making good unwraps. Anyone have any suggestions on how I can do this well? Because it kind of sucks that every time I work with someone they change my unwrap because after two odd years of this I'm still terrible at it.
[t]http://i227.photobucket.com/albums/dd305/zombieplasticclock/halp_zps5ed85906.png[/t]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=249391216"]I finished a thing[/URL]
[t]http://cloud-2.steampowered.com/ugc/432652473771544939/B41EF6FA957CB2DC4762D8E53558844120DC797F/[/t]
Doesn't seem to be too popular with the masses, so if you have any recommendations on how to improve it, I'm definitely open to feedback.
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