not really sure where i was going with this, but i thought it might look cool:
[img]http://puu.sh/8rz39.png[/img]
would need a custom animation so that every other cylinder rotates the opposite direction
[QUOTE=Journe;44671257]So I assume we all know about those awesome 1850's TF2 player models made by Swizzle of the Polycount forums, correct? For a refresher, screenshots (Left to right: Scout, Soldier, Heavy, Engineer):
[thumb]http://uppix.3dvf.com/images/swizzlsws.jpg[/thumb] [thumb]http://i.imgur.com/0N2XTjH.png[/thumb] [thumb]http://i.imgur.com/xK1fDpN.png[/thumb] [thumb]http://i.imgur.com/NY0G1J6.png[/thumb]
Well, Swizzle released 'em a while ago. You can download them [url=http://www.mediafire.com/download/ayh59qk8bmteaqz/tf2_1850.rar]here[/url].
Here's the thing. He released them in 3 separate formats; .obj, .mtl and .max. And the textures are in TGA format (and each class only has one team skin as far as I can see).
I'm not a modeller whatsoever. I'm hoping someone here would graciously convert these models to .MDL format and rig them up to have flexes for talking (if at all possible) and give them their respective animations from the vanilla TF2 class animations.
EDIT: There's also an 1850's TF2 Demoman created by DKK of the Polycount forums, but it's [url=http://www.4shared.com/rar/n8IpDS9q/Demo_Release.html]hosted on 4shared[/url] and I can't seem to download it. Screenshot below:
[thumb]http://imageshack.us/a/img405/477/demomanbeauty.png[/thumb]
I don't really like the look of it when compared to Swizzle's models, but if it's not already rigged up in .MDL format, it would be great to have this rigged up as well.
Thanks in advance to anyone brave enough to do this!
[B]EDIT 2: Actually, if someone has a good tutorial on converting .max to .mdl (as I forgot I have 3DS Max 2012 on my computer for some unknown reason) I can convert the .max file to .smd using 3DS Max, but that's as far as I can get. I'm stumped from there on out. Then again, I don't know if the models have "bones" set up on them or not, so this may be beyond my (very low) skill level.[/B][/QUOTE]
THANK YOU THANK YOU THANK YOU i have been wanting to convert these for the longest time i even went to swizzle and he never responded ill take a look when i get home
excited for Soldier, shame Engy would never work properly
[QUOTE=NeoDement;44671447]excited for Soldier, shame Engy would never work properly[/QUOTE]
Oh yeah, forgot about the Gunslinger and what-not. There's gotta be a way to add a bodygroup to the model to trigger the Gunslinger to replace the hand.
actually I think the problem is that the 1850's engie has the apron which wouldn't work with the current skeleton without some new animations and some new bones
which I'm sure nobody wants to do
[QUOTE=DrPyspy;44671660]actually I think the problem is that the 1850's engie is taller than the normal one[/QUOTE]
Whaaaat? How is that a problem? I'm not smart to all the modelling-related stuff like this, as you can probably tell.
EDIT: Oh wait, I'm a dummy. Hitboxes. I'm pretty sure hitboxes are modifiable via one of the SMD files or something.
[QUOTE=DrPyspy;44671660]actually I think the problem is that the 1850's engie has the apron which wouldn't work with the current skeleton without some new animations and some new bones
which I'm sure nobody wants to do[/QUOTE]
Damn you changing your message :P
Someone should totally do it. I'd love to see the 1850's Engineer playing alongside that awesome Radigan Conagher Engineer and the vanilla TF2 Engineer (via the TF2 Model Manager plugin, of course)
[QUOTE=Journe;44671710]
EDIT: Oh wait, I'm a dummy. Hitboxes. I'm pretty sure hitboxes are modifiable via one of the SMD files or something.
[/QUOTE]
I'm pretty sure you can't modify other's hitboxes in a multiplayer server and if you could it'd probably be considered hacking.
[QUOTE=Wolf532;44671778]I'm pretty sure you can't modify other's hitboxes in a multiplayer server and if you could it'd probably be considered hacking.[/QUOTE]
*head-desk*
Forgot about that. Technically you kinda can via those Resize SourceMod plugins that alter a models scale (can be applied to players, buildings, bosses and a very select few weapons provided they don't have jigglebones)
Resizing yourself to the value "0.1" makes you tiny (but very fast, so you'd need to lower the players speed if you were wanting to do a "rats" thing in TF2) and that also makes you incredibly hard to hit when other players try to shoot you, due to the hitbox shrinkage.
[QUOTE=Journe;44671837]*head-desk*
Forgot about that. Technically you kinda can via those Resize SourceMod plugins that alter a models scale (can be applied to players, buildings, bosses and a very select few weapons provided they don't have jigglebones)
Resizing yourself to the value "0.1" makes you tiny (but very fast, so you'd need to lower the players speed if you were wanting to do a "rats" thing in TF2) and that also makes you incredibly hard to hit when other players try to shoot you, due to the hitbox shrinkage.[/QUOTE]
The bigger issue is if the model's body is of a much different type than the current engi, then giving that 1850s one the current engis bones will make his body squished to fit. ever seen a heavy with the scouts animations? kind of like that. the body shapes need to be similar enough so you can share animations
[QUOTE=DrPyspy;44671660]actually I think the problem is that the 1850's engie has the apron which wouldn't work with the current skeleton without some new animations and some new bones
which I'm sure nobody wants to do[/QUOTE]
It's possible without either of those, actually, just need to rig it cleverly.
Spark rigged the Black Heavy Weapons Guy back in the day but it never saw the light of day
[QUOTE=theharribokid;44672254]Spark rigged the Black Heavy Weapons Guy back in the day but it never saw the light of day[/QUOTE]
[img]http://puu.sh/8rGnK/95b7b77a6f.jpg[/img]
yup :)
[QUOTE=kibbleknight;44669428]it has been done before, but it just clips horrible with demo's head, it would need to be made longer.[/QUOTE]
then I expect it would be a good skullcutter mod at least yis?
[URL]https://dl.dropboxusercontent.com/u/4569541/1850/1850 heavy rigged.zip[/URL]
heres the rigged heavy files. eyes are set up too i think, so it'd just need facial flexes
[IMG]http://i.imgur.com/CIT86IX.png[/IMG]
Added a little bow to go with the bottle, so it's like a gift from his family.
Any other thing I should change?
[img]http://puu.sh/8rJ8m.png[/img]
hope this is atleast some improvement
Oh gee is someone actually going to rig up those Olden TF2 characters?
That'd be amazing
[QUOTE=Colteh;44672724][img]http://puu.sh/8rJ8m.png[/img]
hope this is atleast some improvement[/QUOTE]
Muuuch better now. The shirt is still plain, though. Maybe add a pocket like in Medic's coat?
[QUOTE=Colteh;44672724][img]http://puu.sh/8rJ8m.png[/img]
hope this is atleast some improvement[/QUOTE]
An improvement, yes! ...But it's not quite there yet. I think the chest needs something a bit more.
[editline]28th April 2014[/editline]
Also the sleeves look like they're a work shirt while the collar looks like a fleece sweatshirt.
[editline]28th April 2014[/editline]
Good grief omninerd, that ninja. at least you didn't break my automerge.
[QUOTE=Colteh;44672724][img]http://puu.sh/8rJ8m.png[/img]
hope this is atleast some improvement[/QUOTE]
Do you have some kind of reference for this kind of coat?
Kinda hard to judge, I have no idea what the collar is supposed to be.
There's a lot of really great models made for TF2 that haven't had a mod release that will just fester in the workshop if they're not added in-game. So I went through the latest 60 pages of the workshop and make a collection of the ones I think we'd really like to get to have posted here for everyone to enjoy. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=254372033[/url]
Like these recent ones to name a few:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=252994241"][IMG]http://cloud-2.steampowered.com/ugc/3316083131147355943/1787DD9448DF74ACC92E7AF7A540B6C8C868EE85/268x268.resizedimage[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=252986738"][IMG]http://cloud-4.steampowered.com/ugc/3335223429582609296/7DD9DBF598E1EF9EA3A7A771E9A3CEE434622D54/268x268.resizedimage[/IMG][/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=249968136"][IMG]http://cloud-2.steampowered.com/ugc/3282305592676806712/9AD2CEC4BC1C5D0528095EED31C8CDF367EB68E9/268x268.resizedimage[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=245754501"][IMG]http://cloud-2.steampowered.com/ugc/3314955328781256096/D2D877A3E0B9320785C085A569B74B57BC9470B1/268x268.resizedimage[/IMG][/URL]
I just think it's a real shame when some of the great work this community makes quietly get lost in the back pages of the workshop never to be seen again.
Here ya go.
[URL="https://docs.google.com/uc?export=download&id=0BzAddcjwZiphZ3dhX3Y3N2tRZ1U"][IMG]http://i.imgur.com/8fVl4ew.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=229283050"][IMG]http://i.imgur.com/Ble9TYG.png[/IMG][/URL]
it begins?
[img]https://dl.dropboxusercontent.com/u/7666502/it_begins.png[/img]
-snip nvm-
[QUOTE=Segab;44673030]Do you have some kind of reference for this kind of coat?
Kinda hard to judge, I have no idea what the collar is supposed to be.[/QUOTE]
the middle fluff is supposed to be a scarf, and then the coat wraps around
[QUOTE=Insaneicide;44673939]it begins?
[img]https://dl.dropboxusercontent.com/u/7666502/it_begins.png[/img][/QUOTE]
Oh god, why is he so shiny? He's not an action figure, so what the fuuuck. :suicide:
(awesome nonetheless)
[QUOTE=Sparkwire;44672420][URL]https://dl.dropboxusercontent.com/u/4569541/1850/1850 heavy rigged.zip[/URL]
heres the rigged heavy files. eyes are set up too i think, so it'd just need facial flexes[/QUOTE]
You sir are my hero.
Oh, and I just thought of something. If we're using these models with the Model Manager plugin, do they actually need to be rigged and have bones added and all that? Are we not just able to convert them to .SMD, generate a .QC that has the respective class anims set up for it, then convert it all to a .MDL
I'm not sure how the Model Manager plugin goes about applying the custom model, but I assume it's the same principle as draping a bedsheet over yourself. Everything just kind of connects itselfs somehow :v: (Unless this is where the bones are needed, for proper linkage)
Guys, I have a question. How to bake in xNormal different textures of different materials of one model?
I had made rigs for the scout and soldier, they had working eyes and even had viewmodels for both.
The soldier had such unusually small feet though, some of you may remember this image:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/1850soldier_6.jpg[/T]
hey guys just have a compile issue
i use the a custom batch file (created by neodement) to compile my models but somethings wrong
when i compile it, i look in the models directory \Steam\steamapps\common\Team Fortress 2\tf\models\player\items\pyro and nothing is there
cmd tells me everything went through fine but it wont even show up in the local directory.
am i looking in the wrong directory to find my compiled models?
qc
[CODE]$cd "<folder directory to mod pieces>"
$modelname "player/items/pyro/ghost_aspect.mdl"
$model "head" "fusion_2.smd"
$cdmaterials "/models/player/items/pyro/"
$texturegroup skinfamilies
{
{
"pyromancer_horn_texture.vmt" "pyromancers_mask.vmt" "ghost_aspect_red.vmt"
}
{
"pyromancer_horn_texture.vmt" "pyromancers_mask.vmt" "ghost_aspect_blu.vmt"
}
}
$hboxset "default"
$hbox 0 "bip_spine_3" 0.000000 39.682537 26.934240 -1.022315 0.000000 0.000000
$hbox 1 "bip_neck" 0.000000 -2.236332 -0.000011 -0.164778 0.000000 0.000000
$hbox 2 "bip_head" 0.000000 -2.358198 -0.000008 0.067027 -0.000000 0.000000
$surfaceprop "cloth"
$illumposition -0.000 -0.585 73.214
$sequence idle "fusion_2" loop fps 30.00[/CODE]
batch file
[CODE]set mdl="C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin"
set tf="C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf"
%mdl%\studiomdl.exe -game -nop4 %tf% fused.qc
pause[/CODE]
im testing a model that compiled perfectly fine before steampipe to makesure im not doing anything wrong but i probably am none the less.
If it is the exact same setup as before the steam pipe, check the old tf2 directory under steamapps/your username, it probably compiled the model there.
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