• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=Venrez;44680686]Nawh, I reckon that Pyro head is amazing just as it is now. The HAL reference is right there, with the single smaller eye and the oval-shaped midsection, only on a horizontal axis. Adding in another bigger eye would ruin it.[/QUOTE] I didn't say to to add an eye. I meant to make the one eye centered, like a cyclops'.
[QUOTE=Journe;44680841]Oh. I believe that's still in my old Source SDK folder that resides under my Steam username folder. D'oh! EDIT: Wait, so do I pop the SMD folder from the download into C:\Program Files (x86)\Steam\steamapps\<username>\sourcesdk_content\tf\modelsrc\player\heavy[/QUOTE] I recommend using [URL="https://dl.dropboxusercontent.com/u/107103062/modelscr2013v61.zip"]these model sources[/URL] for compiling playermodels rather than the source sdk content
[QUOTE=DrPyspy;44680935]I recommend using [URL="https://dl.dropboxusercontent.com/u/107103062/modelscr2013v61.zip"]these model sources[/URL] for compiling playermodels rather than the source sdk content[/QUOTE] Thanks :v: Gonna try to compile real quick and see what happens. Got an "SMD" and a "Maya" folder under modelsrc/player/heavy/parts, but no "DMX" folder which is what Crowbar can't find; [code]ERROR: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\modelsrc\player\heavy\heavy.qci(10): - could not load file '../parts/dmx/heavy_morphs_high.dmx'[/code]
Not a good idea, I haven't updated that since July 2013. The whole reason behind that was so people wouldn't have to spend hours fixing mdldecompiler's lousy QCs. Now that we have Crowabr the whole thing is pointless.
[QUOTE=SergerantJoe;44680982]Not a good idea. I haven't updated that since 2013, and I'm not going to since it's pointless. Just decompile the playermodels with Crowbar and it'll be just fine.[/QUOTE] oh, I didn't know that, sorry :(
[QUOTE=SergerantJoe;44680982]I haven't updated that since 2013, and I'm not going to since it's pointless[/QUOTE] this post is kind of an oxymoron. if it's pointless to update, why not use your ones? if it's worth getting them yourself, why is it pointless to update?
Fffs I reworded it five seconds ago: [QUOTE=SergerantJoe;44680982]Not a good idea, I haven't updated that since July 2013. The whole reason behind that was so people wouldn't have to spend hours fixing mdldecompiler's lousy QCs. Now that we have Crowbar the whole thing is pointless.[/QUOTE]
Turns out the DMX folder is in the old sourcesdk folder. Just gonna copy it and paste it into my steamapps/common/tf/modelsrc (created a modelsrc folder in TF to keep things organized) and I'll try compiling AGAIN. After fixing some file paths, I managed to compile heavy_high.qc.....it was the vanilla heavy. So I'm not sure heavy_high.qc is supposed to be an HWM version of the 1850's heavy. However, I did compile heavy_low.qc, and [THUMB]http://i.imgur.com/Iaj7aBd.png[/THUMB] OH GOD WHAT THE ACTUAL FUCK :suicide: He's got a fucked up "DURR HI GUIZE" face, a gaping mouth on the top of his head, a neckerchief made of flesh, a chest made of bullets, no fucking pants on, no genitalia to be found, and lightning on his left arm. He will haunt my dreams forever. (This is what I get for forgetting to convert the TGA files into VTFs and make them replace the existing Heavy textures) [B]EDIT: IT GETS WORSE. I JUST HAD TO SPIN HIM AROUND.[/b] [IMG]http://i.imgur.com/8z7AOnl.png[/IMG]
[QUOTE=SergerantJoe;44681009]Fffs I reworded it five seconds ago:[/QUOTE] And i responded 5 seconds earlier, calm the fuck down.
[QUOTE=Omninerd;44680634]*Destroys sapper* [I]"I'm sorry Spy, I'm afraid I can't let you do this..."[/I] Now seriously, just my two cents here, but it would be awesome if it was just one (slightly) bigger eye in the middle of the mask. You can even keep the part around it as an out circle, I guess.[/QUOTE] It seems like it'd have an animation where the eye moves from side to side.
[QUOTE=Journe;44681028]Turns out the DMX folder is in the old sourcesdk folder. Just gonna copy it and paste it into my steamapps/common/tf/modelsrc (created a modelsrc folder in TF to keep things organized) and I'll try compiling AGAIN. After fixing some file paths, I managed to compile heavy_high.qc.....it was the vanilla heavy. So I'm not sure heavy_high.qc is supposed to be an HWM version of the 1850's heavy. However, I did compile heavy_low.qc, and [THUMB]http://i.imgur.com/Iaj7aBd.png[/THUMB] OH GOD WHAT THE ACTUAL FUCK :suicide: He's got a fucked up "DURR HI GUIZE" face, a gaping mouth on the top of his head, a neckerchief made of flesh, a chest made of bullets, no fucking pants on, no genitalia to be found, and lightning on his left arm. He will haunt my dreams forever. (This is what I get for forgetting to convert the TGA files into VTFs and make them replace the existing Heavy textures) [B]EDIT: IT GETS WORSE. I JUST HAD TO SPIN HIM AROUND.[/b] [IMG]http://i.imgur.com/8z7AOnl.png[/IMG][/QUOTE] HOLY POOTIS
[b][i]SUCCESS![/I][/B] [THUMB]http://i.imgur.com/eXqTvHW.png[/THUMB] Now all he needs is to have skins set up, namely he needs a BLU skin, and then I also need to add in the Ubercharged skins. Oh, and obviously no facial flexes aside from eyes up/down and eyes left/right. That's how I made him look to where he was aiming, instead of staring into my soul. Gonna hit the sack for now, but I'll be decompiling the vanilla heavy and rummaging through its files to see how to set up the invuln skins and such. Normally I can do this stuff (simply adding texture families to a QC file, but with player models the .QC files are a tad different than what I'm used to) I think Neodement or Sparkwire (I forget who it was and I can't be arsed to look) said he's working on skins for these guys, so hopefully he is working on/has made a sexy BLU skin for this big black beauty.
Is there a particular reason that Crowbar after recompiling the same thing that it spits out from the decompile would cause one eye to be missing from a playermodel?
[QUOTE=Journe;44681263][b][i]SUCCESS![/I][/B] [THUMB]http://i.imgur.com/eXqTvHW.png[/THUMB] Now all he needs is to have skins set up, namely he needs a BLU skin, and then I also need to add in the Ubercharged skins. Oh, and obviously no facial flexes aside from eyes up/down and eyes left/right. That's how I made him look to where he was aiming, instead of staring into my soul. Gonna hit the sack for now, but I'll be decompiling the vanilla heavy and rummaging through its files to see how to set up the invuln skins and such. Normally I can do this stuff (simply adding texture families to a QC file, but with player models the .QC files are a tad different than what I'm used to) I think Neodement or Sparkwire (I forget who it was and I can't be arsed to look) said he's working on skins for these guys, so hopefully he is working on/has made a sexy BLU skin for this big black beauty.[/QUOTE] Amazing. If you can, make another compile under a unique name so it can be ported into SFM without overriding the Heavy model. [editline]30th April 2014[/editline] [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):[/QUOTE] google search found me the pyro one. it was sort of horrifying [t]http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroSS3.jpg[/t] [editline]30th April 2014[/editline] Also, i've been messing with the Engineer one. It looks like the guy who made it used snipers model as a base, since it matches up so close. I've also got no experience on modelling outside of items so let's hope i can figure out rigging and compiling. Or someone else could do it better than me i'm perfectly fine with that too [t]http://puu.sh/8sVIF.png[/t]
[QUOTE=Punchy;44681317]google search found me the pyro one. it was sort of horrifying [t]http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroSS3.jpg[/t][/QUOTE] I don't think Swizzle made that. I believe it was a fellow named SuPa. I do know of other 1850's TF2 stuff that hasn't been released yet, such as: Left to Right: Medic, Pyro (Front), Pyro (Back), Pyro (Zombie), Spy (Untextured) [thumb]http://i150.photobucket.com/albums/s107/aquauzi/1850MedicSS14.jpg[/thumb] [thumb]http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroFinal.jpg[/thumb] [thumb]http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroFinalBack.jpg[/thumb] [thumb]http://i150.photobucket.com/albums/s107/aquauzi/TF21850PyroFinalZombie.jpg[/thumb] [thumb]http://img249.imageshack.us/img249/3856/0001sr.png[/thumb] I doubt any of that will see the light of day, sadly. I really wish someone (or maybe a group of someones) would come along and try to finish off the 1850's characters. All that's left is the Medic, the Abe Lincoln Pyro, the Spy, the Sniper, and the Demoman (I know, I pointed out that a fellow named DKK made an 1850's Demoman, but his style didn't really seem too TF2-ish, and it didn't match Swizzle's style) [b]EDIT: Any skeleton rigging tutorials out there that are good for complete retards like me? I'd love to be able to rig up a TF2 skeleton for models that lack them, or maybe even learn how to convert SFM player models so that they work in TF2 (because I've seen some good custom SFM player models that I'd love to convert over to be used in TF2). I has Autodesk 3DS Max 2012, so I think I've taken the right first step.[/b]
[QUOTE=HelmoChipChop;44681237]It seems like it'd have an animation where the eye moves from side to side.[/QUOTE] Not really animation. It could just use something similar to the Sight for Sore Eyes, which I guess that moves thanks to jigglebones.
[QUOTE=Serious_Greg;44681613][t] https://dl.dropboxusercontent.com/u/97829431/demoset3.png [/t] is there anything i should change? i feel like hat looks a bit stupid but if someone want to make these items just let me know[/QUOTE] -snip-
[QUOTE=Serious_Greg;44681666]fixed[/QUOTE] From what I'm reading, you didn't fix anything in his post. Maybe I'm just blind and sleep deprived?
[QUOTE=Omninerd;44680934]I didn't say to to add an eye. I meant to make the one eye centered, like a cyclops'.[/QUOTE] I still think it looks just fine as it is now. Being left-sided like that adds a nice bit of asymmetry to the Misc and it still contains the HAL reference considering the oval plaque is still there, just on a horiztonal axis with the eye at the 'top', being the left side. It looks unique whilst still referencing something that a fair few people would recognize. A centered HAL eyeball would look far too much like the Robo-Demoman, in my opinion.
Well heres a mod for those who want this [URL="https://dl.dropboxusercontent.com/s/nb609kpfjbwzot1/Retro_Rocketeer.zip?dl=1&token_hash=AAGP4qZ01G6JkR5wsV4KrxV9hZ7nfVaNWDpi81sR6uAM8w"][IMG]http://i.imgur.com/zv9xHq5.jpg[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=249992899"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL]
After watching a bunch of spaghetti westerns I wanted to make something fun for the Engi. [IMG]http://i.imgur.com/Z2FjQKn.jpg[/IMG] Here's how the hat and beard look in game. [thumb]http://i.imgur.com/wT4ocSO.jpg[/thumb] [URL="http://i.imgur.com/HnX3eGk.png"]And this is the concept I'm going for.[/URL] I'm gonna change the beard texture though, I don't like it currently and I think I'm gonna redo it.
-snip- I'd recommend making one side pop out where it buttons down.
[QUOTE=Serious_Greg;44681613][t] https://dl.dropboxusercontent.com/u/97829431/demoset3.png [/t] is there anything i should change? i feel like hat looks a bit stupid but if someone want to make these items just let me know[/QUOTE] Don't pull a "Stylish Degroot" and forget the eyepatch strap, please.
He didnt.
[QUOTE=InfectedPotato;44683379]He didnt.[/QUOTE] he hasnt made the hat yet.
has anyone figured out how to get jigglebones to work when recording hlmv?
seeing all these original team fortress character models stuff makes me want to rework my (lets be honest here) crap models that i made back when i first started. those character models look awesome. [editline]30th April 2014[/editline] [QUOTE=Journe;44681511] [b]EDIT: Any skeleton rigging tutorials out there that are good for complete retards like me? I'd love to be able to rig up a TF2 skeleton for models that lack them, or maybe even learn how to convert SFM player models so that they work in TF2 (because I've seen some good custom SFM player models that I'd love to convert over to be used in TF2). I has Autodesk 3DS Max 2012, so I think I've taken the right first step.[/b][/QUOTE] I wouldn't mind teaching/making a 3ds max rigging guide. it was really painful to find out so i don't want to have to see anyone else have to go through that pain. once you've learned the basic vert weighting you'll pretty much be fine. after all that i have experience with in 3ds max i find rigging to be the easiest now. the only painful thing is when you export and you miss a vert then it completely wrecks the model. point being i wouldn't mind showing you how to. i do have 2010 however but im sure the knowledge can be easily transfered. (ps re rigging my pyro drop head to be more practical).
[IMG]https://pp.vk.me/c605420/v605420908/d91c/qAAXEM0RdGk.jpg[/IMG] Guys, what do you say? I start model Mosin Nagant 1981 for sniper. Now I finished symmetrical parts.
still using gadgets pipe texture i have redone the head to be more hat friendly [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/hydro/hydro.jpg[/IMG] probably looks more like it should be a blow torch i guess but its a lot better then that huge pipe that came from up to. still jiggly too. basically trying to redo this to get a gold star on it because i think its worth it after the help sparkwire and gadget gave to me its the least i can do.
I wouldn't mind seeing Pyro having a raindrop for a head.
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