• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=SergerantJoe;43118191]You could theoretically edit items_game.txt, but I wouldn't mess with that since it never works anyway.[/QUOTE] I've tried that before. It just uses the servers version so it would only work in listen servers and when playing demos/replays.
Learning rigging, though having trouble getting the moss to move along with the neck right. So the AO looks really wonky around the moss. Tree texture is just a modified version of a TF2 tree, going to redo it after I fix things. [img]http://puu.sh/5GGtT.jpg[/img][img]http://puu.sh/5GGyK.jpg[/img]
[QUOTE=Game Zombie;43118286]I've tried that before. It just uses the servers version so it would only work in listen servers and when playing demos/replays.[/QUOTE] Well there we go. Custom bodygroups are possible, but only on offline servers.
trying to make facial flexes.. right off the bat i need a vta file, which the decompiler never made. so... where is it?
[IMG]http://puu.sh/5GGZK/c567364c66.jpg[/IMG][img]http://puu.sh/5GHkd/344d7f7e49.jpg[/img] not sure how to make the color scheme more interesting.
Soldier logos on the sleeve?
[QUOTE=Punchy;43118315]trying to make facial flexes.. right off the bat i need a vta file, which the decompiler never made.[/QUOTE] What are you trying to decompile?
[QUOTE=SergerantJoe;43118360]What are you trying to decompile?[/QUOTE] engineer model
[QUOTE=Sparkwire;43118332][img]http://puu.sh/5GGZK/c567364c66.jpg[/img] not sure how to make the color scheme more interesting.[/QUOTE] I think it's interesting enough. Have you tried cream spirit trim? [img]http://puu.sh/5GHwa.jpg[/img]
[QUOTE=Punchy;43118363]engineer model[/QUOTE] NEVER decompile playermodels unless you know what you're doing. Use [URL="http://tf2.gamebanana.com/tools/5422"]this[/URL] instead.
[QUOTE=Riley75;43113996]I have another problem. When i see ubercharged players in red team they actually shows with shine and cubemaps but on blu team doesnt, what might be causing this problem?[/QUOTE]Help
[QUOTE=Punchy;43118315]trying to make facial flexes.. right off the bat i need a vta file, which the decompiler never made. so... where is it?[/QUOTE] mdldecompiler_expressions.vta. Should be in the same folder as your decompiled playermodel.
[QUOTE=SergerantJoe;43118314]Well there we go. Custom bodygroups are possible, but only on offline servers.[/QUOTE] -snip whoopsies didnt see your earlier post-
[QUOTE=SergerantJoe;43118372]NEVER decompile playermodels unless you know what you're doing. Use [URL="http://tf2.gamebanana.com/tools/5422"]this[/URL] instead.[/QUOTE] i already use that, actually. didn't realize it had the vtas. thanks
[QUOTE=Blaco;43118379][sp]there's a way to have them work on a custom model but the entire animation file needs to be compiled from scratch, and even then it's only good for weapons compiled into the player model, not bonemerges[/sp][/QUOTE] That's what I was saying, the animation method. Although that only is useful for stuff like the demo's smiley, not hats.
[QUOTE=SergerantJoe;43118314]Well there we go. Custom bodygroups are possible, but only on offline servers.[/QUOTE] Then why does the pyro custom model I use has a separate model for the hair, as if it was a bodygroup? And it also has a separated head model, so it isn't a replacement.
It's a common method of compiling, instead of having a single giant mesh you can split it up. [CODE] $model hair pyro_hair.smd $bodygroup head { studio pyro_head.smd blank } $model body pyro_body.smd $model feet pyro_feet.smd[/CODE] Etc.
[t]http://puu.sh/5GHO4.jpg[/t] get this error trying to import VTA directly into blender with smd tools i guess i can use vtaapply but man
[QUOTE=SergerantJoe;43118451]It's a common method of compiling, instead of having a single giant mesh you can split it up. [CODE] $model hair pyro_hair.smd $bodygroup head { studio pyro_head.smd blank } $model body pyro_body.smd $model feet pyro_feet.smd[/CODE] Etc.[/QUOTE] Does that make it easier to make the mesh or something? I'm curious.
I honestly don't know. You'll get the same result either way, maybe it's just personal preference or organization.
[QUOTE=SergerantJoe;43118451]It's a common method of compiling, instead of having a single giant mesh you can split it up. [CODE] $model hair pyro_hair.smd $bodygroup head { studio pyro_head.smd blank } $model body pyro_body.smd $model feet pyro_feet.smd[/CODE] Etc.[/QUOTE] To elaborate on this, Zero there are three commands to be aware of. $model, $body, and $bodygroup. $body is to include your reference mesh, $model is to include your mesh but it has support for flex animation unlike $body. And $bodygroup is a mesh that can be turned on or off in the compiled model but anything you specify with this command cannot affect your physics model or your main mesh's bone structure. You really should spend some time on the Valve dev wiki, a lot of your questions you've been having can be answered by rummaging around in there. [QUOTE=Punchy;43118454][t]http://puu.sh/5GHO4.jpg[/t] get this error trying to import VTA directly into blender with smd tools i guess i can use vtaapply but man[/QUOTE] You sure you have the latest version of the tools?, you might have to upgrade if you don't. If you are importing it right there should be an object created with a bunch of vertices that identify the flex's location.
[QUOTE=Zero_;43118423]Then why does the pyro custom model I use has a separate model for the hair, as if it was a bodygroup? And it also has a separated head model, so it isn't a replacement.[/QUOTE] The hair is compiled under the "hat" bodygroup. A bodygroup that's used on most of the hats iirc. If that's true then it there to avoid clipping on hats.
But if you give the pyro a hat bodygroup it only toggles for all-class hats. Same with the Heavy and Demo, and others. I remember I did a lot of testing on this a while back.
[QUOTE=Blaco;43118506] You really should spend some time on the Valve dev wiki, a lot of your questions you've been having can be answered by rummaging around in there.[/QUOTE] Last time I was there I didn't found the info I was looking for, but I will take a look again. Thanks guys for the answers!
[QUOTE=SergerantJoe;43118524]But if you give the pyro a hat bodygroup it only toggles for all-class hats. I remember I did a lot of testing on this a while back.[/QUOTE] Yes. it's there to avoid the clipping with those hats.
Ahh, okay. I thought you were talking about all hats in general.
Got tired of christmas stuff, here's some explosive expert shizznit. [IMG]http://i.imgur.com/mij9Wael.png[/IMG]
[QUOTE=Blaco;43118024]On the subject of female models, been completely redoing female scout's everything [t]http://i.imgur.com/BBqyUDB.png[/t] Significant rigging improvements to her spine and skirt (almost no clipping at all compared to the original, shoulders and spine as smooth as possible throughout all animations, no more back breaking on some taunts), better mouthbox and flexes, the enhanced textures custom fit to the original with new materials, new exponent and normals, recalculated eyes that wont bug out behind her head in game, and of course new bones and attaches and stuff. I removed her handbag completely and sealed her shirt up since I've never really been satisfied with the way it was rigged, I suppose I should rerig it instead of just deleting it but meh You can take a look at a bunch of before/afters in this gallery if anyone's interested in this: [URL="http://imgur.com/a/Hz6e3#0"]http://imgur.com/a/Hz6e3#0[/URL] Max/Reb deserve a lot of credit for this, even though this is the original Femscout model, they're responsible for the textures and the FACS flexes are directly pulled from the enhanced in-game model. The skirt and collar rigging are also referenced straight from the enhanced one. ive decided to stop being a bitch and actually release stuff I do so thats what im doing, will probably be done within a day or so[/QUOTE] perhaps just give her a smaller verison of the concept scout's backback? it would be less of a pain in the ass to rig without looking wierd, and it would match the school girl-esque attire. I had drawn a similar idea before: [img]http://imageshack.us/a/img163/2949/t8ax.jpg[/img]
Has anyone found that gib project? I could do with some good lookin gibs.
Frickin' beards! Frickin' beards everywhere! [img]http://i.imgur.com/S44IlxZ.jpg[/img] GRAAAAAAH!!
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