Still hoping for some advice with my eyelid flex problem
[QUOTE=Zakkin;45276435]A bit late but this reminds me of this concept thing I did a while back
[img]http://i.imgur.com/rSpvVhy.png[/img]
The thing is Batandy DID model it, but he modelled it well but... wrong.
[t]http://cloud-2.steampowered.com/ugc/884099481728997701/203C6BD9CCA868D7A718FA814512D779ED62C08F/[/t]
I made the weapon to look functional and he makes the metal bar bit connect to the middle of the wheel instead of the edge of it. Vernoguy (I think, it's been a while) offered to remake it but he just gave up on it or something due to life stuff.
:([/QUOTE]
Nope, it wasn't me, I don't even know how to model.
would any awesomenauts fans be interested in making a mod of this for the itsy bitsy spyer?
[IMG]http://hydra-media.cursecdn.com/awesomenauts.gamepedia.com/7/74/Shop_icons_shaman_skill_a_upgrade_5.png?version=c94f53baa51583dbdb66961226b597c3[/IMG]
[IMG]http://puu.sh/9UBSp/acdcc8788f.gif[/IMG]
[U][I][B]Mann's Meat
[/B][/I][/U]
All class
textures are placeholder
[QUOTE=Sparkwire;45279216][IMG]http://puu.sh/9UBSp/acdcc8788f.gif[/IMG]
[U][I][B]Mann's Meat
[/B][/I][/U]
textures are placeholder[/QUOTE]
....now wheres my horse dildo scout weapon go...
[QUOTE=Sparkwire;45279216][IMG]http://puu.sh/9UBSp/acdcc8788f.gif[/IMG]
[U][I][B]Mann's Meat
[/B][/I][/U]
textures are placeholder[/QUOTE]
Great for cleaning green shit off the wall
[QUOTE=Sparkwire;45279216][IMG]http://puu.sh/9UBSp/acdcc8788f.gif[/IMG]
[U][I][B]Mann's Meat
[/B][/I][/U]
textures are placeholder[/QUOTE]
Wouldn't that be more fitting for medic or heavy?
[QUOTE=Inspecter;45279431]Wouldn't that be more fitting for medic or heavy?[/QUOTE]
looks like it's using the all class melee animations so I would guess medic and heavy are getting the wiener too
Come on baby, do the locomotion.
[video=youtube;lNNW0SPkChI]http://www.youtube.com/watch?v=lNNW0SPkChI[/video]
Could someone please make this into a conga replacement.
I would love to run around 2Fort doing The Locomotion.
[QUOTE=Sparkwire;45279216][IMG]http://puu.sh/9UBSp/acdcc8788f.gif[/IMG]
[U][I][B]Mann's Meat
[/B][/I][/U]
All class
textures are placeholder[/QUOTE]
that's not what spy meant by "seduce me"
Thoughts on the color scheme? I'm unsure.
[IMG]http://puu.sh/9UGp8/e5a5627a60.png[/IMG]
Ignore the scribble(its not a color scheme).
[QUOTE=TheJukebox;45279524]Thoughts on the color scheme? I'm unsure.
Ignore the scribble(its not a color scheme).[/QUOTE]
Great item. Nevertheless I would suggest mirroring the item, so the radar will be visible in first-person.
[IMG]http://cloud-3.steampowered.com/ugc/581278600458007351/BAA0AD5D1CC3572418938E72F29D16A73A75C1C4/[/IMG]
Can someone also improve the Bread Bite's right hand? It feels like a sock puppet.
[QUOTE='[Brn];45279590']Great item. Nevertheless I would suggest mirroring the item, so the radar will be visible in first-person.[/QUOTE]
You sure on that? [sp]I made the same mistake.[/sp]
[IMG]http://puu.sh/9UmO8/898e6e1633.png[/IMG]
[QUOTE=Druidlyclean;45279611][IMG]http://cloud-3.steampowered.com/ugc/581278600458007351/BAA0AD5D1CC3572418938E72F29D16A73A75C1C4/[/IMG]
Can someone also improve the Bread Bite? It feels like a sock puppet.[/QUOTE]
What if it is?
I looked back on previous posts on the eyelid problem, and I downloaded SergantJoes SDK files for the original player model QCs. Here's what I learned, and feel free to correct me if I'm wrong, I'm still learning how to do facial flexes, and within the confines of the workshop:
The original playermodels use .qci files, which are like bite-size QCs for more specific stuff
The flexfile command that designates what frame each flex is
flexcontroller determines the range of the flex within the modelviewer, and by extension the game itself. Here's where I get confused, since it introduced right_CloseLid, left_CloseLid and multi_CloseLid for the first time, and seemingly out of nowhere
Then we've got the %, which, I guess is how the game calculates the averages between flexes? For example, we have the command
%CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
Which introduces CloseLidLoR, CloseLidUpR, CloseLidLoL, CloseLidUpL
So my question is, how do I make sense of all of this? What affects what, and how do I get it to work on the workshop? I've been testing it out, and none of these commands are even recognized by the in-game compiler. Should I just bite the bullet and release the mask with a gold star, but a bit of clipping?
[QUOTE=gigazelle;45277693]has anyone ever experienced issues with the gold star importer where an item on a single class compiles fine, but if you try and compile it for multiple classes it gives an error? I'm getting that right now.
If I preview my item on just sniper, it works. If I preview it on just Scout, it works. If I try and preview it for both, it throws an error.[/QUOTE]
Finally figured this one out. When I was exporting stuff, it was doing them as .dmx files - switching to .smd resolved it.
[QUOTE=Druidlyclean;45279611][IMG]http://cloud-3.steampowered.com/ugc/581278600458007351/BAA0AD5D1CC3572418938E72F29D16A73A75C1C4/[/IMG]
Can someone also improve the Bread Bite? It feels like a sock puppet.[/QUOTE]
Well the heavy literally tears the bread monster in half and sticks his hands inside of them
[I]just like a sock puppet except less destroying of bread monsters[/I]
[QUOTE=Capt. Tin;45279921]Well the heavy literally tears the bread monster in half and sticks his hands inside of them
[I]just like a sock puppet except less destroying of bread monsters[/I][/QUOTE]
What I mean is, the bread's "face" part has a bit of a "chin" to him.
And the way the Heavies right hand is compared to the bread's "neck" just doesn't seem natural.
Edit:
[IMG]http://i.imgur.com/w3mVYzC.png[/IMG]
This is what I mean.
[QUOTE=Capt. Tin;45279921]Well the heavy literally tears the bread monster in half and sticks his hands inside of them
[I]just like a sock puppet except less destroying of bread monsters[/I][/QUOTE]
[t]http://puu.sh/9UGL0/1b70443653.jpg[/t]
The mercs who don these little bread slices [b]LITERALLY STABBED THE BREADS VICIOUSLY IN ORDER TO WEAR THEM AS A COSMETIC.[/b]
[QUOTE=Aibaleet;45279818]I looked back on previous posts on the eyelid problem, and I downloaded SergantJoes SDK files for the original player model QCs. Here's what I learned, and feel free to correct me if I'm wrong, I'm still learning how to do facial flexes, and within the confines of the workshop:
The original playermodels use .qci files, which are like bite-size QCs for more specific stuff
The flexfile command that designates what frame each flex is
flexcontroller determines the range of the flex within the modelviewer, and by extension the game itself. Here's where I get confused, since it introduced right_CloseLid, left_CloseLid and multi_CloseLid for the first time, and seemingly out of nowhere
Then we've got the %, which, I guess is how the game calculates the averages between flexes? For example, we have the command
%CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
Which introduces CloseLidLoR, CloseLidUpR, CloseLidLoL, CloseLidUpL
So my question is, how do I make sense of all of this? What affects what, and how do I get it to work on the workshop? I've been testing it out, and none of these commands are even recognized by the in-game compiler. Should I just bite the bullet and release the mask with a gold star, but a bit of clipping?[/QUOTE]Neo told me that the source files for Maya contain the right/left closelid flexes, but I downloaded the 64-bit version, whereas the Source plugins for Maya only work on 32-bit for whatever fucking reason.
If there's a way to do this in Blender I'd love to know it.
[t]http://i.imgur.com/tznqejp.png[/t]
As it turns out I'm not absolutely horrible at making UV maps. Making decent AO bakes on the other hand...
Anyway, I'm very proud of this model. I think its one of the best things I've made yet.
[QUOTE=FiveEyes;45280405][t]http://i.imgur.com/tznqejp.png[/t]
As it turns out I'm not absolutely horrible at making UV maps. Making decent AO bakes on the other hand...[/QUOTE]
If you want UV practice man, could ya do some of my stuff, since no ones interested? I could give ya the boomerang I'm working on at the moment, and my friends tweaking the model of the sniper rifle I have going.
[QUOTE=CompanionMube;45274247]i did a taunt thing and since i suck at animating i just did a concept in SFM (since i suck at drawing too)
[t]http://i.imgur.com/WIlImco.jpg[/t]
whoever wants to do it do it[/QUOTE]
reckon i could do a backpack icon for it?
[QUOTE=FiveEyes;45280405][t]http://i.imgur.com/tznqejp.png[/t]
As it turns out I'm not absolutely horrible at making UV maps. Making decent AO bakes on the other hand...
Anyway, I'm very proud of this model. I think its one of the best things I've made yet.[/QUOTE]
If that's for the sniper wouldn't his arm clip with the magazine of the weapon?
[QUOTE=Frying Dutchman;45280454]If that's for the sniper wouldn't his arm clip with the magazine of the weapon?[/QUOTE]
Ah, this I thought of way back.
[t]http://i.imgur.com/AHDU86y.png[/t]
EDIT: Its still might a bit actually, but much like the Mega Buster you'll almost never see it in thirdperson. Unless I can get a really good animator to do world animations for me.
I don't think he'll grab the drum when reloading
Hey i can't open anything with hlmv, it says that the directory i chose does not exist.
I've heard that it's a problem with the VPK filesystem, are there any workarounds that do not require to extract the full VPK directory somewhere?
[IMG]http://puu.sh/9UTPV/c3cc6dd427.jpg[/IMG]
found this on the wiki
huheuheuehueuehh
ᵇᶫᵃᶻᵉ ᶦᵗ
also, I'd like to see it added to the rancho relaxo so that, at a small chance, engi will start swatting at a fly, which would be a particle effect.
[QUOTE=TheJukebox;45279524]Thoughts on the color scheme? I'm unsure.
[IMG]http://puu.sh/9UGp8/e5a5627a60.png[/IMG]
Ignore the scribble(its not a color scheme).[/QUOTE]
I think you need to hard edge your chamfers, it's looking a little pillowy
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