• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=UberMunchkin;44836472]Hey man, welcome to FP, I'm sure tons of us will be willing to help you. 1. It all comes down on a person-to-person preference. Most people use 3DS Max (which you have to pay for, unless you get a student license) or Blender (which is free!) 1b. For textures, people use either Photoshop or GIMP (which is also free!) 2. For images, most people use a program called HLMV (Half-Life Model Viewer) found within the Source SDK. If you want to get into modelling and creating items, I'd highly recommend you keep on pushing through, stay motivated and make sure to nail it every time you can. A lot of us here regret not having the self-discipline to just sit down and create something, but if you can keep soldiering on, I'm sure you will create great things.[/QUOTE] thanks man! this is actually for a friend of mine. Since I'm more of a drawer than a modeler, I come up with concepts and he models them. Since we wanted the closest thing to the best that comes out of the workshop, I figured I'd ask the best people I could find, and all of this information will help. I just have one last question I forgot to ask. How do I insert images into my comments and replies?
[QUOTE=UberMunchkin;44836523]For images, just use [noparse][img] - Image link - [/img][/noparse][/QUOTE] thanks. I'll post my concepts and my friend's models as soon as we finish them. We've been working on sets like a dr. strangelove medic, rocky blaboa soldier and ivan drago heavy, ect.
[QUOTE=Cosmic feel;44836422]Hello everyone. I'm rather new here and have a few questions. 1: what software do all of you prefer to use to make tf2 models and textures? 2: where did all of you get those pictures of classes and the color palletes you used to make the concept designs?[/QUOTE] I'd prefer to to use Blender or Maya for modeling, Photoshop for textures. The pictures of the classes are screenshots. The pallets are mostly from the screenshots, I'd assume.
[QUOTE=AbioFlesh;44836589]I'd prefer to to use Blender or Maya for modeling, Photoshop for textures. The pictures of the classes are screenshots. The pallets are mostly from the screenshots, I'd assume.[/QUOTE] thanks
made a medic thing (claimed by Donhonk) [IMG]http://i.imgur.com/VbOU8ke.png[/IMG] also i doodled up some simple heavy thing (claimed up by sedisocks) [IMG]http://i.imgur.com/yt4xNIP.png[/IMG]
[QUOTE=UberMunchkin;44836472]Hey man, welcome to FP, I'm sure tons of us will be willing to help you. 1. It all comes down on a person-to-person preference. Most people use 3DS Max (which you have to pay for, unless you get a student license) or Blender (which is free!) 1b. For textures, people use either Photoshop or GIMP (which is also free!) 2. For images, most people use a program called HLMV (Half-Life Model Viewer) found within the Source SDK. If you want to get into modelling and creating items, I'd highly recommend you keep on pushing through, stay motivated and make sure to nail it every time you can. A lot of us here regret not having the self-discipline to just sit down and create something, but if you can keep soldiering on, I'm sure you will create great things.[/QUOTE] Might I add for more people to try to use ArtRage, it does most of your work for you, and especially great when you pair it with Photoshop.
[QUOTE=Cosmic feel;44836422]Hello everyone. I'm rather new here and have a few questions. 1: what software do all of you prefer to use to make tf2 models and textures? 2: where did all of you get those pictures of classes and the color palletes you used to make the concept designs?[/QUOTE] 1. the available list of programs most people use are blender, 3ds max and maya. Notes: maya, not so much used, must be purchased. 3ds, must be purchased but has easy UI. blender, pain in the but, however it is free(i still use it too because some things i find it just does better than 3ds). 1b. i use fireworks personally (photoshops discontinued little brother :'( ) where as most people use gimp or photoshop. 2. (this is the big reason as to why i wanted to answer your question). Ubermunchkin would have been correct if this were before the steampipe update. ever since then, source sdk's HLMV hasn't worked without some nasty tweaking which still hasn't worked til this day but i find [URL="http://wiki.teamfortress.com/wiki/Help:Model_Viewer"]this[/URL] does. HLMV in sdk hasn't worked for sometime so you will have to go about using the batch file found in the bin directory of your tf2 installation. I could be wrong but just thought i would mention just incase you had any SDK issues with hlmv.
So I decided to mess around with the Scottish Handshake model, seeing as how I also have the broken model sitting on my site, and I successfully made it have bodygroups so that it breaks just like the normal Bottle [i](also the normal Bottle's $surfaceprop is metal instead of glass like the Scottish Handshake's $surfaceprop, already emailed Eric about it)[/i] It works just fine in HLMV; I can switch the bodygroup from 0 to 1 and it'll go from normal to broken. However ingame, it does not make the switch upon landing a critical hit. I had to decompile the c_scotland_shard.mdl and c_scotland_shard_broken.mdl files to make this work, and I'm surprised it doesn't work ingame. Here's the code I used for the bodygroup: [code]$bodygroup "brokenBottle" { studio "c_scotland_shard_reference.smd" studio "c_scotland_shard_broken_reference.smd" } [/code] Ripped it from w_bottle.mdl. Anyone have a clue why this isn't working ingame? Do I have to modify a .CTX file or something? Or did I name the bodygroup wrong?
[QUOTE=Lexar;44836824]1. the available list of programs most people use are blender, 3ds max and maya. Notes: maya, not so much used, must be purchased. 3ds, must be purchased but has easy UI. blender, pain in the but, however it is free(i still use it too because some things i find it just does better than 3ds). 1b. i use fireworks personally (photoshops discontinued little brother :'( ) where as most people use gimp or photoshop. 2. (this is the big reason as to why i wanted to answer your question). Ubermunchkin would have been correct if this were before the steampipe update. ever since then, source sdk's HLMV hasn't worked without some nasty tweaking which still hasn't worked til this day but i find [URL="http://wiki.teamfortress.com/wiki/Help:Model_Viewer"]this[/URL] does. HLMV in sdk hasn't worked for sometime so you will have to go about using the batch file found in the bin directory of your tf2 installation. I could be wrong but just thought i would mention just incase you had any SDK issues with hlmv.[/QUOTE] ok, thanks. Like I said before, I'll post my artwork as soon as I finish it
I've been trying so hard to get this mod working, would anyone else be willing to try it? I'll credit you in the mod release and honestly its really frustrating me.
[QUOTE=UserNotFound;44836869]So I decided to mess around with the Scottish Handshake model, seeing as how I also have the broken model sitting on my site, and I successfully made it have bodygroups so that it breaks just like the normal Bottle [i](also the normal Bottle's $surfaceprop is metal instead of glass like the Scottish Handshake's $surfaceprop, already emailed Eric about it)[/i] It works just fine in HLMV; I can switch the bodygroup from 0 to 1 and it'll go from normal to broken. However ingame, it does not make the switch upon landing a critical hit. I had to decompile the c_scotland_shard.mdl and c_scotland_shard_broken.mdl files to make this work, and I'm surprised it doesn't work ingame. Here's the code I used for the bodygroup: [code]$bodygroup "brokenBottle" { studio "c_scotland_shard_reference.smd" studio "c_scotland_shard_broken_reference.smd" } [/code] Ripped it from w_bottle.mdl. Anyone have a clue why this isn't working ingame? Do I have to modify a .CTX file or something? Or did I name the bodygroup wrong?[/QUOTE] I think the way it works is it grabs the bodygroup by its name then changes the t/f switch when triggered. i would suggest before wasting too much time that you find out the actual bodygroup name first and then go from there.. [editline]18th May 2014[/editline] [QUOTE=ikes;44836875]I've been trying so hard to get this mod working, would anyone else be willing to try it? I'll credit you in the mod release and honestly its really frustrating me.[/QUOTE] can you show us your qc file? most of the time when i have issues with mods its because of a silly spelling mistake, but it might noit just be that.
[QUOTE=Punchy;44834362][t]http://puu.sh/8Q7ID.png[/t] up for grabs[/QUOTE] can i pls claim :)
[QUOTE=Lexar;44836883]I think the way it works is it grabs the bodygroup by its name then changes the t/f switch when triggered. i would suggest before wasting too much time that you find out the actual bodygroup name first and then go from there..[/QUOTE] Hmm...where would I find the bodygroup name? Any hints? Also, here's a GIF showing off what I did :v: Used an online generator to turn two images into a GIF and got restricted on the size, that's why it's tiny. [img]http://i.imgur.com/ytUKpq1.gif[/img]
[QUOTE=UserNotFound;44836914]Hmm...where would I find the bodygroup name? Any hints? Also, here's a GIF showing off what I did :v: Used an online generator to turn two images into a GIF and got restricted on the size, that's why it's tiny. [img]http://i.imgur.com/ytUKpq1.gif[/img][/QUOTE] when you decompile a model its spits out a qc. try decompiling the scottish handshake and see if that gives any indication as to naming. or you could take the easy route and load up the handshake in hlmv.
[QUOTE=Lexar;44836927]when you decompile a model its spits out a qc. try decompiling the scottish handshake and see if that gives any indication as to naming.[/QUOTE] I already decompiled the Scottish Handshake (c_scotland_shard.mdl), as well as the long-since-removed-from-TF2 c_scotland_shard_broken.mdl model. That's how I made the GIF above of the broken/unbroken Scottish Handshake. The original bodygroup was just called "body", so I copied the code over from the Bottle which used brokenBottle. I'll try switchin' er back to "body" and seeing if that works.
[QUOTE=UserNotFound;44836914]Hmm...where would I find the bodygroup name? Any hints? Also, here's a GIF showing off what I did :v: Used an online generator to turn two images into a GIF and got restricted on the size, that's why it's tiny. [img]http://i.imgur.com/ytUKpq1.gif[/img][/QUOTE] 404, remember when I asked you for the broken model? I was trying to do the same thing. The Scottish handshake doesn't have whatever code that checks for a critical break and switch the bodygroup like the regular bottle does.
[t]http://puu.sh/8Qxt9.png[/t] erecting a powerpoint
[QUOTE=ikes;44836897]can i pls claim :)[/QUOTE] that'd be right... trust you to claim something like this ;)
[QUOTE=FiveEyes;44836944]404, remember when I asked you for the broken model? I was trying to do the same thing. The Scottish handshake doesn't have whatever code that checks for a critical break and switch the bodygroup like the regular bottle does.[/QUOTE] Oh shit. Well I just discovered that on my own too :v: Switched the bodygroup back to "body" and it didn't work. Idea though....I know Eric doesn't like files being sent to him, but I'm thinking of emailing him anyway with the model and letting him know I made the broken model into a working bodygroup (though the Broken model lacks an LOD, whereas the unbroken model has an LOD), and seeing if he'd be able to add it into the game.
[QUOTE=Omninerd;44834452]Ok, I've done some reference details on that Pyro set and worked some more on the burn scar for Spy. [IMG]http://i.imgur.com/imJu33B.png?1[/IMG][/QUOTE] Very nice. Hopefully a expert claims it and brings it to its full item potential.
[QUOTE=Lexar;44836972]that'd be right... trust you to claim something like this ;)[/QUOTE] im already halfway done
[QUOTE=ikes;44836995]im already halfway done[/QUOTE] as long as i get 95% credit when you finish really though make it a spectacle
my tablet is lagging horribly and im too lazy too reset the pc so here's this poorly drawn engineer thing: [IMG]http://i.imgur.com/l6IvUWS.png[/IMG]
[QUOTE=Punchy;44837009]as long as i get 95% credit when you finish really though make it a spectacle[/QUOTE] im going to make it paintable and selfillum with a saxxy gold cubemap and a normal map to hell [IMG]http://puu.sh/8Qyc0.jpg[/IMG] no but the word "hat" will be paintable.
[QUOTE=UserNotFound;44836993]Idea though....I know Eric doesn't like files being sent to him, but I'm thinking of emailing him anyway with the model and letting him know I made the broken model into a working bodygroup (though the Broken model lacks an LOD, whereas the unbroken model has an LOD), and seeing if he'd be able to add it into the game.[/QUOTE] Mmkay, emailed Eric a ZIP file containing the compiled bodygroup'd Scottish Handshake model (including a decompiled copy just in case) and suggested adding in the code to allow the Scottish Handshake to use the same bodygroup system as the stock Bottle, along with adding in the fixed bodygroup'd model. Hopefully we end up getting a breakable Scottish Handshake soon :v: Fingers crossed!
[IMG]http://puu.sh/8QyQA.jpg[/IMG] MADE BY IKE AGE 3 i think im gonna beat sparkwires couvre corner record ive only taken about 20 minutes so far [editline]17th May 2014[/editline] punchy add me for revenue sharing you will get your 95% [editline]17th May 2014[/editline] finished in like 25 minutes. id say finished simply because all i need to do is revenue sharing and whatnot TAKE THAT SPARKWIRE
[QUOTE=ikes;44837094][IMG]http://puu.sh/8QyQA.jpg[/IMG] MADE BY IKE AGE 3 i think im gonna beat sparkwires couvre corner record ive only taken about 20 minutes so far [editline]17th May 2014[/editline] punchy add me for revenue sharing you will get your 95% [editline]17th May 2014[/editline] finished in like 25 minutes. id say finished simply because all i need to do is revenue sharing and whatnot TAKE THAT SPARKWIRE[/QUOTE] cept the couvre corner is something you'd actually wanna wear... :p
Hey guys, when adding flexes to a hat, I just do the flexes like any other model and then compile it right? or do I need to do something special to make the flexes appear in-game?
[QUOTE=Sparkwire;44837139]cept the couvre corner is something you'd actually wanna wear... :p[/QUOTE] >implying this isnt the next big country or texas ten gallon edit: didnt notice before but DAMN this feels good. [t]http://puu.sh/8QzAn.png[/t] if its too small, just click it [editline]17th May 2014[/editline] if punchy dont add me soon im just gonna upload it without his revenue share :wink:
[QUOTE=UserNotFound;44837066]Mmkay, emailed Eric a ZIP file containing the compiled bodygroup'd Scottish Handshake model (including a decompiled copy just in case) and suggested adding in the code to allow the Scottish Handshake to use the same bodygroup system as the stock Bottle, along with adding in the fixed bodygroup'd model. Hopefully we end up getting a breakable Scottish Handshake soon :v: Fingers crossed![/QUOTE] really can't see this happening but fingers crossed :p
Sorry, you need to Log In to post a reply to this thread.