• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=ElderLolz;44915807]Well my edit to the alpha of the regular texture did something. [IMG]http://puu.sh/92fbU.gif[/IMG] And the release because it's hard to see at the top of the page *cough* [URL="https://www.mediafire.com/?t6ah31qm8bc52h9"][IMG]http://puu.sh/92fDy.png[/IMG][/URL][/QUOTE] I kinda like it with the phong.
[QUOTE=Robot Agent;44915886]I kinda like it with the phong.[/QUOTE] I mean, easy solution, but don't download it? It doesn't remove the phong anyway, it removes the envmap. The phong should still be there.
[QUOTE=JPRAS;44915754]Soooo, does anyone like editing/adding audio to videos and stuff? :v:[/QUOTE]I could do it, but I'm currently in the car on my way home. I'll probably be home within an hour though.
[QUOTE=Deserted]So, as I have said before, I need help rigging custom models to the valve skeletons. My modelling tool is max 2010, but I can use Blender if it suits you.[/QUOTE] Gave some tips to Deserted concerning rigging in Blender. Not too in depth but I figured I'd post it here anyway. Tell me if I'm doing something bad or got something wrong or if you have anything to add or whatever. First you're going to need to decompile the character models. I suggest using the Crowbar decompiler, there are plenty of tutorials out there on how to decompile. But you'll end up with an .smd file you can import into Blender(you'll need to go get the SMD/DMX add-on for Blender in order to do so). When you import that it'll import the skeleton as well. Right click your hat or whatever to select it, then shift+select the skeleton. Ctrl+P to bring up the Parenting menu, you want to select "with empty groups".[URL="http://puu.sh/92gbD.png"]http://puu.sh/92gbD.png[/URL] Now you can select your hat and go into edit mode, on the right side under Vertex Groups there is a list of all the bones(make sure you're in the Object Data tab, the triangle one). You can select which parts of your model you want to rig, select a bone and then hit Assign to rig it to that bone. By default it gives it a weight of 1, or 100%, meaning it will make the exact same rotations and movements that bone does. Keep in mind it rotates around the bone's joint, not where it looks like engineer or whoevers joint is on their model. This doesn't come into play too much unless you're rigging something to more than one bone. [URL="http://puu.sh/92g3T.png"]http://puu.sh/92g3T.png[/URL] You can also select a single vertice and see the individual weights on the window's right side menu(Press N to see it) under Vertex weights. You can fine tune rigging here by changing the values next to the bone's name. This is where 90% of complex rigging is done. [URL="http://puu.sh/92g6M.png"]http://puu.sh/92g6M.png[/URL] You can also select a single vertice, then shift select more, then click the little clipboard and arrow icon next to a bone in the N menu to have the value from the first vertice copied to the others. The other vertices won't get that weight if they weren't rigged to a bone in the Triangle tab menu. For solid objects like metal you want the entire piece to have the same weight values, since metal doesn't bend and shit. But for cloths and stuff you want it to bend with the model, there are two ways to do that. The first is to do a Weight Transfer. In object mode, select the character model, then shift select your hat. Switch to Weight Paint mode. Weight paint mode is where you can see a heat map of what vertices have what rigging, it will show for whichever bone you have selected in the Triangle Tab menu. [URL="http://puu.sh/92g9b.png"]http://puu.sh/92g9b.png[/URL] On the left side menu(Press T if it isn't there), there is a Transfer Weights button. What this does is gives each vertice of your hat all the weights of the closest vertice on the character model. Remember that it copies the weights of the closest vertice, not where you want it to be rigged to, if you have something around demo's collar and want it to be rigged to his vest, some vertices will be closer to the collar which have their own bones. Also remember that just because it looks fine in Ref pose, it could still clip a ton with the animations, use the importer to see this. Having the mesh of your hat match the topology of the character mesh helps with this a lot. The second way, is to select the character model, edit mode, select the faces that would be where the shirt or wherever your model would be. Shift+D to duplicate, P to make the selected faces a separate object, then add a Solidify modifier to make it thicker. Then you can edit the model from there. This retains the exact rigging of the character model, its not a finished rig yet, just a good starting place. Once you change it all to be your shirt or whatever, you need to go fine tune after. [URL="http://puu.sh/92iLo.png"]http://puu.sh/92iLo.png[/URL] Other notes: If you have a mirror modifier, and rig the left side, then apply the mirror modifier Blender will automatically flip the rigging. Meaning if you rig something to bip_upperArm_L, then mirror it, the mirrored part will be rigged to bip_upperArm_R automatically. Certain parts of the model such as feet, fingers, and medic's tail coat, will need a bone tree collapse qc command to have the fingers or toes or tail coat not disappear when you switch to lower lods. Lower lods automatically undo the rigging on the fingers and rig them all to the hand, so they are frozen in place, your model needs to also do this since the skeleton on the lower lods won't have bones for the fingers. If you decompile a weapon and import it, it will include the skeleton for that weapon. Certain weapons, mainly stock ones, have view models. Which means the arms you see in game are part of the weapon's model and animations. It's a pain in the ass to make mods for them, but possible.
[QUOTE=NeoDement;44916143]I mean, easy solution, but don't download it? It doesn't remove the phong anyway, it removes the envmap. The phong should still be there.[/QUOTE] Yeah I messed up. I know it doesn't remove the phong, what I was trying to say was that I prefered the phong being more intensive.
Not the best time to think about redesign, since it's already been put into the workshop and made downloadable, but would this be better with a round radar instead of square? Would take up a little less screen space, too. [img]http://puu.sh/92lzN/3a7397ba04.png[/img]
Just for the hell of it, what about a version without the screen. People would probably hang me for saying that :suicide:
[QUOTE=JPRAS;44915754]Soooo, does anyone like editing/adding audio to videos and stuff? :v:[/QUOTE] I've got some really basic Vegas and After Effects experience, if you're desperate I can help though I'm in the last three weeks of school so I might be a little busy for a while
I have an old model set from when I first took a shot at making items for TF2. The whole thing is kinda meh but I'm fond of the helmet and the boots aren't bad. Do you think it is worth revisiting? [url]http://steamcommunity.com/workshop/filedetails/?id=88898213[/url] [URL=http://smg.photobucket.com/user/DarkTwist/media/FullArmor.png.html][IMG]http://img.photobucket.com/albums/v170/DarkTwist/FullArmor.png[/IMG][/URL]
Alright, failing the round radar, maybe just a simple resizing? The large viewmodel is the number one problem people have with it, so I'd like to do something about it (without removing it entirely since it's like the whole gimmick of the model) [IMG]http://puu.sh/92sNA/6ffb2037bb.png[/IMG] [QUOTE=Frying Dutchman;44916421]Just for the hell of it, what about a version without the screen. People would probably hang me for saying that :suicide:[/QUOTE] People might not, but I would [IMG]http://i.imgur.com/3NQBoQq.gif[/IMG]
[QUOTE=ikes;44911139] can we see the shirt with the brotherhood of arms? i feel like that will be done a lot.[/QUOTE] [IMG]http://puu.sh/92tOe.jpg[/IMG]
[QUOTE=Wowza!;44916977][IMG]http://puu.sh/92tOe.jpg[/IMG][/QUOTE] Ok, now you've sold it to me. [sp]Gimme 20[/sp]
how do i go about converting a video into webm? wanted to post a taunt in progress
When decompiling player models through Crowbar, is there any reason the model goes from squinted eyes before decompile, to showing the whole eye on recompile?
[QUOTE=Wowza!;44916977][IMG]http://puu.sh/92tOe.jpg[/IMG][/QUOTE] Now, the Brotherhood, Cute Suit, and the Jacket? (if it even is possible)
[QUOTE=RetroMike;44916887]I have an old model set from when I first took a shot at making items for TF2. The whole thing is kinda meh but I'm fond of the helmet and the boots aren't bad. Do you think it is worth revisiting? [url]http://steamcommunity.com/workshop/filedetails/?id=88898213[/url] [URL=http://smg.photobucket.com/user/DarkTwist/media/FullArmor.png.html][IMG]http://img.photobucket.com/albums/v170/DarkTwist/FullArmor.png[/IMG][/URL][/QUOTE] You should try restyling the helmets and boots to be more like a biker's helmet & boots. You could even make a jacket and keep the scarf as a part of the jacket. And a cool name for the helmet, or potential scarf/jacket combo would be "Proto Punk". It still remains as a reference to Protoman, but also to the fact that the Scout is a fast, little punk, and it was a genre of music of the time.
[QUOTE=Scruffel;44917338]Now, the Brotherhood, Cute Suit, and the Jacket? (if it even is possible)[/QUOTE] [IMG]http://puu.sh/92yiG.jpg[/IMG]
[QUOTE=Wowza!;44917420][IMG]http://puu.sh/92yiG.jpg[/IMG][/QUOTE] Besides the zipper suddenly disappearing misteriously in the middle, they really merge better than I expected. Also, how did you manage to make so that with the pants it seems to become only one item? do they still work like that when he is moving?
[QUOTE=Omninerd;44917171] [sp]Gimme 20[/sp][/QUOTE] [IMG]https://c2.staticflickr.com/4/3008/2982273124_c46029da05_z.jpg[/IMG] [IMG]https://c2.staticflickr.com/4/3008/2982273124_c46029da05_z.jpg[/IMG] [B]?[/B]
[QUOTE=BrandoJack;44917399]You should try restyling the helmets and boots to be more like a biker's helmet & boots. You could even make a jacket and keep the scarf as a part of the jacket. And a cool name for the helmet, or potential scarf/jacket combo would be "Proto Punk". It still remains as a reference to Protoman, but also to the fact that the Scout is a fast, little punk, and it was a genre of music of the time.[/QUOTE] This idea has potential. However looking at what few items I've made, way to many are Scout items. Maybe I will shelf this for now and try my hand at Spy.
[QUOTE=Svdl;44916405]Not the best time to think about redesign, since it's already been put into the workshop and made downloadable, but would this be better with a round radar instead of square? Would take up a little less screen space, too. [img]http://puu.sh/92lzN/3a7397ba04.png[/img][/QUOTE] it could be a style
[QUOTE=ElderLolz;44915807][URL="https://www.mediafire.com/?t6ah31qm8bc52h9"][IMG]http://puu.sh/92fDy.png[/IMG][/URL] Removed the envmap line, disregard the earlier version.[/QUOTE] a bit late, but if the normal map has a specular, use $normalmapenvmapmask 1 EDIT: yeah normal map has the specular so toss that command back in there and add back the env map.
Figured I'd ask here, but what are my chances of a workshop ban being lifted, as a few things of mine apparently broke ToS. And that's why I said listen to InfectedPotato and Kibbleknight. They warned me this would happen.
[QUOTE=mat500;44917763]it could be a style[/QUOTE] Not in a literal sense, but in a 'pick your mod type' sense it could. Damn its such a shame they stopped supporting styles Maybe we'll see a comeback with the advent of taunt support.
[QUOTE=Vipes;44918126]Figured I'd ask here, but what are my chances of a workshop ban being lifted, as a few things of mine apparently broke ToS. And that's why I said listen to InfectedPotato and Kibbleknight. They warned me this would happen.[/QUOTE] have a spare steam account and upload from there?
[QUOTE=Stiffy360;44918157]have a spare steam account and upload from there?[/QUOTE] That really doesn't solve anything, as they'd just find out it was me, again.
No one enforces workshop bans [editline]26th May 2014[/editline] Why'd you even get banned? The Team Rocket hat? I wasn't aware people got banned for copyright infringement
[QUOTE=Wowza!;44917420][IMG]http://puu.sh/92yiG.jpg[/IMG][/QUOTE] Watch Dogs: TF2 Edition
[QUOTE=NassimO PotatO;44913606][IMG]http://www.jepix.fr/images/mainhuirtk.png[/IMG][/QUOTE] This would be good as a sapper.
Alright, the weapon is updated with smaller radar. [url=http://tf2.gamebanana.com/skins/134469][img]https://dl.dropboxusercontent.com/u/6526556/crlmdp.png[/img][/url]
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