[QUOTE=Punchy;45030817]which? eyes/flexes?[/QUOTE]
Both, he's basically a wizard with this stuff.
[QUOTE=Zero_;45030695]To what bone is the intel attached to?
On my custom model, it appears on the ground, so I'm guessing the bone isn't there.[/QUOTE]
Intel attaches with the "flag" attachment, it's not dependent on bonemerge.
To get it to work though you sometimes need to specify all the original attachments in the original order they were compiled with. This is especially true for viewmodel things don't ask why.
[QUOTE=Punchy;45030748]like i said i know enough modelling to do things like that, it's just the flexes and eyes i know nothing of. i might use maxxy/sedis since it's pretty good too, but i was hoping for the one that was more akin to VSH[/QUOTE]
Punchy, this thread and post has some good info in it on eye calculations: [URL="http://facepunch.com/showthread.php?t=1331909&p=43257058&viewfull=1#post43257058"]http://facepunch.com/showthread.php?t=1331909&p=43257058&viewfull=1#post43257058[/URL]
For flexes, generally only thing you need to be aware of is if you are trying to preserve flexes after a decompile, you need to maintain the flexed vertice's positions, as well as the original compiled up axis ($upaxis Y in the case of Maya exports). Besides that your decompiler should give you valid flex data.
If you're trying to make new flexes, they are just shape keys in Blender (if that's what you use), if you need specific help with anything just message me on steam I'll help you out.
I think I'll just scrap this. I don't know how to get flexes or eyes done correctly. Not to mention if I change one thing in the materials list, it doesn't allow me to compile it. Uber head textures don't work either. Most likely since I'm just model combining.
[T]http://i.imgur.com/uA1w6o1.png[/T]
[t]http://i.imgur.com/PglL6D4.png[/t]
Reposting this.
And have a whole bunch of unclaimed.
[url]http://imgur.com/a/pI6LH[/url]
[QUOTE=Blaco;45030979]Intel attaches with the "flag" attachment, it's not dependent on bonemerge.
To get it to work though you sometimes need to specify all the original attachments in the original order they were compiled with. This is especially true for viewmodel things don't ask why.
Punchy, this thread and post has some good info in it on eye calculations: [URL="http://facepunch.com/showthread.php?t=1331909&p=43257058&viewfull=1#post43257058"]http://facepunch.com/showthread.php?t=1331909&p=43257058&viewfull=1#post43257058[/URL]
For flexes, generally only thing you need to be aware of is if you are trying to preserve flexes after a decompile, you need to maintain the flexed vertice's positions, as well as the original compiled up axis ($upaxis Y in the case of Maya exports). Besides that your decompiler should give you valid flex data.
If you're trying to make new flexes, they are just shape keys in Blender (if that's what you use), if you need specific help with anything just message me on steam I'll help you out.[/QUOTE]
i do know about flexes, i've done it several times for workshop entries. i'm talking about moving a mouth and selecting the right vertices and making it look good, that's the part i've got no experience in.i appreciate the friendliness though, i'll hit you up if i run out of roads on finding this guy i suppose
Have a WIP:
[IMG]http://i.imgur.com/RCriFaNl.png[/IMG]
:zoid:
[QUOTE=GibbleMiester;45031221]Have a WIP:
[IMG]http://i.imgur.com/RCriFaNl.png[/IMG]
:zoid:[/QUOTE]
I really like those boots
We need more boots like that for more classes
[QUOTE=Punchy;45031204]i do know about flexes, i've done it several times for workshop entries. i'm talking about moving a mouth and selecting the right vertices and making it look good, that's the part i've got no experience in.i appreciate the friendliness though, i'll hit you up if i run out of roads on finding this guy i suppose[/QUOTE]
(Assuming you're using Blender for the following:)
There's two things you can do that I'd recommend, one is using proportional editing mode, this lets you translate vertices in a way that also adjusts surrounding vertices to compensate for the new position of whatever you moved. This helps keep things smooth while flexing and reduces workload by a lot.
The best way that I know of though, is to make a facial rig with bones, and then actually pose the face to create the flexes. This takes some time to set up but once the actual rig is done, creating the actual flexes with it takes a fraction of the time of manually moving vertices around, plus if your facial rig is halfway decent, this method will usually look better than manual vertice translation.
If you are manually translating vertices though, keep in mind, you can blend existing shape keys together via the "create new key from shape" setting. So if you make a flex of the mouth opening, you don't have to repeat this on every flex the mouth opens on, you can stack it with other flexes and additionally you can adjust how much influence it has before it stacks. Once you get a good handful of flexes done, the rest start going a lot faster because of your ability to now blend existing ones together.
[QUOTE=LAWDY VAWLDY;45031167]I think I'll just scrap this. I don't know how to get flexes or eyes done correctly. Not to mention if I change one thing in the materials list, it doesn't allow me to compile it. Uber head textures don't work either. Most likely since I'm just model combining.
[T]http://i.imgur.com/uA1w6o1.png[/T][/QUOTE]
When head hacking a model with flexes, you need to import the original model, and apply the flexes to it before you start messing with the model you are merging it on to. You can do this with the vta file that is decompiled with the model, or in the case of TF2 classes, the best thing to do is import the original DMX source file from the SDK, this will automatically have flexes applied, and they will all be named, so you can just export your finished hacked model with DMX format and the flexes will magically work with no additional QC code needed.
If you are using Blender, try working from this blend file: [URL="http://www.mediafire.com/download/45nabhbakgrqfvb/Try_This.blend"]http://www.mediafire.com/download/45nabhbakgrqfvb/Try_This.blend[/URL]
You will have to recalculate the eyes after this but it's not too hard once you realize how to do it.
Also you mentioned last week the eyes being wide open when you recompile, this will fix it:
[code]
flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0
flexcontroller right_CloseLid right_CloseLid "range" -1.000 1.000
flexcontroller left_CloseLid left_CloseLid "range" -1.000 1.000
flexcontroller multi_CloseLid multi_CloseLid "range" -1.000 1.000
%CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
%CloseLidUpR = 0.5 + (right_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
%CloseLidLoL = 0.5 + (left_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
%CloseLidUpL = 0.5 + (left_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
[/code]
Add that to your qc.
There's also an issue where eyelids wont translate anymore when the character's eyes look around, to fix this you need to edit the model post export with dmxedit but that's advanced stuff and really not all that neccesary.
[QUOTE=GibbleMiester;45031221]Have a WIP:
[IMG]http://i.imgur.com/RCriFaNl.png[/IMG]
:zoid:[/QUOTE]
It's rigged and has lods now too :dance:
[t]http://puu.sh/9jW4f/2a7febbc37.jpg[/t]
whats your opinions on this layout around the spawns?
I wanted to have a tiered design so that attacking wouldnt be incredibly difficult with engineers around and to give some vertically oriented classes like soldiers some attacking power.
shouldnt be too hard to defend though, since the tiers can block a significant portion of an enemy's view where players could hide and attack from behind as the enemy team is descending.
click to zoom
I started making a voicepack for pyro that replaces everything with wario lines from brawl
I don't know if I should finish it
[QUOTE=hugthebed2;45032305]I started making a voicepack for pyro that replaces everything with wario lines from brawl
I don't know if I should finish it[/QUOTE]
Sounds hilarious
Continue
[QUOTE=kibbleknight;45028462]I found some concepts in my old files:[img]http://imagizer.imageshack.us/a/img94/2048/minesweepers.png[/img][/QUOTE]
This is an awesome combination of cute and awesome. It needs to be done.
That page number...
[QUOTE=TheMooseman;45033348]That page number...[/QUOTE]
Who cares? No one commented on it and I just got to reading it.
how much money do you get from making tf2 items, is it a career or just a hobby.
[QUOTE=BonJons;45033410]how much money do you get from making tf2 items, is it a career or just a hobby.[/QUOTE]
loadsemoney
only if your item is considered cool looking, then people buy it from the store.
[QUOTE=BonJons;45033410]how much money do you get from making tf2 items, is it a career or just a hobby.[/QUOTE]
it's rude to ask how much a man makes
i'd imagine enough to buy a car with room to spare though [I]not that i'd ever know[/I]
[QUOTE=BonJons;45033410]how much money do you get from making tf2 items, is it a career or just a hobby.[/QUOTE]
It entirely depends on how many items you get in.
[QUOTE=ikes;45032000][t]http://puu.sh/9jW4f/2a7febbc37.jpg[/t]
whats your opinions on this layout around the spawns?
I wanted to have a tiered design so that attacking wouldnt be incredibly difficult with engineers around and to give some vertically oriented classes like soldiers some attacking power.
shouldnt be too hard to defend though, since the tiers can block a significant portion of an enemy's view where players could hide and attack from behind as the enemy team is descending.
click to zoom[/QUOTE]
Don't detail before it's tested, don't build your map around a box, your displacements are really clunky.
There's no real "routes", everything is just an outdoor rush from what I see.
[QUOTE=LAWDY VAWLDY;45031167]I think I'll just scrap this. I don't know how to get flexes or eyes done correctly. Not to mention if I change one thing in the materials list, it doesn't allow me to compile it. Uber head textures don't work either. Most likely since I'm just model combining.
[T]http://i.imgur.com/uA1w6o1.png[/T][/QUOTE]
that chin
[t]https://img1.etsystatic.com/043/0/8129982/il_fullxfull.555208133_rtbl.jpg[/t]
Thank you very much Blaco. I'll start tinkering with it later whenever I have the time to do so.
This was just a proof-of-concept. I'm going to have to redo just about everything. I like the control box, so I'll keep that. Hologram is going to become more 3D (as well as the emitter glow part). But the balaclava in particular looks dumb so I need to decide on how to replace that part.
[img]http://i.imgur.com/qkxSFLo.jpg[/img]
Maybe I'll kill the balaclava entirely, move the box lower onto the back of his neck, and use a belt-like strap to tie it around his neck. That would be hilarious. "Choke yourself while you confuse your enemies!"
I like the idea but currently it looks a bit clumsy, as it looks no real thought went into how all pieces should go together or how to represent how the hologram functions.
Looking forward as to how you redesign it.
[QUOTE=EArkham;45034067]This was just a proof-of-concept. I'm going to have to redo just about everything. I like the control box, so I'll keep that. Hologram is going to become more 3D (as well as the emitter glow part). But the balaclava in particular looks dumb so I need to decide on how to replace that part.
[img]http://i.imgur.com/qkxSFLo.jpg[/img]
Maybe I'll kill the balaclava entirely, move the box lower onto the back of his neck, and use a belt-like strap to tie it around his neck. That would be hilarious. "Choke yourself while you confuse your enemies!"[/QUOTE]
I would suggest replacing the balaclava with goggles. Or transform the wire in an earpiece, maybe, with it having the hologram part attached to it.
Still need someone to rig this. Would anyone mind helping me out?
[t]http://i227.photobucket.com/albums/dd305/zombieplasticclock/thing_zps38190699.png[/t]
[QUOTE=EArkham;45034067]
[img]http://i.imgur.com/qkxSFLo.jpg[/img]
[/QUOTE]
Holy shit this is awesome. I can't wait t see a more finished version
Yo dawg, I heard you guys like pipes, so I put pipes in your pipes.
[img]http://puu.sh/9ko5e.png[/img]
[img]http://puu.sh/9ko5q.png[/img]
AoT inspired Scout concept:
[t]https://i.imgur.com/gkhu3LS.png[/t]
[t]https://i.imgur.com/lSeEwsg.png[/t]
Up for grabs.
Do the bones (I forgot the technical term for the skeleton) have a file for themselves, or are they attached to a mesh, and both share the same file?
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