[QUOTE=Hellduck;23360894]Saw that coming from a mile away.[/QUOTE]
Nop- Aw, who the hell am I kidding? Yeah, everyone did.
Ok I'm done rigging Ash's Arm still got no clue how this is all going to come together pretty much guess-work from here on out.
[QUOTE=Drax-Quin;23360985]Ok I'm done rigging Ash's Arm still got no clue how this is all going to come together pretty much guess-work from here on out.[/QUOTE]
Please make it work, your mods are so beautiful it would be a shame to even let one die. I wish it was possible to make it turn into a chainsaw for the taunt.
Better shot of the wood colors.
[img]http://dl.dropbox.com/u/49917/models/pug2_color_test2.png[/img]
Still not sure about the colors.
[QUOTE=JoshuaC;23361190]Better shot of the wood colors.
[img_thumb]http://dl.dropbox.com/u/49917/models/pug2_color_test2.png[/img_thumb]
Still not sure about the colors.[/QUOTE]
My only suggestion is to darken the metal around the bolt a little bit
Not all the wood should be the same colour. The grip/pump should be a redder sort, I think. Experiment.
[QUOTE=JoshuaC;23361190]Better shot of the wood colors.
[img]http://dl.dropbox.com/u/49917/models/pug2_color_test2.png[/img]
Still not sure about the colors.[/QUOTE]
Methinks too much wood.
Make the pump be more visible. Right now, it blends in with the rest, and doesn't look good.
I discovered than when I'm pissed off my modelling skills increase. So today I took the chance to make this.
[IMG]http://dl.dropbox.com/u/2951174/hats/gradhat.jpg[/IMG]
i have decided to make a laser pointer related weapon
[QUOTE=Communist Cake;23361523]Make the pump be more visible. Right now, it blends in with the rest, and doesn't look good.[/QUOTE]
there just needs to be a line on the texture that seperates the pump from the rest of the gun
and maybe something on the bottom of the gun, where the pump moves along
[QUOTE=TerabyteS;23361582]I discovered than when I'm pissed off my modelling skills increase. So today I took the chance to make this.
[IMG]http://dl.dropbox.com/u/2951174/hats/gradhat.jpg[/IMG][/QUOTE]
An OTHER Motorboard! God, lets hope Gerre's one gets added so we'll see the end of this.
brb guys making a motorboard
[QUOTE=JoshuaC;23361190][img_thumb]http://dl.dropbox.com/u/49917/models/pug2_color_test2.png[/img_thumb][/QUOTE]
I don't really like how the pump/laser pointer (?) is wooden, it should be made of metal imo..
[QUOTE=NeoDement;23361698]brb guys making a motorboard[/QUOTE]
Dibs on the motorboat :v:
[QUOTE=Phil5991;23361668]An OTHER Motorboard! God, lets hope Gerre's one gets added so we'll see the end of this.[/QUOTE]
zombie's was better
[QUOTE=Mexican;23361895]zombie's was better[/QUOTE]
I don't think he sent it to VALVe though, that's a shame.
[QUOTE=Communist Cake;23361523]Make the pump be more visible. Right now, it blends in with the rest, and doesn't look good.[/QUOTE]
Yeah, the thing has been a thorn in my ass since I added it. I'm gonna rebake AO to give the pump more separation.
Ok I finished rigging the arm like I said, this is my .qc for my god damn arm it's exactly the same as the one for the current arms except with my model instead of the robotarm.smd:
[code]
$cd "C:\Users\Max\Downloads\TF2 Stuff\Weapons\Engineer\Gunslinger\ashs_hand\final"
$modelname "weapons\c_models\c_engineer_arms.mdl"
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$model "rightarm" "c_glove_bodygroup.dmx.smd"
$model "rightarm" "c_ashsarm_bodygroup.dmx.smd"
$cdmaterials "models\player\engineer\"
$cdmaterials ""
$texturegroup skinfamilies
{
{"models/player/engineer/engineer_red.vmt"
"models/player/engineer/engineer_handL.vmt"
"models/player/engineer/engineer_handR_red.vmt"
}
{"models/player/engineer/engineer_blue.vmt"
"models/player/engineer/engineer_handL.vmt"
"models/player/engineer/engineer_handR_red.vmt"
}
}
$hboxset "default"
$hbox 0 "bip_upperArm_L" -4.641 -13.284 -4.244 3.085 1.296 5.267
$hbox 0 "bip_lowerArm_L" -4.009 -11.593 -4.234 3.085 3.956 4.316
$hbox 0 "bip_wrist_L" -2.389 -2.036 -2.897 2.395 2.872 3.116
$hbox 0 "bip_hand_L" -2.629 -1.508 -2.830 2.389 1.575 3.122
$hbox 0 "bip_thumb_0_L" -1.283 -3.100 -2.004 1.545 0.400 1.056
$hbox 0 "bip_thumb_1_L" -1.283 -2.635 -2.266 1.545 1.866 0.966
$hbox 0 "bip_thumb_2_L" -0.997 -1.642 -0.852 1.545 1.630 0.848
$hbox 0 "bip_index_meta_0_L" -1.788 -3.307 -1.802 0.798 0.000 1.498
$hbox 0 "bip_index_0_L" -1.174 -2.893 -1.947 1.057 3.003 1.129
$hbox 0 "bip_index_1_L" -0.966 -2.615 -2.875 0.818 1.318 0.560
$hbox 0 "bip_index_2_L" -0.867 -1.592 -0.833 0.678 1.266 0.438
$hbox 0 "bip_middle_meta_0_L" -0.723 -3.409 -2.160 0.759 0.000 1.837
$hbox 0 "bip_middle_0_L" -0.844 -2.800 -2.534 1.113 2.654 1.355
$hbox 0 "bip_middle_1_L" -0.844 -2.577 -1.660 0.886 1.467 0.619
$hbox 0 "bip_middle_2_L" -0.634 -1.980 -0.807 0.735 1.042 0.420
$hbox 0 "bip_ring_meta_0_L" -0.874 -3.388 -1.891 0.783 0.000 1.726
$hbox 0 "bip_ring_0_L" -0.901 -2.085 -2.073 0.849 2.711 1.222
$hbox 0 "bip_ring_1_L" -0.851 -2.366 -2.017 0.794 2.149 0.536
$hbox 0 "bip_ring_2_L" -0.612 -1.967 -0.749 0.537 0.989 0.464
$hbox 0 "bip_pinky_meta_0_L" -0.692 -3.298 -1.773 1.620 0.000 1.625
$hbox 0 "bip_pinky_0_L" -0.797 -1.952 -2.262 1.196 2.110 1.096
$hbox 0 "bip_pinky_1_L" -0.754 -2.031 -1.651 0.629 1.704 0.562
$hbox 0 "bip_pinky_2_L" -0.528 -1.685 -1.260 0.629 0.719 0.391
$hbox 0 "forearm_twist_01_L" -3.157 -7.797 -3.552 2.489 1.388 3.510
$hbox 0 "bip_upperArm_R" -3.085 -1.296 -5.267 4.641 13.252 4.244
$hbox 0 "bip_lowerArm_R" -4.620 -6.141 -4.934 5.088 12.976 4.973
$hbox 0 "bip_hand_R" -4.906 -4.187 -4.604 8.330 8.164 4.169
$hbox 0 "bip_thumb_0_R" -2.179 -0.816 -1.375 1.348 4.308 2.446
$hbox 0 "bip_thumb_1_R" -2.165 -1.888 -0.946 1.348 2.800 2.296
$hbox 0 "bip_thumb_2_R" -1.081 -1.996 -0.774 1.075 1.700 1.230
$hbox 0 "bip_index_meta_0_R" -1.737 -0.271 -2.082 2.161 4.832 2.399
$hbox 0 "bip_index_0_R" -1.491 -2.211 -1.180 1.266 3.172 1.953
$hbox 0 "bip_index_1_R" -1.357 -1.649 -0.660 1.071 2.887 1.933
$hbox 0 "bip_index_2_R" -1.327 -1.283 -0.529 0.811 1.633 0.828
$hbox 0 "bip_middle_meta_0_R" -1.532 -1.072 -2.191 2.664 4.459 3.119
$hbox 0 "bip_middle_0_R" -1.326 -2.078 -1.396 1.464 3.219 1.964
$hbox 0 "bip_middle_1_R" -0.838 -0.664 -0.682 1.223 2.540 1.729
$hbox 0 "bip_middle_2_R" -0.747 -1.034 -0.542 1.151 2.014 0.807
$hbox 0 "bip_ring_meta_0_R" -2.535 -0.607 -1.872 2.053 4.201 2.203
$hbox 0 "bip_ring_0_R" -1.242 -1.684 -1.268 1.286 3.060 1.671
$hbox 0 "bip_ring_1_R" -0.676 -0.547 -0.651 1.275 2.232 1.878
$hbox 0 "bip_ring_2_R" -0.592 -0.773 -0.517 1.212 2.028 0.790
$hbox 0 "bip_pinky_meta_0_R" -1.998 -0.312 -1.892 1.694 4.189 2.179
$hbox 0 "bip_pinky_0_R" -1.331 -2.047 -1.213 1.144 2.403 1.945
$hbox 0 "bip_pinky_1_R" -0.769 -1.627 -0.587 0.675 1.462 1.636
$hbox 0 "bip_pinky_2_R" -0.730 -1.095 -0.512 0.661 1.751 1.116
$hbox 0 "bip_twist_R" -3.797 -4.456 -4.056 5.088 4.663 4.973
$hbox 0 "prp_starter" -0.954 0.000 -0.735 1.784 1.376 0.676
// Model uses material "models/player/engineer/engineer_red.vmt"
// Model uses material "models/player/engineer/engineer_handL.vmt"
// Model uses material "models/player/engineer/engineer_handR_red.vmt"
// Model uses material "models/player/engineer/engineer_ashs_hand.vmt"
// Model uses material "models/player/engineer/engineer_blue.vmt"
// Model uses material "engineer_ashs_hand_blue.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "weapon_bone1" "weapon_bone1" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "weapon_bone2" "weapon_bone2" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "weapon_bone3" "weapon_bone3" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "weapon_bone4" "weapon_bone4" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$attachment "weapon_bone5" "weapon_bone5" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
$includemodel "weapons\c_models\c_engineer_animations.mdl"
$surfaceprop "metal"
$illumposition 0.321 -2.546 45.795
$sequence c_engineer_arms "c_engineer_arms" fps 30.00
[/code]
I copied every bone identically from the Robot Arm and the weights are pretty much exactly the same.
It compiled fine but when I open it in HLMV the real problem shows, under the Model tab where you can choose different submodels there are TWO "rightarm" options. Also HLMV notes that it hasn't loaded the materials for the Engineer's Glove but has loaded the materials for my Ash's Hand and the Arm textures.
I also cannot see the model at all in HLMV.
I'm guessing in the final texture you are going to make the wood grain be slightly different directions? I mean at the moment the fact its all the same grain doesn't help it not blend into one if that makes sense
[QUOTE=BaronVonFail;23362422]I'm guessing in the final texture you are going to make the wood grain be slightly different directions? I mean at the moment the fact its all the same grain doesn't help it not blend into one if that makes sense[/QUOTE]
The current texture is from the sandman. I'm gonna play with it for a while to see if I like it, and then paint my own using colors from it.
Can anybody help getting the damn arm to work :(.
[IMG]http://img204.imageshack.us/img204/9523/firemanpyro.jpg[/IMG]
Fire card is a temporary stand in for the future inclusion of the particle effect.
Texture is also a basic placeholder.
[QUOTE=JoshuaC;23361190]Better shot of the wood colors.
[IMG]http://dl.dropbox.com/u/49917/models/pug2_color_test2.png[/IMG]
Still not sure about the colors.[/QUOTE]
I guess this already got asked, but what's it going to replace? Also, the wood is too bright in my opinion. Make it daker.
And now something different, anyone able to show me some pictures of SoJa's Chat-text Mod? I'd appreciate some.
[QUOTE=Drax-Quin;23362509]Can anybody help getting the damn arm to work :(.[/QUOTE]
Easy fix really. Delete the line for the right arm you [I]didn't[/I] make.
I've done that and replaced it with my arm.
See here's the groups the arm uses originally:
[code]
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$model "rightarm" "c_glove_bodygroup.dmx.smd"
$model "rightarm" "c_robotarm_bodygroup.dmx.smd"
[/code]
"c_engineer_arms" is just a model with the engineers arms "c_glove_bodygroup.dmx.smd" is the right glove of the engineer and "c_robotarm_bodygroup.dmx.smd" is the robot arm.
I replaced it with:
[code]
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$model "rightarm" "c_glove_bodygroup.dmx.smd"
$model "rightarm" "c_ashsarm_bodygroup.dmx.smd"
[/code]
[QUOTE=DatWut?;23362574]I guess this already got asked, but what's it going to replace? Also, the wood is too bright in my opinion. Make it daker.[/QUOTE]
Not sure yet. I'm still playing around with my options for the wood.
Amazing what a little AO and some reshaping will do.
[img]http://dl.dropbox.com/u/49917/models/pug2_color_test3.png[/img]
JoshuaC reduce the paint strokes on the wood texture. They suit the Sandman but not your gun, but awesome work so far mate.
[QUOTE=JoshuaC;23362764]Not sure yet. I'm still playing around with my options for the wood.
Amazing what a little AO and some reshaping will do.
[img]http://dl.dropbox.com/u/49917/models/pug2_color_test3.png[/img][/QUOTE]
seriously use a different wood colour
[editline]09:45PM[/editline]
for the pump/grip thingy
[editline]09:45PM[/editline]
for the pump/grip thingy
[QUOTE=Drax-Quin;23362738]I've done that and replaced it with my arm.
See here's the groups the arm uses originally:
[code]
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$model "rightarm" "c_glove_bodygroup.dmx.smd"
$model "rightarm" "c_robotarm_bodygroup.dmx.smd"
[/code]
"c_engineer_arms" is just a model with the engineers arms "c_glove_bodygroup.dmx.smd" is the right glove of the engineer and "c_robotarm_bodygroup.dmx.smd" is the robot arm.
I replaced it with:
[code]
$model "c_engineer_arms" "c_engineer_arms.dmx.smd"
$model "rightarm" "c_glove_bodygroup.dmx.smd"
$model "rightarm" "c_ashsarm_bodygroup.dmx.smd"
[/code][/QUOTE]
You aren't using bodygroups, that is the problem.
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