• TF2 Emporium IV
    2,002 replies, posted
When i try to compile it comes up with an error with "cannot find bone bip_head for bbox" i can see it, i don't know why it says that, any more advice?
Check to see if the bone that was bip_head was renamed to anything.
If I can suggest something : A mod that makes floating combat text (You know, the little numbers appearing when you hit stuff') [B]thicker.[/B] It is visible on any long-range hits, or mid-range strikes, but when it comes to melee you have to either guess, or retreat-rush in quickly before it floats away. Who knows, maybe it is even possible to change font ^^ ?
[QUOTE=Communist Cake;19690969]Check to see if the bone that was bip_head was renamed to anything.[/QUOTE] Thanks that fixed it :D
[QUOTE=Suttles;19688412]Woah, I [B]cum[/B] back and you all are talking about my testicles. [editline]03:47PM[/editline] The myth. The legend. The Testicle(s)[/QUOTE] Is it true that you are a serial killer who kidnapps and collects the testicles of his victims?
[QUOTE=Handsome Pete;19691180]Is it true that you are a serial killer who kidnapps and collects the testicles of his victims?[/QUOTE] I don't kill them, I just take their life away.
[QUOTE=Zebus;19691143]Thanks that fixed it :D[/QUOTE] Make sure the hat and bone are relative to the character's head, else you might end up with a floating hat. I'd recommend keeping the character in when building the hat and then hiding it when you're about to compile. This way you know the location of the head in respect to the bone and hat.
Yeah i did all that, but when i compiled i got a bazillion and 1 warnings of WARNING: too few bones/vert (0) : it has no bones! What did i do :(
[QUOTE=jaffrey;19652118]Someone do this please ;( [url]http://www.facepunch.com/showpost.php?p=18304342&postcount=3[/url][/QUOTE] I ended up doing this myself if anyone is interested - [url]http://www.facepunch.com/showpost.php?p=19691527&postcount=20[/url]
Odd. The way I managed it was by importing the player model, Converting from left. Then I deleted all of the bones then I decompiled a hat, Fedora in this case, and imported that in, also converting from left. This gave me the Spy wearing his Fedora. Hiding the Fedora gave me a good canvas. I modelled the hat. Then clicking on the modifier list and selecting Skin then adding the bone bip_head which should have come with the Fedora binds it to his head. Then hiding the Spy and exporting. As easy as that. :buddy: [editline]11:38PM[/editline] If you're unsure upon how to decompile, go back a page or two.
I hope no one has made a Valve hat for the heavy... because I am making one.
[QUOTE=BirdsOnMyBack;19691842]I hope no one has made a Valve hat for the heavy... because I am making one.[/QUOTE] I made one, stop it now
idk fuk, i was bored last night without internet and made this. its probably not going to go anywhere but hey, atleast it entertained me while i was modelling it. [IMG]http://i111.photobucket.com/albums/n123/sparkwire/tank.png[/IMG] [IMG]http://i111.photobucket.com/albums/n123/sparkwire/tank2.png[/IMG] [editline]11:57PM[/editline] apc with turret i think. not really a tank.
[img]http://i.imgur.com/LW7I8.jpg[/img] This picture is bad, but proof that i made one
ok sparkwire that was pretty cool till I saw it on the soldier's head
Sparkwire you're breaking the format. If you make a vehicle hat it has to be scale.
[QUOTE=Zebus;19692130] This picture is bad, but proof that i made one[/QUOTE] Did my little guide help you or do you require more help? Bearing in mind that I'm using my mobile, it took me a good 6 minutes to type that out. :v:
[QUOTE=Mexican;19692200]Sparkwire you're breaking the format. If you make a vehicle hat it has to be scale.[/QUOTE] but then the lowpolyness will become apparent.
[QUOTE=Smashman;19692352]Did my little guide help you or do you require more help? Bearing in mind that I'm using my mobile, it took me a good 6 minutes to type that out. :v:[/QUOTE] It helped, and it didn't. That picture is in 3ds max, and nothing is working because it says it has no bones when i compile it
[QUOTE=Sparkwire;19692380]but then the lowpolyness will become apparent.[/QUOTE] So make it better :3
Have you actually imported the player? Heavy, I assume?
Has anyone made this already? [IMG]http://www.swordsandarmor.com/images/H-910914-RD_Roman_small.jpg[/IMG] I'm thinking about making one, but I guess it's a fairly obvious idea.
[QUOTE=Populus89;19692749]Has anyone made this already? [IMG]http://www.swordsandarmor.com/images/H-910914-RD_Roman_small.jpg[/IMG] I'm thinking about making one, but I guess it's a fairly obvious idea.[/QUOTE] Yeah someone made that.
[QUOTE=Smashman;19692449]Have you actually imported the player? Heavy, I assume?[/QUOTE] Yeah i imported the heavy, deleted all the bones but bip head created a skin modifier, added a bone and connected the bone to the model, then i added a material to the bone and what i get in the model viewer is this [img]http://i.imgur.com/aQbyY.jpg[/img] You can see it's missing some of the parts to it, like the round part at the top, and you can see the bone i tried to bind it to, which now looks like part of the model i have no idea what i'm doing wrong, and i have no idea how to test it ingame, i don't know anybody with a heavy hat
[QUOTE=Populus89;19692749]Has anyone made this already? [IMG]http://www.swordsandarmor.com/images/H-910914-RD_Roman_small.jpg[/IMG] I'm thinking about making one, but I guess it's a fairly obvious idea.[/QUOTE] [url=http://download112.mediafire.com/6wmqmczomzng/ydyxwqm5nok/The+roman+helmet.rar][img]http://i38.tinypic.com/xapc3o.png[/img][/url] Make your own anyway.
[QUOTE=Populus89;19692749][IMG]http://www.swordsandarmor.com/images/H-910914-RD_Roman_small.jpg[/IMG][/QUOTE] :hist101:
[QUOTE=Zebus;19692832]Yeah i imported the heavy, deleted all the bones but bip head created a skin modifier, added a bone and connected the bone to the model, then i added a material to the bone and what i get in the model viewer is this [img]http://i.imgur.com/aQbyY.jpg[/img] You can see it's missing some of the parts to it, like the round part at the top, and you can see the bone i tried to bind it to, which now looks like part of the model i have no idea what i'm doing wrong, and i have no idea how to test it ingame, i don't know anybody with a heavy hat[/QUOTE] You textured the bone? Why the hell would you do that?
[QUOTE=Zebus;19692832]Yeah i imported the heavy, deleted all the bones but bip head created a skin modifier, added a bone and connected the bone to the model, then i added a material to the bone and what i get in the model viewer is this [img]http://i.imgur.com/aQbyY.jpg[/img] You can see it's missing some of the parts to it, like the round part at the top, and you can see the bone i tried to bind it to, which now looks like part of the model i have no idea what i'm doing wrong, and i have no idea how to test it ingame, i don't know anybody with a heavy hat[/QUOTE] Did you add the skin modifier to the model or to the bone itself?
[QUOTE=Zebus;19692832]Yeah i imported the heavy, deleted all the bones but bip head created a skin modifier, added a bone and connected the bone to the model, then i added a material to the bone and what i get in the model viewer is this [img]http://i.imgur.com/aQbyY.jpg[/img] You can see it's missing some of the parts to it, like the round part at the top, and you can see the bone i tried to bind it to, which now looks like part of the model i have no idea what i'm doing wrong, and i have no idea how to test it ingame, i don't know anybody with a heavy hat[/QUOTE] send me the max, holmes.
Also Neo the Boonie for the gibus is giving me a vertex error or something.
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