• Female Spy model WIP
    608 replies, posted
[QUOTE=maxumym;27813289]Necrophils exist.[/QUOTE] Whatever floats your boat, but I personally wouldn't exclude them from "something obviously wrong".
[QUOTE=Simski;27813504]Whatever floats your boat, but I personally wouldn't exclude them from "something obviously wrong".[/QUOTE] I just clarified.
If possible: Exchange the knife with this: [img]http://classic-motorbikes.net/images/gallery/9261.jpg[/img]
[QUOTE=saddasta;27817190]If possible: Exchange the knife with this: [img_thumb]http://classic-motorbikes.net/images/gallery/9261.jpg[/img_thumb][/QUOTE] It's the necromobile all over again
[QUOTE=DustyOldRoses;27809456]While Alia is on this topic, I'd like to ask for assistance with the voicepack as well. The kink she refers to involves the domination lines and lines which play upon many kills within a short span of time. These lines will not play at all with the pack installed (this means that the original spy lines don't play in their place either). Ian and myself are both at a loss as to why this is happening. If anyone's savvy enough with the game and its audio mechanics to lend a hand, please message me. Thank you very much, and good luck to Alia's beta testers![/QUOTE] Have you tried rebuilding the sound cache yet? snd_rebuildaudiocache Slap that into the console and play a bit. I have NO idea if it will work, but it can't hurt. (Just keep a backup of your files.)
[QUOTE=TheTrueDeraj;27821046]Have you tried rebuilding the sound cache yet? snd_rebuildaudiocache Slap that into the console and play a bit. I have NO idea if it will work, but it can't hurt. (Just keep a backup of your files.)[/QUOTE] This was one of the things I wanted to try once I got my hands on it. Turns out I didn't have to do anything, they were working fine on my end since the beginning without doing anything else except installing them in the sounds folder. Were them fixed before being distributed? [media]http://www.youtube.com/watch?v=RkWpomPQlHM[/media] I also have a small list of errors and their solutions, for instance: -Missing "ref" and "ragdoll" sequences. Not sure how this affects everything else, but it's worth noting. -Missing proper texturegroups. This causes the whole "friendly blu spies showing as red when disguised". -"Eyes", "righteye" and "lefteye" attachments positioned way off their places. They are used to direct the eyeball movement of other player models to her face, this causes them to look behind the actual model. [IMG_thumb]http://i53.tinypic.com/214plph.jpg[/IMG_thumb]
[QUOTE=IdleTard;27853079]I also have a small list of errors and their solutions, for instance: -Missing "ref" and "ragdoll" sequences. Not sure how this affects everything else, but it's worth noting. -Missing proper texturegroups. This causes the whole "friendly blu spies showing as red when disguised". -"Eyes", "righteye" and "lefteye" attachments positioned way off their places. They are used to direct the eyeball movement of other player models to her face, this causes them to look behind the actual model. [IMG_thumb]http://i53.tinypic.com/214plph.jpg[/IMG_thumb][/QUOTE] Oh man oh man, I [b]was[/b] missing the ref and ragdoll sequences. Dunno why, but it would have probably been ages before I noticed that. Maybe the missing ragdoll should have tipped me off, lmao. I recompiled it, here are the new spy model files: [url]http://www.mediafire.com/?1bc5o8c4nxz3xso[/url] I dunno what's up with the eye positions, I always use .qc eyes as a base for the values, but for some reason they never seem to show up unless they're way off the head like that. And then I just mess around with the values for a million hours until it looks right, but there has to be a proper way to get them aligned and looking around properly. That's one of my big remaining to-do tasks. Could you elaborate on the texturegroups thing? If I should be setting it up in a different way, that would be really swell to know. This is from the .qc: [code]$cdmaterials "models\player\female_spy\" $texturegroup skinfamilies { { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" } { "female_spy_red_invun" , "female_spy_head_red_invun" , "spy_lens_invun" , "eyeball_invun" , "eyeball_invun" } { "female_spy_blue_invun" , "female_spy_head_blue_invun" , "spy_lens_invun" , "eyeball_invun" , "eyeball_invun" } } [/code] Similarly, with the fez, I believe I copied this right from the original .qc and made no changes to the texture files or the paths, yet blue never switches on. [code]$cdmaterials "\models\player\items\spy\" $cdmaterials "" $texturegroup skinfamilies { { "fez.vmt" } { "fez_blue.vmt" } }[/code]
I've also noticed the weird eye on the model (forget to put it on my list) And for the ragdool, when the Dead Ringer is equipped, all character ragdolls are missing too...
[QUOTE=TheTrueDeraj;27821046]Have you tried rebuilding the sound cache yet? snd_rebuildaudiocache Slap that into the console and play a bit. I have NO idea if it will work, but it can't hurt. (Just keep a backup of your files.)[/QUOTE] This didn't end up working. It appears to be an engine issue with consistency checks that cant be overridden (maybe because of Deraj's suggestion that this was to prevent people from messing around with the spy class and making it more detectable). [QUOTE=IdleTard;27853079]This was one of the things I wanted to try once I got my hands on it. Turns out I didn't have to do anything, they were working fine on my end since the beginning without doing anything else except installing them in the sounds folder. Were them fixed before being distributed? [media]http://www.youtube.com/watch?v=RkWpomPQlHM[/media] [/QUOTE] The taunts do work fine for our end too -- it's the dominations/revenge/killing spree lines. Which now that I think about it might be harder to change since someone could try to use an obnoxiously loud version of these to make spy easier to find once he's killed a teammate nearby... maybe... like this: [media]http://www.youtube.com/watch?v=wvjQGoaoJQ8[/media] Still, if there are any ideas out there about a way around this, they're welcome. Thanks again to you guys.
[QUOTE=ChemicalAlia;27854358]Could you elaborate on the texturegroups thing? If I should be setting it up in a different way, that would be really swell to know. This is from the .qc: [code]$cdmaterials "models\player\female_spy\" $texturegroup skinfamilies { { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" } { "female_spy_red_invun" , "female_spy_head_red_invun" , "spy_lens_invun" , "eyeball_invun" , "eyeball_invun" } { "female_spy_blue_invun" , "female_spy_head_blue_invun" , "spy_lens_invun" , "eyeball_invun" , "eyeball_invun" } } [/code] Similarly, with the fez, I believe I copied this right from the original .qc and made no changes to the texture files or the paths, yet blue never switches on. [code]$cdmaterials "\models\player\items\spy\" $cdmaterials "" $texturegroup skinfamilies { { "fez.vmt" } { "fez_blue.vmt" } }[/code][/QUOTE] The problem with the fez might be caused by the decompiler. When decompiling, it adds the full path to the texture inside the .SMD, so "fez.vmt" is changed to "\models\player\items\spy\fez.vmt". That's also the reason for the empty $cdmaterials command. Then, for skin families, the $texturegroup commmand looks for "fez.vmt" inside the model and changes it to "fez_blue.vmt" on the fly when you change skins. Because the decompiler added the full path, there isn't any "fez.vmt" material assigned to the model, rather the "\models\player\items\spy\fez.vmt" one, so it won't change skins. I can be wrong, too, but it's likely that. To fix it, just change the name of the material to fez and recompile. Also, you shouldn't use decompiled idle animations for the hats. They break positioning and physmodels. Just use the reference .SMD again, it doubles as an idle sequence for hats without animations. For the spy's texture groups, the spy is kind of special in that regard. Instead of using only 4 skins (red, blu, red uber, blu uber), he uses a total of 22 for the different paper masks. Use this instead, I think it's correct, but maybe I made a typo. Basically the skins 5 and 6 are for the scout mask, 7-8 sniper, 9-10 soldier, and so on. [code]$cdmaterials "models\player\female_spy\" $texturegroup skinfamilies { { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_demo" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_demo" } { "female_spy_red_invun" , "female_spy_head_red_invun" , "spy_lens_invun", "eyeball_invun" , "eyeball_invun" , "/../../effects/invulnfx_red" } { "female_spy_blue_invun" , "female_spy_head_blue_invun" , "spy_lens_invun", "eyeball_invun" , "eyeball_invun" , "/../../effects/invulnfx_blue" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_scout" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_scout" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_sniper" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_sniper" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_soldier" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_soldier" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_demo" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_demo" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_medic" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_medic" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_heavy" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_heavy" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_pyro" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_pyro" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_spy" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_spy" } { "spy_red" , "spy_head_red" , "spy_lens_red" , "eyeball_l" , "eyeball_r" , "mask_engi" } { "spy_blue" , "spy_head_blue" , "spy_lens_blue" , "eyeball_l" , "eyeball_r" , "mask_engi" } }[/code] [editline]4th February 2011[/editline] [QUOTE=DustyOldRoses;27855500]The taunts do work fine for our end too -- it's the dominations/revenge/killing spree lines.[/QUOTE] Oh, damn, I must have read wrong then. I don't know why I was thinking it was the taunt lines.
[QUOTE=IdleTard;27855575]snip[/QUOTE] Thanks a lot, I didn't know that about the hats. I'll be going back and revisiting them after I solve my current issues. I grabbed the .qci file from the modelsrc scripts folder and compared it, and saw what you mean about the texture groups. Totally different! Got the textures working great now, though I'm still trying to determine how to fix the random crashing/crashing on disconnect. Also, this is my ragdoll, lmao! [img]http://koopatorivm.com/misc/tf2/cp_dustbowl0008.jpg[/img] Sorry about the delay, guys, hopefully I get it sorted out soon. Ugh.
[QUOTE=ChemicalAlia;27888537]Thanks a lot, I didn't know that about the hats. I'll be going back and revisiting them after I solve my current issues. I grabbed the .qci file from the modelsrc scripts folder and compared it, and saw what you mean about the texture groups. Totally different! Got the textures working great now, though I'm still trying to determine how to fix the random crashing/crashing on disconnect. Also, this is my ragdoll, lmao! [img_thumb]http://koopatorivm.com/misc/tf2/cp_dustbowl0008.jpg[/img_thumb] Sorry about the delay, guys, hopefully I get it sorted out soon. Ugh.[/QUOTE] Woah, that doesn't look good D: I honestly have no idea what can cause ragdolls to behave that way, I've never worked with them. I see you fixed the blue fez, too, were the texture paths wrong? Or was it something else?
[QUOTE=IdleTard;27898249]Woah, that doesn't look good D: I honestly have no idea what can cause ragdolls to behave that way, I've never worked with them. I see you fixed the blue fez, too, were the texture paths wrong? Or was it something else?[/QUOTE] Not sure I remember what it was, exactly. I set up the texture groups like I did with the spy model, and that sorted it out. I lost electricity at home last night so I didn't get a chance to work on this at all, but this evening I finally got the ragdoll fixed. [img]http://koopatorivm.com/misc/tf2/cp_dustbowl0013.jpg[/img] Didn't help the crashes on disconnect and other random crashes. I love how the Spy has all these bizarre problems, but neither of my other two models did. Here's a newer version of the model files, for anyone who was testing this thing out: [url]http://www.mediafire.com/?41k5tbe1x9geir9[/url] Edit: Haha, I like how 50 people downloaded this. It's just the updated model file, you guys. No textures, sounds, etc.
[quote=chemicalalia;27965589][url]http://www.mediafire.com/?41k5tbe1x9geir9[/url][/quote] yes!
This very talented woman needs a job at valve, either as Art Director or Model Artist. Seriously, you are good enough to work at valve. I think you should honestly do it, unless you got a job already and is comfortable with it.
where r the textures -.- pink/black spy model != good
I got the model ingame and decided to test out a hat: [img]http://filesmelt.com/dl/derp29.png[/img] Guessing you haven't rigged all of them yet? Also [img]http://filesmelt.com/dl/derp210.png[/img] Tis needs fixing :v: [editline]10th February 2011[/editline] Something with the eyes: [img]http://filesmelt.com/dl/derp31.png[/img] And some hats seem to be acting weird: [img]http://filesmelt.com/dl/derp41.png[/img] [editline]10th February 2011[/editline] Seems badges are not only Femme spy-model related, they seem to be acting wierd on all classes.
[QUOTE=MILKE;27968543]This very talented woman needs a job at valve, either as Art Director or Model Artist. Seriously, you are good enough to work at valve. I think you should honestly do it, unless you got a job already and is comfortable with it.[/QUOTE] I think she already has a job at Gearbox.
[QUOTE=Mio Akiyama;27970851]I think she already has a job at Gearbox.[/QUOTE] Leave and join Valve. D:<
[QUOTE=saddasta;27970382]I got the model ingame and decided to test out a hat: [img_thumb]http://filesmelt.com/dl/derp29.png[/img_thumb] Guessing you haven't rigged all of them yet? Also [img_thumb]http://filesmelt.com/dl/derp210.png[/img_thumb] Tis needs fixing :v: Seems badges are not only Femme spy-model related, they seem to be acting wierd on all classes.[/QUOTE] Oh yes, I'm aware of all this stuff. I didn't finish fitting all of the hats, or any of the medals yet. That's my first line of business, after I fix the crashing. The medals are particularly broken right now, as you pointed out. What I've noticed is that instead of the bonemerge attaching to each character model based on the position of the bone like it should, it's screwing up the position of the other characters based on however I change it. But honestly, I only barely started to look into it until I ran into a bigger issue. It definitely needs a closer look. Same with the eyes, too, I have to mess around with the numbers that control where the eyes go and the attachments in general. [QUOTE=cNova;27969596]where r the textures -.- pink/black spy model != good[/QUOTE] That's not the whole model replacement, just an update to the latest model files for the people who emailed me to help test it out. My internet is too slow to upload the whole damn thing at home, plus I wouldn't want to post the whole thing here before it's released. People would get confused and think it's done D: [QUOTE=MILKE;27968543]Seriously, you are good enough to work at valve. I think you should honestly do it, unless you got a job already and is comfortable with it.[/QUOTE] I absolutely love Gearbox and the game I'm working on is mad awesome, but I have so much love for Valve's projects and the art direction of their games that I'd kill for the opportunity to work with them some day. I try to keep improving and building my body of work so that some day in the future I have enough experience and qualifications to hopefully do that. Gotta have your dreams.
Can't wait to see the female spy wearing my orange Frenchman's beret. :buddy:
Oh, yeah, I guess the mouth doesn't move due to that needing faceposing?
Your Spy's a real Beauty. No wonder you're such a respected member of the TF2 Community.
[QUOTE=saddasta;27971896]Oh, yeah, I guess the mouth doesn't move due to that needing faceposing?[/QUOTE] The mouth does move, the facial expressions and phonemes are already in. The only thing I can't do is the precise lip synching, as I believe that tool is broken for 64-bit Windows. The lines all match pretty closely, so it's not that big of a deal.
[QUOTE=ChemicalAlia;27973774]The mouth does move, the facial expressions and phonemes are already in. The only thing I can't do is the precise lip synching, as I believe that tool is broken for 64-bit Windows. The lines all match pretty closely, so it's not that big of a deal.[/QUOTE] Contrary to an annoyingly popular belief, Faceposer is not broken for [B]any[/B] modern Windows OS. To put it simply: it's possible to apply the "mouth animations" of the original lines to the female ones, as there's a feature to do that, you'd just have to do it one by one though. Lipsyncing data is drawn from the WAV files, therefore it's not an automatic process.
This week I coulnd't play TF2 at all to test things more thoroughly, but is the crashing on disconnect happening every time or it's somewhat random? I didn't have any crashes at all, and I could understand if I didn't crash due to not spending too much time in game, but I didn't get any when disconnecting either.
[QUOTE=Max of S2D;27973873]Contrary to an annoyingly popular belief, Faceposer is not broken for [B]any[/B] modern Windows OS. To put it simply: it's possible to apply the "mouth animations" of the original lines to the female ones, as there's a feature to do that, you'd just have to do it one by one though. Lipsyncing data is drawn from the WAV files, therefore it's not an automatic process.[/QUOTE] Interesting. I know it can be done manually, but that would only be worth the time and effort if there were specific lines that were different enough to warrant it. I hate doing that kind of stuff, lol. [QUOTE=IdleTard;27974074]This week I coulnd't play TF2 at all to test things more thoroughly, but is the crashing on disconnect happening every time or it's somewhat random? I didn't have any crashes at all, and I could understand if I didn't crash due to not spending too much time in game, but I didn't get any when disconnecting either.[/QUOTE] It crashes for me every time I disconnect from a server when I have the model installed. It will also crashe occasionally during the game, though I haven't determined what triggers it. Lack of specific error messages makes it tough. I can go from a few seconds to like 15 minutes before it happens. If I'm in developer commentary or a game with just one other friend, it has never crashed on me until I disconnect. Could you possibly try out the newest model I posted in there and see if it crashes for you, next time you get a chance?
[QUOTE=ChemicalAlia;27974540]It crashes for me every time I disconnect from a server when I have the model installed. It will also crashe occasionally during the game, though I haven't determined what triggers it. Lack of specific error messages makes it tough. I can go from a few seconds to like 15 minutes before it happens. If I'm in developer commentary or a game with just one other friend, it has never crashed on me until I disconnect. Could you possibly try out the newest model I posted in there and see if it crashes for you, next time you get a chance?[/QUOTE] Sure, I'll try to look into it.
Haven't played a lot with the model, but I've noticed so far that the Spy's lines for the knife taunt have been unchanged, and the Fez's team colors [url=http://filesmelt.com/dl/magic_mawn_is_looking_good!.tga_.jpeg]appear to be broken.[/url] In addition, the medals appear to have broken for [url=http://filesmelt.com/dl/koth_viaduct0004.tga_.jpeg]every class.[/url]
[QUOTE=Sound;27981113]Haven't played a lot with the model, but I've noticed so far that the Spy's lines for the knife taunt have been unchanged, and the Fez's team colors [url=http://filesmelt.com/dl/magic_mawn_is_looking_good!.tga_.jpeg]appear to be broken.[/url] In addition, the medals appear to have broken for [url=http://filesmelt.com/dl/koth_viaduct0004.tga_.jpeg]every class.[/url][/QUOTE] Yes, I am aware of the medals/hats that do not work. I had a feeling I doomed myself to repeating this, heh. Still appreciated, so thank you. I've fixed the fez colors and other team color problems as well, since I first sent out the files. Have you experienced any crashing upon disconnecting from a server?
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