[QUOTE=ZombiPlastiClok;46939161]So I'm trying to make Zakkin's Double Claymore concept from last Emporium for the Ullapool Caber. Decompiling it shows that, unlike other things I've made before, apparently the handle and top of the caber are different models for some reason, and go together when compiling.
Long story short the model works totally fine pre-explosion, but then uses the regular Caber model after exploding. Is there something I'm missing?
Here's my QC if anyone wants to see[/QUOTE]
space between the smd on the second bodygroup line. see if that helps, currently looks like sm d
[QUOTE=ZombiPlastiClok;46939161]So I'm trying to make Zakkin's Double Claymore concept from last Emporium for the Ullapool Caber. Decompiling it shows that, unlike other things I've made before, apparently the handle and top of the caber are different models for some reason, and go together when compiling.
Long story short the model works totally fine pre-explosion, but then uses the regular Caber model after exploding. Is there something I'm missing?
Here's my QC if anyone wants to see[/QUOTE]
theres a space in the .smd
studio "c_demo_doubleclaymore_blade_bodygroup_exploded.[b]sm d[/b]"
Began working on textures. I want to keep the slide clean, but will detail the rest. Does the wood look ok? Or is it too strong
[t]http://i.imgur.com/eD72PW5.png[/t]
Yeah too strong
[QUOTE=S3pirion;46939261]space between the smd on the second bodygroup line. see if that helps, currently looks like sm d[/QUOTE]
[QUOTE=kibbleknight;46939268]theres a space in the .smd
studio "c_demo_doubleclaymore_blade_bodygroup_exploded.[b]sm d[/b]"[/QUOTE]
Well I feel like a total moron. Thanks for pointing that out, much appreciated
[QUOTE=ZombiPlastiClok;46939161]So I'm trying to make Zakkin's Double Claymore concept from last Emporium for the Ullapool Caber. Decompiling it shows that, unlike other things I've made before, apparently the handle and top of the caber are different models for some reason, and go together when compiling.
Long story short the model works totally fine pre-explosion, but then uses the regular Caber model after exploding. Is there something I'm missing?
Here's my QC if anyone wants to see[/QUOTE]
There are two models for the Caber. One for the regular version (with the bodygroup for the exploded one) and one for the exploded version. Have you tried replacing that second one too? You can use the exact same smds, as long as the model knows to use the exploded smd instead of the pre-explosion one.
The model is called c_caber_exploded.mdl and is in the same folder as the normal Caber model, if it helps.
[QUOTE=Zakkin;46934053][t]https://wiki.teamfortress.com/w/images/3/3e/Python_revolver_concept.jpg?t=20110621022252[/t]
Some Valve revolver concept art. Maybe have a hammer like this?[/QUOTE]
Perfect.
[t]http://i.imgur.com/2gGa3h2.png[/t]
[t]http://i.imgur.com/qMLzuNZ.png[/t]
I also redid the chamber and buckshots with more polys. I also included a clip to be used the reload animation.
[t]http://i.imgur.com/p1OJ5gP.png[/t]
Ok, time for UV unwrapping
[QUOTE=Cosa8888;46938690]Yay! I got it in-game:
[t]http://cloud-4.steamusercontent.com/ugc/44242195181526983/EEC2423CE599988A184761A95543559EE107C1FA/[/t]
Please help ;_;[/QUOTE]
It requires two bones, both in the same place: bip_lowerArm_R and arm_attach_R
The hierarchy should go like this:
[code]bip_lowerArm_R
|
arm_attach_R
|
geometry
[/code]
arm_attach_R is a child of bip_lowerArm_R, and all geometry is skinned to arm_attach_R.
Now the key is that each bone has a different orientation. bip_lowerArm_R should have Y down and X pointing down the length of the model. This is the bone used to attach the model in third person. arm_attach_R should have Z down and Y pointing down the length of the model. This is the bone used to attach the model in first person
I like this influx of revolvers mods, but I don't want the emporium to revolve around the same weapon
I'll show myself out
[QUOTE=EliaMoroes;46940444]I like this influx of revolvers mods, but I don't with the emporium to revolve around the same weapon
I'll show myself out[/QUOTE]
You are a barrel of laughs.
[QUOTE=165your4;46940450]You are a barrel of laughs.[/QUOTE]
You should think about your puns before you go off half-cocked
Next person to make a pun is getting shot in the face
That is not even a pun i will literally track you down and shove a revolver down your throat, stop it now.
What a surprising plot in our place.
[QUOTE=Punchy;46941211]Next person to make a pun is getting shot in the face
That is not even a pun i will literally track you down and shove a revolver down your throat, stop it now.[/QUOTE]
What caliber?
[QUOTE=S3pirion;46939295]Began working on textures. I want to keep the slide clean, but will detail the rest. Does the wood look ok? Or is it too strong
[t]http://i.imgur.com/eD72PW5.png[/t][/QUOTE]
It is a bit strong. Perhaps if you were to take the lightest shade of the wood, and make it darker in order to blend in with the rest, it would be a bit better.
Of course, you'd still have to adjust the brush-strokes either way you go about it. Maybe create a copy of the texture where you use bigger strokes, as opposed to the small ones you have?
Argh, I thought I had my model clean. Does anyone know how to select the geometry that these collapsed uv's represent
[t]http://puu.sh/ez6mJ.jpg[/t]
There's an option in Blender that you can click to have the same faces selected in both IV and 3D View. So if you select some faces in the uv window it'll select them in the 3D view to show you which faces they are. Use that option and the c select those uvs. I'd screenshot the option button but I'm on my phone, its towards the bottom by the face/edge/vertice buttons.
[QUOTE=OverPovered;46941420]Argh, I thought I had my model clean. Does anyone know how to select the geometry that these collapsed uv's represent
[t]http://puu.sh/ez6mJ.jpg[/t][/QUOTE]
Put 3d view in face mode, select the UV things and hit Shift H in the UV pane
[QUOTE=BrandoJack;46941380]It is a bit strong. Perhaps if you were to take the lightest shade of the wood, and make it darker in order to blend in with the rest, it would be a bit better.
Of course, you'd still have to adjust the brush-strokes either way you go about it. Maybe create a copy of the texture where you use bigger strokes, as opposed to the small ones you have?[/QUOTE]
Nah, i had it saved layer by layer so i just started a fresh wood layer, and made the brush strokes WAY less strong. Texture is almost done. Thanks so much for all your help guys!
[t]http://i.imgur.com/dgZv4lM.png[/t]
[t]http://i.imgur.com/zqXD4Lg.png[/t]
Tribal set and weapons for Sniper.
[URL="http://imgur.com/a/8tBYJ"]My other concepts.[/URL]
[QUOTE=WnR;46940110]It requires two bones, both in the same place: bip_lowerArm_R and arm_attach_R
The hierarchy should go like this:
[code]bip_lowerArm_R
|
arm_attach_R
|
geometry
[/code]
arm_attach_R is a child of bip_lowerArm_R, and all geometry is skinned to arm_attach_R.
Now the key is that each bone has a different orientation. bip_lowerArm_R should have Y down and X pointing down the length of the model. This is the bone used to attach the model in third person. arm_attach_R should have Z down and Y pointing down the length of the model. This is the bone used to attach the model in first person[/QUOTE]
So, both bones are in the exact location of bip_lowerArm_R?
[editline]15th January 2015[/editline]
Also, when I'm done with that, how do I preview the model? does the TFMV work?
[editline]15th January 2015[/editline]
Oh, and by and axis pointing down, you mean the down in reference pose, or the down respect to the lenght of the model?
I wonder if everyone is too afraid to post in the emporium because they want to save the posts to fill up the expansions before the post limit.
[QUOTE=YeWelshTabby;46942285][t]http://i.imgur.com/dgZv4lM.png[/t]
[t]http://i.imgur.com/zqXD4Lg.png[/t]
Tribal set and weapons for Sniper.
[t]http://i.imgur.com/CseIcmI.png[/t]
And I thought I'd have a go at a revolver. Based off the 1823 Lefaucheux Pinfire revolver.
[URL="http://imgur.com/a/8tBYJ"]My other concepts.[/URL][/QUOTE]
What I'm liking out of all those the most are the weapons, mainly the bow, axe, and tsar. great job!
[QUOTE=Cosa8888;46942560]So, both bones are in the exact location of bip_lowerArm_R?
[editline]15th January 2015[/editline]
Also, when I'm done with that, how do I preview the model? does the TFMV work?
[editline]15th January 2015[/editline]
Oh, and by and axis pointing down, you mean the down in reference pose, or the down respect to the lenght of the model?[/QUOTE]
Alright, this is how it looks like:
[T]http://puu.sh/ezKHt/9bb281719d.png[/T]
The hierarchy:
[t]http://puu.sh/ezL4d/b08f9a1c5e.png[/t]
And the result:
[t]http://cloud-4.steamusercontent.com/ugc/44242195183294785/F37DC607FB55AB983DB47C8877D20C07A2EE871A/1024x576.resizedimage[/t]
What am I doing wrong?
[QUOTE=Juodvarnis;46930409][IMG]http://i.imgur.com/I7OQlA2.png[/IMG]
A concept for an engineer's pistol.
Tried to make it fancy as fuck, with a pearl grip, gold rims and engravings :v:
[U]Claimed by OVERPOVERED[/U][/QUOTE]
this looks snazzy enough to be a csgo skin, i like it
Ok, it's wip time again.
[t]http://i.imgur.com/3cE6QiB.png[/t]
[t]http://i.imgur.com/rGyQoc2.png[/t]
[t]http://i.imgur.com/m6Hfcjr.png[/t]
[QUOTE=OverPovered;46943384]Ok, it's wip time again.
[t]http://i.imgur.com/3cE6QiB.png[/t]
[t]http://i.imgur.com/rGyQoc2.png[/t]
[t]http://i.imgur.com/m6Hfcjr.png[/t][/QUOTE]
love the idea of a 5 shot revolver
makes me want to hop onto the bandwagon and make a scoped revolver
the scope having no function, like the direct hit, though.
after my current projects i promise
I need some help.
Importer keeps telling me i have too many materials, but in blender it only has one set material?
[t]http://puu.sh/ezUq7/4552a3cf55.jpg[/t]
[t]http://puu.sh/ezUnN/c0d476ddf6.png[/t]
edit: apparently it does this no matter what i do, even when using different models/old working ones
edit: fixed it. it was my custom hud.
alright and this revolver talk made me research revolvers
[IMG]http://media.liveauctiongroup.net/i/8690/9965546_1.jpg?v=8CD4DF9C56A9540[/IMG]
im hard
Retard Engie likes his new pistol!
[t]http://i.imgur.com/J0jdksi.jpg[/t]
[t]http://i.imgur.com/iRvaJm3.jpg[/t]
Almost done, texture finilazations and sfm promos will be done this weekend
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