For anyone interested, I have this violin that could be an excellent taunt prop:
[img]http://i.imgur.com/pLGX6ze.png[/img]
[QUOTE=NeoDement;47311486]those rigs have been kicking around for years in the \common\sourcesdk_content\tf\modelsrc\player\ * \parts\maya\ folder[/QUOTE]
when i opened up the maya "rigs" from the sdk long ago, they were just the meshes with bones, not an actual animation rig
unless there was something i missed but i'm fairly sure they weren't like this
there's 2 files, one is just bones, the other is a proper rig
Been a very long time since I've posted anything here, but I wanted to let ya' know about a new cosmetic that my BF and I made.
[url="http://steamcommunity.com/sharedfiles/filedetails/?id=406942568"][img]https://dl.dropboxusercontent.com/u/7835823/dragonpack_SFM_render_paintovertest_workshopicon.jpg[/img][/url]
(Click the thumbnail to visit the workshop page if you want to vote or comment.)
[t]https://dl.dropboxusercontent.com/u/7835823/dragonbackpack_red_blu.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/7835823/dragonbackpack_paint_examples.jpg[/t]
[t]https://dl.dropboxusercontent.com/u/7835823/dragonbackpack_pyro_redblu.jpg[/t]
[QUOTE=Nidhogg;47313655]Been a very long time since I've posted anything here, but I wanted to let ya' know about a new cosmetic that my BF and I made.
[url="http://steamcommunity.com/sharedfiles/filedetails/?id=406942568"][img]https://dl.dropboxusercontent.com/u/7835823/dragonpack_SFM_render_paintovertest_workshopicon.jpg[/img][/QUOTE][/url]
The concept art you did for it looks fantastic.
[QUOTE][IMG]http://cloud-4.steamusercontent.com/ugc/534013815595883545/22CE9E969EF23FA486526E997FFB02DD4B26D4E1/[/IMG][/QUOTE]
Shame the little fingers, toes, and stomach patch didn't get added.
Forgive me for asking, but why did a lot of you not like my latest item? I'd very much appreciate your feedback
For all Blender users out there, normal editing is now in the release candidate for the next version release.
[url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74[/url]
[url]http://www.blender.org/manual/modifiers/modify/normal_edit.html[/url]
[url]http://www.blender.org/manual/modifiers/modify/data_transfer.html[/url]
[QUOTE=WnR;47314028]For all Blender users out there, normal editing is now in the release candidate for the next version release.
[url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74[/url]
[url]http://www.blender.org/manual/modifiers/modify/normal_edit.html[/url]
[url]http://www.blender.org/manual/modifiers/modify/data_transfer.html[/url][/QUOTE]
Wait holy shit you mean like vertex normals?
This changes everything. Time to do my yearly blender version update.
[QUOTE=blueNES;47313979]Forgive me for asking, but why did a lot of you not like my latest item? I'd very much appreciate your feedback[/QUOTE]
Model wasn't anything new, it was just a stahlhelm. Plenty of people gave you feedback about the texture being bland and not metallic.
If you're requesting (instrument) taunt ideas:
Medic playing [B][I]REAL[/I][/B] violin.
Bad recorder player scout taunt
[video=youtube;oh0zBMyr3CA]http://www.youtube.com/watch?v=oh0zBMyr3CA[/video]
Something similar to that for the spy (After all, the spy have some Italian /Spanish voice lines) (The sfm is based on[I] El Dorado[/I] ,I didn't find a video that show up the wanted scene ,so took the SFM)
[QUOTE=TheJukebox;47314061]Plenty of people gave you feedback about the texture being bland and not metallic.[/QUOTE]
Wasn't that before I changed it to what it currently is?
[QUOTE=WnR;47314028]For all Blender users out there, normal editing is now in the release candidate for the next version release.
[url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74[/url]
[url]http://www.blender.org/manual/modifiers/modify/normal_edit.html[/url]
[url]http://www.blender.org/manual/modifiers/modify/data_transfer.html[/url][/QUOTE]Yes! This is the update the Blender Source Tools team was waiting for
[IMG]http://i.imgur.com/vTVfWmy.png[/IMG]
Which means that once they update their importer, you can import SMDs with proper smoothing groups!
Are you sure? Since blender's "smoothing groups" is pretty much edge splitting the marked sharp edges, which is different from how 3ds and all do it iirc
[QUOTE=Bapaul;47314433]Are you sure? Since blender's "smoothing groups" is pretty much edge splitting the marked sharp edges, which is different from how 3ds and all do it iirc[/QUOTE]
when u import models, decompiled especially, all the hard edges smoothing group bit are gone.
I wanna see how the next BST update turns out
[QUOTE=Bapaul;47314433]Are you sure? Since blender's "smoothing groups" is pretty much edge splitting the marked sharp edges, which is different from how 3ds and all do it iirc[/QUOTE]
This.
It will be interesting to see in the next version if they actually completely re-coded how normals work in Blender, right now the way blender handles vertex normals just doesn't work the way game engines and most other 3D apps (Maya, 3DS, Softimage...) do.
That was the only reason for me to not consider picking up blender when Autodesk EOL'd Softimage (although I'll still using Softimage for a few more years anyways).
Right now Blender simply makes it impossible to do proper vertex normals and furthermore handicaps Blender from exporting/importing meshes with vertex normals from or to another 3D app.
If they "fix" how vertex normals work in the next version, it'll definitely be a step forward for Blender in the game dev area.
-snip-
Trying to get a basic idea for how the backpack icon of the transferer should look.
Now this is a very dumbed down basic idea but there are so many potential ideas that it is a big waste of time putting too much detail onto one particular idea. (I at least hope the properly done versions will look 100x better)
first concept. a round little box with an arrow ticker on it.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/the_machine_circular_flat.png[/IMG]
[QUOTE=VernoGuy;47312306]With the announcement of Taunt support for the workshop, I though I should share some taunt ideas. I would like to pretend I'll get around to learning the animation side of SFM and doing these myself, but in the mean time here you guys go:
- Solider rummages around in [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=150787654"]garbage can[/URL] then pulls out a bad sandwich and eats it.
- Solider reads the Art of War upside down for some quick inspiration. He presses his finger against a page as though he discovered something, then closes the book and returns to battle. [B]Edit:[/B] He could also point to the ground to indicate he found a good spot.
- Sniper [URL="http://i.imgur.com/Lk31wyJ.png"]sharpens his machete[/URL].
- Spy performs sneaky tip-toeing (free movement like Conga).
- Engineer examines his blue prints. He takes a roll, opens it from both sides, examines it carefully, the returns to battle.
- Pyro [URL="https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/ff7b62cbd04729d5e40199299d7a66dd/tumblr_mhxxr2dERn1s3ip1yo1_500.gif"]blows a kiss[/URL] while holding his hip with one hand. He giggles after doing it.
- [B]Engineer builds a bull machine and rides it. [/B]
- Demoman drunkenly stumbles around with his bottle in hand, held at the neck (free movement like Conga).
- Solider marches with shotgun [URL="https://upload.wikimedia.org/wikipedia/commons/f/f5/Defense.gov_News_Photo_100615-M-1549W-221_-_U.S._Marines_from_Marine_Barracks_Washington_march_by_during_the_pass_and_review_portion_of_the_Sunset_Parade_at_the_Marine_Corps_War_Memorial_in.jpg"]rested on his shoulder[/URL] (free movement like Conga).
- Demoman stabs his sword into the ground with both hands, then rest up against his sword. Either he can rests his whole body against the sword angling it slightly or just place his arm and head at the Hilt of the sword. When finished he could have a hard time pulling it out. (endless like Rancho Relaxo).
- Sniper almost drinks his piss, before realizing his mistake. He switches to his sniper mug, takes a sip, and then returns to battle.
- Solider tells team to do push-ups ("drop and give me 20 Maggot"). Soldier points finger to the ground angrily until another player accepts the request. The soldier will miss count though, so the push-ups end quickly. (partner taunt).
- Solider pulls out his shovel and begins digging a grave for his enemy, but gives up quickly.
- All-Class: Merc firmly plants a tombstone onto the ground for the enemy (Halloween taunt).
Some of these are weapon dependent, so I don't know how well those would work.[/QUOTE]
Better yet, Engie turns the sentry he's standing with [I]into[/I] a bull machine and rides it.
Hell, let everyone ride it if it's a level 3 and he has the taunt active. Sentry is disabled, people have fun.
[QUOTE=FiveEyes;47313864]
Shame the little fingers, toes, and stomach patch didn't get added.[/QUOTE]
The "fingers" would have honestly looked goofy as hell when put into practice, plus it racked up the polycount unnecessarily high when we were barely making it past the 1400 poly limit as it was, so it had to go.
[editline]13th March 2015[/editline]
Also, it was originally going to have a patch on it when I was first creating the texture but I dunno, I just didn't like the idea anymore. I'm very picky.
[QUOTE=ImACrocketMan;47312814]could someone by any chance dig up the changed melee sounds before they were reverted again today?[/QUOTE]
[url]http://www.mediafire.com/download/sqn0fam81c72hdf/Old+Bad+Melee+Sounds.vpk[/url]
[IMG]http://i.imgur.com/85ae34P.jpg[/IMG]
[I]Empire of the Sol[/I]
Any chance of an update for the High Poly player models? The new taunts plus pool party doesn't work.
I got an opinion from sid on the steam group. Suggested I make it look more involved with the actual counting process.
I've done a few bp icon designs. most of them seem to either be too minimal or too big for a bp icon.
I'll be rendering a model up of this:
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/tools/strange_transfer/the_machine_2_square_flat.png[/IMG]
[QUOTE=UberMunchkin;47315167]Collaborate with the Medic/Kaz set :v:[/QUOTE]I can already imagine a "DAMN FIDDLE" reference if that happens.
[QUOTE=Ascar;47315212]Any chance of an update for the High Poly player models? The new taunts plus pool party doesn't work.[/QUOTE]
Also the Spy model lacks 26th skingroup.
Does anyone have any unclaimed concepts that I can have a go at?
Hi guys,
I'm almost ready to roll out a first version of my "Source Scripts" for 3dsMax.
But I'm looking for beta testers to iron out any issues.
Those of you who are interested in testing these tools please drop me an email. norman3d (at) gmail
Here is a quick rundown of the scripts I have created so far:
[B][U]VTA Importer[/U][/B]
[IMG]http://i.imgur.com/FVmiaCZ.jpg[/IMG]
A VTA importer for 3dsmax that will import any flex without any errors. As far as I know this is the only scripts that doesn't corrupt meshes. The one for Blender apparently does in some instances, for example, the medic model.
[B][U]Morph Builder[/U][/B]
[T]http://i.imgur.com/Wy79ZUJ.jpg[/T]
Once you have your flexes in the scene, this tool will help you build the moprher modifier quickly using different presets depending on the class.
[B][U]SkinWrap to Pose Converter[/U][/B]
This script will allow you to quickly convert a skinwrapped mesh to the different flexes needed for your morpher.
[B][U]Handplane3D Converter[/U][/B]
[IMG]http://i.imgur.com/oXwZuQF.jpg[/IMG]
This script will take the selected mesh and the specified Object Space Normal Map and convert it to Source's tangent basis compatible normal map using the standalone Handplane3D program. This script will save you the trouble of exporting the fbx mesh and configuring handplane3d.
[B][U]Preview Tool[/U][/B]
Sadly this is only compatible with versions of 3dsMax up to 2012.
I've shown some videos of this before, just going to post them once again:
[video=youtube;-pAVCSJ5ppA]http://www.youtube.com/watch?v=-pAVCSJ5ppA[/video]
Change materials in realtime from within 3dsMax. These settings are saved per material.
[video=youtube;u46iHktL4_E]http://www.youtube.com/watch?v=u46iHktL4_E[/video]
Quickly export meshes to HLMV.
[T]http://i.imgur.com/nOJ7cog.png[/T]
I was really bored today and had an idea.
Couldnt decide which thing to use so i drew both.
[QUOTE=VernoGuy;47312306]With the announcement of Taunt support for the workshop, I though I should share some taunt ideas. I would like to pretend I'll get around to learning the animation side of SFM and doing these myself, but in the mean time here you guys go:
- Solider rummages around in [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=150787654"]garbage can[/URL] then pulls out a bad sandwich and eats it.
- Solider reads the Art of War upside down for some quick inspiration. He presses his finger against a page as though he discovered something, then closes the book and returns to battle. [B]Edit:[/B] He could also point to the ground to indicate he found a good spot.
- Sniper [URL="http://i.imgur.com/Lk31wyJ.png"]sharpens his machete[/URL].
- Spy performs sneaky tip-toeing (free movement like Conga).
- Engineer examines his blue prints. He takes a roll, opens it from both sides, examines it carefully, the returns to battle.
- Pyro [URL="https://gs1.wac.edgecastcdn.net/8019B6/data.tumblr.com/ff7b62cbd04729d5e40199299d7a66dd/tumblr_mhxxr2dERn1s3ip1yo1_500.gif"]blows a kiss[/URL] while holding his hip with one hand. He giggles after doing it.
- Engineer builds a bull machine and rides it.
- Demoman drunkenly stumbles around with his bottle in hand, held at the neck (free movement like Conga).
- Solider marches with shotgun [URL="https://upload.wikimedia.org/wikipedia/commons/f/f5/Defense.gov_News_Photo_100615-M-1549W-221_-_U.S._Marines_from_Marine_Barracks_Washington_march_by_during_the_pass_and_review_portion_of_the_Sunset_Parade_at_the_Marine_Corps_War_Memorial_in.jpg"]rested on his shoulder[/URL] (free movement like Conga).
- Demoman stabs his sword into the ground with both hands, then rest up against his sword. Either he can rests his whole body against the sword angling it slightly or just place his arm and head at the Hilt of the sword. When finished he could have a hard time pulling it out. (endless like Rancho Relaxo).
- Sniper almost drinks his piss, before realizing his mistake. He switches to his sniper mug, takes a sip, and then returns to battle.
- Solider tells team to do push-ups ("drop and give me 20 Maggot"). Soldier points finger to the ground angrily until another player accepts the request. The soldier will miss count though, so the push-ups end quickly. (partner taunt).
- Solider pulls out his shovel and begins digging a grave for his enemy, but gives up quickly.
- All-Class: Merc firmly plants a tombstone onto the ground for the enemy (Halloween taunt).
Some of these are weapon dependent, so I don't know how well those would work.[/QUOTE]
Gonna toss some ideas to the list that I thought about
- Engineer Building a Water Cooler, Other players can taunt next to it for some water cooler chatter and drinking.
- Medic Reaching into his Pocket to show off a beating Heart
- Pyro Juggling gibbed heads (Pyrovision shows Baby models of characters being juggled)
- Heavy playing Dolls with two halves of a Sandvich
- Spy Moonwalk (Free Movement)
[img]http://i.imgur.com/85j7tBM.jpg[/img]
In all seriousness, I would like to team up with modellers and animators who require custom audio content for their creations.
I've had years of experience designing sounds and creating music for games. I've been a huge fan of TF2 since the beginning, and it has always been a dream of mine to get one of my sounds in-game.
I actually worked closely with NeoDement on a halloween item that made it to the top of the Workshop but never got added!
[video=youtube;p2NWTm_ef5Y]http://www.youtube.com/watch?v=p2NWTm_ef5Y[/video]
My demoreel is here [url]www.tomwrightsound.com[/url]
I record all my own material. I can create basically anything that you would need, music and SFX.
Contact me at [email]sound.tomwright@gmail.com[/email] or Steam profile: [url]http://steamcommunity.com/id/rezonanceuk/[/url]
Thanks guys!
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