[QUOTE=Symwck;52364997]Thanks for the input
The taunt works like the mannrobics. Intro, idle, flair 1 and flair 2, then outro. Each flair has three "tricks".
Might be too late to take out tricks and reanimate around that, but we can look at your other advice
Edit: Everyone's probably busy with their workshop stuff right now, but what could this idle use?
[media]https://youtu.be/FjxzKJF3eCY[/media]
Made a lower arm version
[media]https://youtu.be/5x-2qqqRhuk[/media]
If you guys wanna vote:
zing = arm in air
informative = arm lower
useful = something else[/QUOTE]
Hmm, got some votes for "arm in air" but I've been getting "arm lower" from chatting on steam with other workshoppers
[QUOTE=questionablyi;52367745]Hey guys. I'm coming around to pick your brains with an issue I recently became aware of. After this last dump of workshop submissions I've been revisiting everything I have done in the past for this jungle update just to polish up a few thing (I have nearly addressed everything you guys have suggested too. :) )
Anyways I was revisiting my Safari spy set wanting to fix certain small things and have come to the realization that my old friend bone collapse was hiding in the shadows waiting for me. I managed to get everything cleaned up on the chest item no problem but the pants and boots have their own unique brand of issues I'm not sure how to fix.
[IMG]http://i.imgur.com/Oz3q5lQ.png[/IMG]
So here's the rundown: On LOD2 the hips and thighs are doing that special spazey thing they like to do when you don't have the code .qc files right. I'm 100 - 110% certain that it has NOTHING to do with rigging as the parts going wrong have the same topology and rigging as the spy's LOD2 base model. I have noticed the that it's all due to hip_thigh_R and hip_thigh_L being collapsed into the other bones... However I have tried both [B]bonetreecollapse "hip_thigh_L"[/B] and [B]replacebone "hip_thigh_R" "bip_pelvis"[/B]... Both are not working. Maybe I'm assigning the wrong bone to replace the thigh bones? Anyways I've tried being resourceful and looking into the code for other items... But I don't know really how to export the .QC files (SMDs and DMXs sure no problem)... So Yeah I was wonding if I could hit you guys up for the proper code... Or some other ideas that could help me out...
Sorry if this is a hassle... Feeling embarrassed having to ask all these bone collapse questions.[/QUOTE]
are you testing it in hlmv? afaik bone collapsing doesnt show in the importer
[IMG]https://images.discordapp.net/attachments/301593445267406848/313172670906892289/unknown.png?width=524&height=476[/IMG]
I'm still needing a rigger for this engineer mechanic's jumpsuit top.
please let me know if anyone is interested. I've been told it has lots of potential, just cant find a dang rigger!
that jumpsuit is way too fat
[QUOTE=ikes;52368907]that jumpsuit is way too fat[/QUOTE]
it can be tweaked. its not suppose to be loose and opened
[QUOTE=ikes;52368899]are you testing it in hlmv? afaik bone collapsing doesnt show in the importer[/QUOTE]
Yes sir. I probably should have taken a picture with one of the more epic violent spazing out. But yeah you can see the Pinstripe action in the thighs? Well my pants are a solid color so you shouldn't see that. But yeah with some code I have tried it "hedgehogs" (virtices shooting out in every direction) and others it collapses in on itself... And in TFMV (HLMV modded) it does that awesome thing where if you move the model it keeps the effected mesh frozen in place to you get some fun stretching.
[QUOTE=questionablyi;52369079]Yes sir. I probably should have taken a picture with one of the more epic violent spazing out. But yeah you can see the Pinstripe action in the thighs? Well my pants are a solid color so you shouldn't see that. But yeah with some code I have tried it "hedgehogs" (virtices shooting out in every direction) and others it collapses in on itself... And in TFMV (HLMV modded) it does that awesome thing where if you move the model it keeps the effected mesh frozen in place to you get some fun stretching.[/QUOTE]
It's definitely something related to trying to collapse to bip_pelvis, I've had the same issue with Demoman but havent found a solution yet.
This is very late as I write this... So I'm going to be brief. Delved into the source files and found the code that I wanted. I'll come back tomorrow when I'm more awake and give you guys the details... I just wanted to post this so no one wastes anymore time trying to help me with my bone collapse issue.
Quick question when it comes to modifying sounds.
Typically you need your sound files to be the exact same length as the original, lest you want the original to still play, the modified one to sometimes play, ear shattering static, or all 3 at once.
However I'm trying to extend a sound file. Note though this is in Left 4 Dead 2. I know where I am, I'm just sure this is where people talented with modifying source games would be while I drop a quick question.
What has got me stumped is I'm trying to modify a first person weapon sound to be 15s long, up from the original of about 0.5s. When tested the new sound plays, but only for 0.5s. Using snd_updateaudiocache or snd_rebuildaudiocache don't work.
To be exact, the Adrenaline item has a sound that plays only to the user. Trying to extend it to 15s.
Got me stumped because there's a soundpack mod out there that replaces all of Rochelle's dialogue with Zoey's, both official and edited spliced dialogue. These replacement files are both shorter and longer, and the use of snd_rebuildaudiocache solves errors. No static, nothing.
So all and all, wanted to know if anyone knows a work around when it comes to source games. If not, that's no problem.
Alrighty guys. After having a huge headache learning what code to put into my .QC files to fix bone collapsing going on in my LODs, I figured I would make a quick tutorial to spare future workshoppers the same headache.
I realize that much of this tutorial will be old hat for you fancy [B]LITERATES[/B]... But for us other workshoppers who have learned how to 'shop through smell and color identification... Well I figure this tutorial will be perfect for you.
[URL=http://i.imgur.com/5LGEqmh.png][IMG]http://i.imgur.com/5LGEqmhl.png[/IMG][/URL]
It's unreadable I know. Here's a link to the full size image:
[URL="http://i.imgur.com/5LGEqmh.png"]http://i.imgur.com/5LGEqmh.png[/URL]
Hope this helps out that small niche of workshoppers that are good enough to gotten to this late game problem but still haven't learned this.
[QUOTE=Muhai;52368903][IMG]https://images.discordapp.net/attachments/301593445267406848/313172670906892289/unknown.png?width=524&height=476[/IMG]
I'm still needing a rigger for this engineer mechanic's jumpsuit top.
please let me know if anyone is interested. I've been told it has lots of potential, just cant find a dang rigger![/QUOTE]
Could you show the mesh at 50% opacity in order to see Engie's default geometry wireframe as well? As someone pointed out, if the mesh topology is not close to Engie's default topology, the rigger will have a hard time.
Also, can you show a version with smooth shading? the pockets geometry looks a bit odd.
Btw, you need to consider Engie hunches over a bit in the default animations, and geometry close to his stomach usually looks squashed, you might need to move up that zipper slider a bit.
And finally, are the UVs done already? UV'ing after rigging could break the rig, depending on the software you use, I have seen this happen in max quite a few times.
[video=youtube;65ASdPl-YAo]https://www.youtube.com/watch?v=65ASdPl-YAo[/video]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=949259046"][img]http://i.imgur.com/UUQzr0X.jpg[/img][/URL]
Originally supposed to be an all-class Tottaly-Not-Rancho-Relaxo taunt that I thought I'll get to finish before the jungle update.
[QUOTE=Populus89;52372209][video=youtube;65ASdPl-YAo]https://www.youtube.com/watch?v=65ASdPl-YAo[/video]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=949259046"][img]http://i.imgur.com/UUQzr0X.jpg[/img][/URL]
Originally supposed to be an all-class Tottaly-Not-Rancho-Relaxo taunt that I thought I'll get to finish before the jungle update.[/QUOTE]
Not sure how i feel about this one lol. feels a bit too much of a copy. hand behind the head, holding onto drink with right hand.
I get that this is kinda a joke but still, ya know?
[QUOTE=JZeeba;52372078]Could you show the mesh at 50% opacity in order to see Engie's default geometry wireframe as well? As someone pointed out, if the mesh topology is not close to Engie's default topology, the rigger will have a hard time.
Also, can you show a version with smooth shading? the pockets geometry looks a bit odd.
Btw, you need to consider Engie hunches over a bit in the default animations, and geometry close to his stomach usually looks squashed, you might need to move up that zipper slider a bit.
And finally, are the UVs done already? UV'ing after rigging could break the rig, depending on the software you use, I have seen this happen in max quite a few times.[/QUOTE]
the UV's are already don't and ill get the modeler to show all that you have requested.
[editline]17th June 2017[/editline]
[IMG]https://puu.sh/wnb7e/6540df706b.png[/IMG]
here u are.
modeler: "I modelled it with the base mesh in mind so it shouldnt be a problem". "pockets shouldnt be a problem if normals are done right"
[QUOTE=Muhai;52372668]the UV's are already don't and ill get the modeler to show all that you have requested.[/QUOTE]
There's a few things that could be improved, like having the collar in a separate UV island, but add me on steam to talk, I may be able to help with the rig.
[QUOTE=questionablyi;52372023]Alrighty guys. After having a huge headache learning what code to put into my .QC files to fix bone collapsing going on in my LODs, I figured I would make a quick tutorial to spare future workshoppers the same headache.
I realize that much of this tutorial will be old hat for you fancy [B]LITERATES[/B]... But for us other workshoppers who have learned how to 'shop through smell and color identification... Well I figure this tutorial will be perfect for you.
[URL=http://i.imgur.com/5LGEqmh.png][IMG]http://i.imgur.com/5LGEqmhl.png[/IMG][/URL]
It's unreadable I know. Here's a link to the full size image:
[URL="http://i.imgur.com/5LGEqmh.png"]http://i.imgur.com/5LGEqmh.png[/URL]
Hope this helps out that small niche of workshoppers that are good enough to gotten to this late game problem but still haven't learned this.[/QUOTE]
Not the hero we deserve, but the hero we need
[QUOTE=questionablyi;52372023]Alrighty guys. After having a huge headache learning what code to put into my .QC files to fix bone collapsing going on in my LODs, I figured I would make a quick tutorial to spare future workshoppers the same headache.
I realize that much of this tutorial will be old hat for you fancy [B]LITERATES[/B]... But for us other workshoppers who have learned how to 'shop through smell and color identification... Well I figure this tutorial will be perfect for you.
Hope this helps out that small niche of workshoppers that are good enough to gotten to this late game problem but still haven't learned this.[/QUOTE]
In older emporiums there used to be a resource called "decompiled game models" that I've been using ever since (forgot the name of the author though :(). It was a nice download because it has all the .qci for lods, and the meshes organized and separated by bodygroups and lods. I could provide a link, but it would be much better if the author is here and could provide a link to it and maybe even a new version? :)
[QUOTE=JZeeba;52374426]In older emporiums there used to be a resource called "decompiled game models" that I've been using ever since (forgot the name of the author though :(). It was a nice download because it has all the .qci for lods, and the meshes organized and separated by bodygroups and lods. I could provide a link, but it would be much better if the author is here and could provide a link to it and maybe even a new version? :)[/QUOTE]
That would be awesome! I figure if proper credit was given you wouldn't be "stealing their thunder".
But yeah it would be awesome if the same resources (or even more resources) were made obviously available to new comers to the workshop and not just assumed that people should know this by now. I figure new guys getting in on this action have enough to worry about competing with people that are "professionals" that they shouldn't also be working with a handicap of having "basic" resources hidden from them.
Sorry but this is coming from the frustration of a workshopper that came late to the scene and has actually learned how to be a decent 3d artist solely through work shopping and studying like crazy in his spare time. I would really like to see future workshoppers spared some of the anxiety of having to catch up.
On that note: At times I have wondered if I should make a few video tutorials... My logic I haven't is that I worried about not being knowledgeable enough having been all self taught... But more so why I haven't is, like the rest of you, I'm just not sure how much more life TF2 has... I'd hate to spend the time crafting these tutorials and have the effort wasted because TF2 closed shop in another year or two... But yeah... If you think we could use more tutorials to compliment HellJumper's great getting started videos. I would consider getting started on that soonish.
[QUOTE=JZeeba;52374426]In older emporiums there used to be a resource called "decompiled game models" that I've been using ever since (forgot the name of the author though :(). It was a nice download because it has all the .qci for lods, and the meshes organized and separated by bodygroups and lods. I could provide a link, but it would be much better if the author is here and could provide a link to it and maybe even a new version? :)[/QUOTE]
that sounds like literally everything you get just by decompiling the character MDLs
I have all of the above just from crowbar, not like he can really take credit for something that's done in one step that everyone has access to
[QUOTE=NeoDement;52367815]
[img]https://steamuserimages-a.akamaihd.net/ugc/862851459009196110/3387371E95305D721FD1299DFE072A287E6FE6EB/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358[/img][/QUOTE]
[B](;﹏;)[/B]
[sp]Real talk I like plushie Hale. Probably the best pocket item to come out in a long while[/sp]
Started doing some sniper stuff
[img]https://puu.sh/wnGvN/65983cbb54.png[/img]
[QUOTE=Svdl;52374943]Started doing some sniper stuff
[img]https://puu.sh/wnGvN/65983cbb54.png[/img][/QUOTE]
How does the bolt works? It doesn't seem to have a lot of place to really operate.
[QUOTE=JZeeba;52373666]There's a few things that could be improved, like having the collar in a separate UV island, but add me on steam to talk, I may be able to help with the rig.[/QUOTE]
sorry, I found a rigger just last night, they claim to be confident in being able to rig up the whole thing. ill let u know if things go south
[QUOTE=Muhai;52372668]the UV's are already don't and ill get the modeler to show all that you have requested.
[editline]17th June 2017[/editline]
[IMG]https://puu.sh/wnb7e/6540df706b.png[/IMG]
here u are.
modeler: "I modelled it with the base mesh in mind so it shouldnt be a problem". "pockets shouldnt be a problem if normals are done right"[/QUOTE]
You're wasting way too much UV space here. I'd highly recommend taking a look at other jackets and redoing the UVs. The sleeves should be mirrored, for example (unless you really want them to look vastly different).
[QUOTE=Svdl;52374943]Started doing some sniper stuff
[img]https://puu.sh/wnGvN/65983cbb54.png[/img][/QUOTE]
I don't like some of the details I will admit.
The front metal band makes it look like the wood is made from putty and also the scope being at an upwards angle is pretty weird looking.
The whole front grip being in mismatched sections and all the curves it has makes me think that it's starting to go beyond what TF2 weapons should be like, the lack of neat straight lines is probably what is throwing me off.
Also why does the barrel shrink inwards?
My final thoughts: tone it back and keep things simple and your lines clean. In your first person styled view the gun looks wonky as hell and I think you'd have a great gun if it wasn't so filled with curves everywhere.
[URL="http://steamcommunity.com/id/sinhelv/"]if any1 is looking for particle work, hmu[/URL] [IMG]https://facepunch.com/fp/ratings/heart.png[/IMG]
[QUOTE=Gadget | TF2M;52375148]You're wasting way too much UV space here. I'd highly recommend taking a look at other jackets and redoing the UVs. The sleeves should be mirrored, for example (unless you really want them to look vastly different).[/QUOTE]
I was planning on making the normals on the sleeves different. I personally thing mirrored sleeves look weird. And will look much nicer if the folds and wrinkles are a bit different on each side. Plus it can always be changed if we really need it
[editline]18th June 2017[/editline]
[QUOTE=testinglol;52375314][URL="http://steamcommunity.com/id/sinhelv/"]if any1 is looking for particle work, hmu[/URL] [IMG]https://facepunch.com/fp/ratings/heart.png[/IMG][/QUOTE]
added
[editline]18th June 2017[/editline]
[IMG]https://puu.sh/wnM2b/9070eb93fe.png[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=947053723[/url]
[URL="http://steamcommunity.com/id/gaybenavi"]I'm up for making particles for weapons, add me if you need some.[/URL]
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