[QUOTE=NuggetWarmer;50528432]I don't think pixel art is the best way to get your concept across. It's hard to tell what anything in there is, and the design seems pretty uninspired and bland. Why can't you draw it on the classes?[/QUOTE]
I do not own a tablet, nor a good drawing software. I could try making it on paper if that's okay
[QUOTE=GlutenFree;50528452]I do not own a tablet, nor a good drawing software. I could try making it on paper if that's okay[/QUOTE]
Gimp and Krita are free, and it is possible to draw with a mouse. However, if nothing else, pen and paper is better than such simple pixel art.
[QUOTE=NuggetWarmer;50528495]Gimp and Krita are free, and it is possible to draw with a mouse. However, if nothing else, pen and paper is better than such simple pixel art.[/QUOTE]
Okay, thanks a lot!
So, I was compiling a model through the in-game compiler and came across a problem that I can't explain. I did some LODs, and their UV's where fixed so there are not black bits showing up (you know, when the UV gets simplified that sometimes happens). I export the LODs as smd and all, but when I open them with the importer it is like I never changed the UVs, the black bits ares till there like an unpolished UV. The files are the correct ones and all, and I can't recall having this problem before. Any idea why would this happen?
[t]https://s33.postimg.org/xnl6dcmfz/no_black_bits.jpg[/t][t]https://s33.postimg.org/kne0unp9b/black_bits.jpg[/t]
[QUOTE=Ground Man;50527268]Can the model I am making use its own bones for animation?Would I be able to link my model's bones to the ones they correspond to on the sniper bone rig? This model is for the sniper[/QUOTE]
You can. Make sure that the model is rigged to at least one bone from the skeleton too.
Simply create your animation, compile it as the "ref" sequence in your qc and add autoplay to the line:
[code]$sequence ref "Youranimfile" fps 30.00 autoplay[/code]
The only downside to this is that it will play on a loop automatically , and there is no way to turn it on/off. Also it probably won't work in the importer preview, and I don't know if it can be imported at all, but it is possible.
Uploaded a medic set:
[URL="http://steamcommunity.com/workshop/filedetails/?id=704142990"][IMG]http://puu.sh/puo2J.png[/IMG][/URL]
[B][URL="http://steamcommunity.com/workshop/filedetails/?id=704142990"]The Armored Guardian[/URL][/B]
Click to go to the collection
[QUOTE=Petachepas;50528988]So, I was compiling a model through the in-game compiler and came across a problem that I can't explain. I did some LODs, and their UV's where fixed so there are not black bits showing up (you know, when the UV gets simplified that sometimes happens). I export the LODs as smd and all, but when I open them with the importer it is like I never changed the UVs, the black bits ares till there like an unpolished UV. The files are the correct ones and all, and I can't recall having this problem before. Any idea why would this happen?
[t]https://s33.postimg.org/xnl6dcmfz/no_black_bits.jpg[/t][t]https://s33.postimg.org/kne0unp9b/black_bits.jpg[/t][/QUOTE]
got any leftover modifiers on the mesh? Clear out all your exported meshes and export again, just to make sure you're playing with a clean slate
[QUOTE=Trilby Harlow;50530443]got any leftover modifiers on the mesh? Clear out all your exported meshes and export again, just to make sure you're playing with a clean slate[/QUOTE]
Checked the exported .smd files and the UVs were fine. Cleaned all modifiers and just added the smooth. Exported again.
Still the same problem, it's driving me crazy. I am still using the correct files for compiling.
Did you try re-importing from scratch in the ingame importer?
When you load a workshop .zip file in the importer it doesn't load the models/textures from the original location, but from the zip file.
On the other hand, if you load the manifest.txt instead of the zip file it will load the models/texture files from the original location you imported.
[QUOTE=BANG!;50532270]Did you try re-importing from scratch in the ingame importer?
When you load a workshop .zip file in the importer it doesn't load the models/textures from the original location, but from the zip file.
On the other hand, if you load the manifest.txt instead of the zip file it will load the models/texture files from the original location you imported.[/QUOTE]
Well, I choose the smd files from the directory in which I put them. But yeah, I'll try exiting the importer and trying it from the start.
I am getting the same thing using the MDLCompiler. It's such a silly error that will probably have a silly fix yet it's so frustrating.
[QUOTE=Petachepas;50532357]Well, I choose the smd files from the directory in which I put them. But yeah, I'll try exiting the importer and trying it from the start.
I am getting the same thing using the MDLCompiler. It's such a silly error that will probably have a silly fix yet it's so frustrating.[/QUOTE]
Don't just exit the importer and re-export the files. Delete the smds, and delete the importer zip like Bang said. Then export the smds again.
[QUOTE=TheJukebox;50532409]Don't just exit the importer and re-export the files. Delete the smds, and delete the importer zip like Bang said. Then export the smds again.[/QUOTE]
I deleted every zip that was related to the compiled previews and such, also deleted the smd files and got new ones named in a sightly different way. Tried compiled form scratch, and I am still getting the same error. It's truly amazing.
Thanks for trying to help though, I ran out of idea time ago about how to fix this.
Crosspost from the Iron Gauntlet thread
[QUOTE=Szraneraxtq;50532347]I'm unsure of the status of Iron Gauntlet, so I'm not quite sure about what to do with these weapon unusuals. They're all basically done, asides from a viewmodel verison of each effect being made (56 particles required in total for that whooo) I might as well post these in hopes that it could help spark life into the project again. The names are just placeholder until I think of more suitable ones
[u][b]Electrical[/u][/b]
[img]http://i.imgur.com/gB6cw4i.gif[/img]
[u][b]Malfunctioning[/u][/b]
[img]http://i.imgur.com/Dqg6olI.gif[/img]
[u][b]Plasma[/u][/b]
[img]http://i.imgur.com/oj6jf3A.gif[/img]
[u][b]Nebula[/u][/b]
[img]http://i.imgur.com/dhmpA82.gif[/img][/QUOTE]
I think they all look cool except Nebula, but I am curious how they look on weapons other than the medigun, they look specifically designed to fit its barrel almost
[QUOTE=NeoDement;50532572]I think they all look cool except Nebula, but I am curious how they look on weapons other than the medigun, they look specifically designed to fit its barrel almost[/QUOTE]
To be fair all weapon unusuals are based around cylindrical shapes. Nebula was an awkward one... I couldn't think of a cool fourth one to do, so I somewhat rehashed a particle I made 4 years ago. Here are some screenshots of them in action, pardon the awkward angles
[t]http://images.akamai.steamusercontent.com/ugc/312241321113061802/AB1351D533A1028AC5F62295E44366BB3D4C893C/[/t][t]http://images.akamai.steamusercontent.com/ugc/289726966106267275/32EC3694C48FA7D7CAF32D93D66AEC50F51501B2/[/t][t]http://images.akamai.steamusercontent.com/ugc/289726966099550766/6869940E5E9E1E7F0C4218E06AA3A01BF56CA2B3/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/289727601177537663/BE2C101205E5F97C71E345C1AA0902ED72C7D632/[/t][t]http://images.akamai.steamusercontent.com/ugc/289727601177538195/AD88D3CBE56B097D4F1F1F2608C349D191C939AB/[/t][t]http://images.akamai.steamusercontent.com/ugc/289727601177538642/6F97F88B28B268C711047668858A1797CB214049/[/t]
Pretty sure I've mentioned this to you before, but Electrical and Plasma are definitely the best. Both are very readable from a distance and are thematically appropriate. Malfunctioning is good, too, but since it looks a lot like a damaged sentry, I dunno what that translates to as readability.
I am quite frankly not a fan of the nebula one at all. I don't like how it looks superimposed on the weapons.
[QUOTE=Petachepas;50532454]I deleted every zip that was related to the compiled previews and such, also deleted the smd files and got new ones named in a sightly different way. Tried compiled form scratch, and I am still getting the same error. It's truly amazing.
Thanks for trying to help though, I ran out of idea time ago about how to fix this.[/QUOTE]
I have another guess as what could be causing that but first let's check simpler things.
Can you post screenshots of the UV map for each LOD, a screenshot of each LOD mesh in wireframe mode?
also your color texture, alpha channel, and if the item is painted the paint mask.
I am guessing the orange part of the model shown in the ingame preview is being painted, which is why you don't see the black spots in the modelling program.
If it is painted, then I guess the artifacts you are getting on the lower LODs are due to the way you unwrapped the UV map for that part of the mesh and in the lower lods that part of the UV changes and its an area that's not masked as paintable or the AO.
[QUOTE=BANG!;50533025]I have another guess as what could be causing that but first let's check simpler things.
Can you post screenshots of the UV map for each LOD, a screenshot of each LOD mesh in wireframe mode?
also your color texture, alpha channel, and if the item is painted the paint mask.
I am guessing the orange part of the model shown in the ingame preview is being painted, which is why you don't see the black spots in the modelling program.
If it is painted, then I guess the artifacts you are getting on the lower LODs are due to the way you unwrapped the UV map for that part of the mesh and in the lower lods that part of the UV changes and its an area that's not masked as paintable or the AO.[/QUOTE]
The paint is translucent, so they should be showing. The UVs are adapted to the LOD0 AO, so they should be adapted to the alphas as well. I'll get images later
[QUOTE=Petachepas;50532254]Cleaned all modifiers and just added the smooth. Exported again.
[/QUOTE]
Idiot check here, but by smooth do you mean subsurfing? if so, is smooth UV's checked?
[QUOTE=Trilby Harlow;50535029]Idiot check here, but by smooth do you mean subsurfing? if so, is smooth UV's checked?[/QUOTE]
The modifier I used was Edge Split in Blender for smoothing. I cleaned all modifiers and just only added that one again.
Mod
[URL="http://gamebanana.com/skins/146717"][IMG]https://i.imgur.com/JZOh87C.png[/IMG][/URL]
[QUOTE=Szraneraxtq;50532501]Crosspost from the Iron Gauntlet thread[/QUOTE]
They look good IMO, I'd love to have an Strange Unusual Kritzkrieg with the Electrical effect on it...
Nebula might need a little more umph too it though BTW... It's doesn't really stand out well compared to the others at least.
EDIT: Doh, didn't notice it in the screenshot where he addressed that issue I had with energy orbs on weapons like scatterguns, my ba... lol
So, I remember there was a guy fieri set somewhere on the workshop. Can someone link me it? I cant find it
[QUOTE=Digivee;50536497]So, I remember there was a guy fieri set somewhere on the workshop. Can someone link me it? I cant find it[/QUOTE]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=616149586&searchtext=[/url]
?
[t]http://i.imgur.com/gFgfRmB.png[/t] [t]http://i.imgur.com/tiOKDhu.png[/t] [t]http://i.imgur.com/vyzG4tG.png[/t]
Welcome to another world of complicated UV mapping...
Anyways, Wip, making sort of crossbow/ballista mix for heavy.
Any criticism?
[QUOTE=Szraneraxtq;50532501]Crosspost from the Iron Gauntlet thread[/QUOTE]
Holy shit, I'd pay for an Unusual Grenade Launcher with that Plasma effect.
[QUOTE=Kirillian;50539042][t]http://i.imgur.com/gFgfRmB.png[/t] [t]http://i.imgur.com/tiOKDhu.png[/t] [t]http://i.imgur.com/vyzG4tG.png[/t]
Welcome to another world of complicated UV mapping...
Anyways, Wip, making sort of crossbow/ballista mix for heavy.
Any criticism?[/QUOTE]
the wheels look out of place. are they large rubber wheels? I think you should try a more medieval circular wooden wheel or replace the wheel assembly with something different entirely. what about some sort of mechanism to automatically load the bolts?
[QUOTE=Kirillian;50539042][t]http://i.imgur.com/gFgfRmB.png[/t] [t]http://i.imgur.com/tiOKDhu.png[/t] [t]http://i.imgur.com/vyzG4tG.png[/t]
Welcome to another world of complicated UV mapping...
Anyways, Wip, making sort of crossbow/ballista mix for heavy.
Any criticism?[/QUOTE]
Looks really unbalanced rn, put a big box of bolts under the thing. Also model the bolt as a separate projectile instead of being a part of the gun.
[QUOTE=Kirillian;50539042]Snip-O[/QUOTE]
It's alright, Get rid of those wheels. Add a [URL="http://www.act.com.sg/dominion/images/BallistaPic.jpg"]support frame[/URL] something that when crouching looks like its placed on the ground.
[QUOTE=OneFourth;50539270]the wheels look out of place. are they large rubber wheels? I think you should try a more medieval circular wooden wheel or replace the wheel assembly with something different entirely. what about some sort of mechanism to automatically load the bolts?[/QUOTE]
I think it's design is suppose to be based off of those really big siege like weapons you often see in RTS games of that area. Where the wheels are needed to actually get the thing around to functionally use. The problem is, it's way to small to ever to be needing such a thing to exist. Heavy clearly has no reason to need it since he can clearly pick the thing up himself, it's also not remotely big at all compared to the weapon I was talking about above, which was as big as a catapult if I recall.
I'm curious as to if it would be a projectile weapon though... I'm also a little worried about where this weapon would fit in both normal play and mid-evil mode. Heavy's fairly powerful in Mid-evil mode thanks to unlocks like KGB and Buffalo Steak Sandvich being a thing, not to mention having a powerful ranged attack might be a bit excessive for the game mode as is.
Then in normal gameplay, how would a weapon like this fair against his miniguns?
Outside of that, I will openly admit the design is neat. Kind of reminds me of a custom QuakeWorld Team Fortress Rocket Launcher model someone made that you could actually see the rocket in the launcher before you fired it off. Looks a little thin though...
[IMG]http://i.imgur.com/ibGJOZO.png[/IMG]
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