[t]http://i.imgur.com/0lGExub.png[/t]
Does anybody have a clue on how to fix these issues?
First image is just for reference, second picture is an issue with bones and picture three is an issue with transparent materials.
[del]As for the first issue, I've got no idea what could be causing it. The model is made out of three identical objects, parented to prp_cannister3, prp_cannister2, and prp_cannister1. However, only the object parented to prp_cannister3 works correctly.
This surely must have something to do with the fact that when I export the group I get a "WARNING: multiple armatures detected", and I'd like to do something about it, however none of my research attempts has brought me any information.[/del]
As for the second issue: I use two materials - one for the "external shell" of the canister and one for the internal cylinder (colored in yellow). The first material is $translucent in order to make the glass work, and the non-transparent parts are alpha'd correctly. The second material (the only reason I'm using both opaque and transparent parts on the first material instead of dividing them) has self-illumination on.
From what I've read this seems like it is an issue with Source Engine and there is not much that can be done. I've tried inserting $mostlyopaque in the QC (either at the end or at the start of it just to be sure) but no dice. If no solution is found I'm gonna have to ditch the self illuminated material, sadly.
[editline] aaa[/editline]
I managed to fix the first issue by myself: apparently the warning had nothing to do with it, and the problem was that when I copy-pasted the object, instead of each copy of the object being parented to the original skeleton (like I assumed it would have worked) it parented each object to a copy of the skeleton. When I looked at the vertex groups nothing looked wrong because obviously the vertex groups were the same, it was the armature that was different.
[QUOTE=SediSocks;50894759]They updated some on the 31st of May but none after that, though I don't know of any non-multiclass updates that have been submitted since then.[/QUOTE]
I submitted a dark fur style for the insulated inventor on june 5th and have emailed several times and have gotten absolutely no response whatsoever.
No emails back, no comments on the hidden style submission.
Haven't even gotten another view on the item.
RIP creator updates. At least for now.
so...
[IMG]https://dl.dropboxusercontent.com/u/7354164/TF2/Mods/EmporiumModPromo_MiniDispenser.png[/IMG]
this one is not working, I can't download it, I don't know if it's only happening to me
Ever wanted the scout to sing some songs for your main menu, or have you ever wanted some Tracer ripoff quote as a domination quote?
Now you can!
I'm feeling lazy so I'll leave the VPKs here.
[URL="https://www.dropbox.com/s/15lov23oyxotv9a/scoutmusic.vpk?dl=1"]Scout singing "It's Not Unusual," "All Star," and "Wake Me Up"[/URL]
[URL="https://www.dropbox.com/s/mchqbyhkyh41b48/scouttracer.vpk?dl=1"]Tracer "Cheers Love!" line[/URL]
[URL="https://www.dropbox.com/s/r7ye500gmew887d/Scout%20Music%20and%20Tracer%20Quote.vpk?dl=1"]Both[/URL]
[editline]16th August 2016[/editline]
[QUOTE=joseloco;50896634]so...
[IMG]https://dl.dropboxusercontent.com/u/7354164/TF2/Mods/EmporiumModPromo_MiniDispenser.png[/IMG]
this one is not working, I can't download it, I don't know if it's only happening to me[/QUOTE]
That's just an image, but yes, the link in the OP leads to the item above it
[T]http://puu.sh/qDPbW/07757dc4eb.png[/T]
settled on this, thoughts?
[T]https://puu.sh/qDRYe/9062ec66aa.png[/T][T]https://puu.sh/qDRVY/fece7c99b6.png[/T][T]https://puu.sh/qDRXJ/255228e388.png[/T]
based on
[T]https://pbs.twimg.com/media/CWWGpkBXAAANTNv.jpg[/T]
It will have jigglebones, right?
Is good.
[QUOTE=MarcusSmith;50898972]It will have jigglebones, right?
Is good.[/QUOTE]
I guarantee it
I have a problem with compiling models.
It doesn't matter what I do, as long as the $cdmaterials folder exists, my model comes up invisible in HLMV. I know the model is there because I can see it in wireframe. If the folder doesn't exist, the model comes up def textured as normal, but if it exists it won't even bothering looking at the materials I've defined inside the folder itself, it will always load two generic materials with the wrong shader (LightmappedGeneric instead of VertexLitGeneric).
My model uses two materials (called "glass" and "main") and this is reflected in HLMV, but even if I compile without materials, leaving my $cdmaterials directory empty, HLMV will show the model having two LightmappedGeneric materials.
Hey, guys. I'm working on getting this Tuco Ramirez concept improved to finally an acceptable standard and found that the jacket was what was wrong. I decided to try and redo it, adding detail, tidying the pinstripes, removing the noose, redoing the colours, and adding pockets to get this:
[img]http://i.imgur.com/tEqDZHG.png[/img]
Big Bob suggested adding a tie. I wanted to know what you all thought. This was one of my first concepts, so it'd be great to get it done, and any feedback would be very appreciated.
[URL="http://i.imgur.com/LuGWANF.png"][B]Here's a link to the original, for reference.[/B][/URL]
[QUOTE=YeWelshTabby;50914727]Hey, guys. I'm working on getting this Tuco Ramirez concept improved to finally an acceptable standard and found that the jacket was what was wrong. I decided to try and redo it, adding detail, tidying the pinstripes, removing the noose, redoing the colours, and adding pockets to get this:
[img]http://i.imgur.com/tEqDZHG.png[/img]
Big Bob suggested adding a tie. I wanted to know what you all thought. This was one of my first concepts, so it'd be great to get it done, and any feedback would be very appreciated.
[URL="http://i.imgur.com/LuGWANF.png"][B]Here's a link to the original, for reference.[/B][/URL][/QUOTE]
I understand why the noose was removed, but I still liked that it made it more unique.
What if the noise, the tie, and the tieless were all styles?
Like something on the likes of
Tie - Business
No tie - Casual
Noose - Vacation
Did a big update on [b]plr_valentine[/b], Its now 98% detailed.
[img_thumb]http://i.imgur.com/Xaj4Tyh.jpg[/img_thumb]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=731560565[/url]
[img_thumb]http://i.imgur.com/ft2LpNF.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/f5JywPx.jpg[/img_thumb]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=731560565[/url]
[QUOTE=A_Guardian;50896274]I submitted a dark fur style for the insulated inventor on june 5th and have emailed several times and have gotten absolutely no response whatsoever.
No emails back, no comments on the hidden style submission.
Haven't even gotten another view on the item.
RIP creator updates. At least for now.[/QUOTE]
Im 90 percent certain this has to do with the new keyless crates. Feel like your case could be fine cause you arent multi classing but yeah.
Also that map looks amazing, just the kind of thing I was hoping people would make.
[QUOTE=bakscratch;50916956]map[/QUOTE]
now that's what I call aesthetic
[QUOTE=bakscratch;50916956]Did a big update on [b]plr_valentine[/b], Its now 98% detailed.
[img_thumb]http://i.imgur.com/Xaj4Tyh.jpg[/img_thumb]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=731560565[/url]
[img_thumb]http://i.imgur.com/ft2LpNF.jpg[/img_thumb]
[img_thumb]http://i.imgur.com/f5JywPx.jpg[/img_thumb]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=731560565[/url][/QUOTE]
i NEED a nighttime version
Maybe I could have the noose on the cable instead of the neck?
[img]http://i.imgur.com/XMm4RT2.png[/img]
[I](very rough drawing)[/I]
[img]http://i.imgur.com/mEvqmcj.png[/img]
I decided to make a vote to see which way to take this.
Zing = Noose
Informative = Tie
Friendly = Plain
Useful = All as styles
I want to unwrap a ring, but it just turns out like this:
[IMG]http://puu.sh/qJa3v/2133663ebe.png[/IMG]
Is there a way to automatically unwrap it as a straight rectangular strip, kinda like this? (did this by straightening one of the edge loops and pinning it, it doesn't even look good but you get what I'm saying)
[IMG]http://puu.sh/qJa2V/61c763cedd.png[/IMG]
This is a thing that's been bugging me for a long time, would love to know if it's possible to do this automatically.
[QUOTE=Flubbman;50923869]I want to unwrap a ring, but it just turns out like this:
[IMG]http://puu.sh/qJa3v/2133663ebe.png[/IMG]
Is there a way to automatically unwrap it as a straight rectangular strip, kinda like this? (did this by straightening one of the edge loops and pinning it, it doesn't even look good but you get what I'm saying)
[IMG]http://puu.sh/qJa2V/61c763cedd.png[/IMG]
This is a thing that's been bugging me for a long time, would love to know if it's possible to do this automatically.[/QUOTE]
The [URL="https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Uv_Squares"]UV Squares[/URL] plugin for Blender can do this, though its sometimes a bit finicky.
You can also select a loop and hit w then use align to do it manually:
[IMG]https://dl.dropboxusercontent.com/u/11945129/ShareX/2016/08/2016-08-21_16-59-29.png[/IMG]
[QUOTE=YeWelshTabby;50923537][img]http://i.imgur.com/mEvqmcj.png[/img]
I decided to make a vote to see which way to take this.
Zing = Noose
Informative = Tie
Friendly = Plain
Useful = All as styles[/QUOTE]
The electric cord noose could work as its own item
Or a lasso.
Also try coloring the jacket lapels and pockets the color of the overalls to match the straps on stock, which breaks the silhouette less.
[QUOTE=SediSocks;50924047]The [URL="https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/UV/Uv_Squares"]UV Squares[/URL] plugin for Blender can do this, though its sometimes a bit finicky.
You can also select a loop and hit w then use align to do it manually:
[IMG]https://dl.dropboxusercontent.com/u/11945129/ShareX/2016/08/2016-08-21_16-59-29.png[/IMG][/QUOTE]
Wow, never realized this existed. I've been doing almost all UV squares using the straighten/align tool.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=750030242"]The Hatvich[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=750030242"][IMG]http://images.akamai.steamusercontent.com/ugc/267223080231307779/716BD1EDCC06E3FF319890D07723E92C5CACE7DA/[/IMG][/URL]
[t]http://images.akamai.steamusercontent.com/ugc/267223080231332199/29A153104AD5486A970A379FEAF3F273A0FFE33F/[/t]
mod for this fucked up thing :
[URL="https://www.dropbox.com/s/poynoa6o2dyk37j/The_Hatvich.zip?dl=0"][IMG]http://puu.sh/qL3aN.png[/IMG][/URL]
crosspost from frontline
[QUOTE=DeRosaJ;50931707][t]http://puu.sh/qKUl7/4a21d0d5f2.png[/t]
I have this model here that might fit into the theme if textured right-- it was originally for the Tomb Raider contest.
If anyone would like to collaborate on it with me, hit me up (I'll fix the AO and errything)[/QUOTE]
[QUOTE=chandlerj333;50925180]The electric cord noose could work as its own item
Or a lasso.
Also try coloring the jacket lapels and pockets the color of the overalls to match the straps on stock, which breaks the silhouette less.[/QUOTE]
When I try the overalls colour on the lapels and pockets it seems very forced and out of place. Plus, though not a necessity, it goes a bit against the reference, and I've already strayed a bit from it adding the tie. I did add a gradient and used the colour of the overalls to work into the pinstripes, so hopefully that sorts out the colour palette issue. The noose can be discussed with the modeller, if this gets claimed.
[img]http://i.imgur.com/3QqkqHe.png[/img]
Thank you guys for all the advice, btw. Unless anyone has anything to suggest, this is up for claiming.
[IMG]http://puu.sh/qOspi/0e7d334301.png[/IMG]
[IMG]http://puu.sh/qOsqq/577aba4f5e.png[/IMG]
taken by my dude vap
I'm making a workshop weapon to replace the smg, and due to its design in needs custom animations. I've created those animations and they are in .smd format, however how would I go about making them override the default smg animations?
Are there apart from the Frontline-Project any plans for the upcoming [B][I]Halloween-Update[/I][/B]? Can somebody clarify this?
There's probably people already working on either unique Halloween maps or Halloween reskins. Maps tend to take quite a bit of work.
Sorry, you need to Log In to post a reply to this thread.