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SgtR007
12-25-2012, 11:35 AM
http://cloud.steampowered.com/ugc/559835772203948835/C4323B78C3933EFF7C4A093D9789F0C5EBED1794/ (http://steamcommunity.com/sharedfiles/filedetails/?id=115717305)

Please vote!

RetroMike
12-25-2012, 11:42 AM
http://img.photobucket.com/albums/v170/DarkTwist/Set_zpsdb8f520d.png (http://steamcommunity.com/sharedfiles/filedetails/?id=115717230)

This is a set I just completed. Please vote is you like it :)

emrfish6
12-25-2012, 09:16 PM
No more square buttons and 50% MORE buttons

http://puu.sh/1FneV

SgtR007
12-27-2012, 07:09 PM
Kenshin which class is that for?

emrfish6
12-27-2012, 08:20 PM
Kenshin which class is that for?

Its for the engi, this was the original version http://steamcommunity.com/sharedfiles/filedetails/?id=104698627

Sexy Robot
12-28-2012, 05:58 PM
http://puu.sh/1GzoU/22f46dbde2875e79cf0ead12b27835d6

Imagine the white sleeve parts aren't there any more.

qwerterio
12-29-2012, 02:37 AM
Hi guys, i've been modeling in Blender for quite a while and never got anything done. Either I'm too lazy to finish it or something is terribly awful. Obviously i'm an amateur even at Blender to know how to fix things.

I got into modeling this Stop sign and I unwrap and wonder if this is the right way to unwrap? What i mean is, am i using Mark Seams right?

http://i.imgur.com/sgIlF.png

I'm also getting these lines that shouldnt be there so obviously i'm not doing it right.

http://i.imgur.com/o4nCT.png

Any Blender users know how to Unwrap correctly?

Doughnut Bear
12-29-2012, 02:11 PM
http://img210.imageshack.us/img210/8058/28691840.jpg

progress on my mkinigun so far, crits?

emrfish6
12-29-2012, 05:19 PM
Hi guys, i've been modeling in Blender for quite a while and never got anything done. Either I'm too lazy to finish it or something is terribly awful. Obviously i'm an amateur even at Blender to know how to fix things.

I got into modeling this Stop sign and I unwrap and wonder if this is the right way to unwrap? What i mean is, am i using Mark Seams right?

http://i.imgur.com/sgIlF.png

I'm also getting these lines that shouldnt be there so obviously i'm not doing it right.

http://i.imgur.com/o4nCT.png

Any Blender users know how to Unwrap correctly?

The unwrap seems ok from what I can see, your skills at unwrapping and knowing where to make seams will get better as you get practice. When baking, make sure to check "normalized" and add a margin of 2 for a 256x256 bake, 4 for a 512x512 bake, 8 for 1024x1024 bake, etc (this may be the cause of those lines you get). Also, when doing a raytrace bake, set the number of samples to at least 42 so you dont have too much grain in the bake (it'll take longer but look so much better).



Note that the lines you get may also just be a glitch known with blender.

Petachepas
12-30-2012, 06:53 AM
http://i.imgur.com/41hNu.png (http://steamcommunity.com/sharedfiles/filedetails/?id=116786215)
http://i.imgur.com/JYrn4.png
http://i.imgur.com/hDVbG.png
http://i.imgur.com/6r8by.png


The Texas Hold 'Em (http://steamcommunity.com/sharedfiles/filedetails/?id=116786215)

Sorry about those many images

Sexy Robot
12-31-2012, 01:09 PM
The Die-Hard Dynafil

http://cloud.steampowered.com/ugc/864955366449410759/A7A9EC07B8C28D2BF318DA6FEF55D2C4536B3E5D/
http://cloud.steampowered.com/ugc/864955366449386840/5F2110000294654269F0E06DCA7460008392B6D4/
http://cloud-2.steampowered.com/ugc/864955366449400413/47711E0EC2A7FC3A53C3283576F2B8369210E57C/
http://cloud.steampowered.com/ugc/864955366449421444/8616084474B7F2DD34008DD86E5BDB1D458BB6F9/ (http://steamcommunity.com/sharedfiles/filedetails/?id=117060403)

Click it, vote it.

I'll even add a smile here for good measure :)

RetroMike
01-01-2013, 03:36 PM
Just a simple misc I made for a guy who plays on my TF2 server. :)

http://img.photobucket.com/albums/v170/DarkTwist/PinColors_zps78cce342.png (http://steamcommunity.com/sharedfiles/filedetails/?id=117361212)

emrfish6
01-02-2013, 12:36 AM
Slight clipping taunts me

http://puu.sh/1Inl0

http://puu.sh/1ImIS
(no clipping in 3d program and all rigging is correct)

RetroMike
01-02-2013, 07:11 AM
Love those crayons so much. I would buy that in a heartbeat.
Makes me think of the Medic as a teacher and the Heavy as a grade schooler. lol

fusedgore
01-02-2013, 07:45 AM
Omg the crayons is such an originaly awesome idea .Nice stuff .Loving it .

emrfish6
01-03-2013, 02:53 AM
WE HAVE A RELEASE!

http://dl.dropbox.com/u/52618319/crayonbandolier_promo1.png (http://steamcommunity.com/sharedfiles/filedetails/?id=117761268)

Sexy Robot
01-04-2013, 08:54 PM
http://puu.sh/1JEB0/dd728d730862995dc29f52a446852dc9

WIP

EDIT

http://puu.sh/1KcIM/752b9a39ba347f4b8800cf2eedfa5d17

Small amount of progress.

qwerterio
01-05-2013, 03:17 PM
The unwrap seems ok from what I can see, your skills at unwrapping and knowing where to make seams will get better as you get practice. When baking, make sure to check "normalized" and add a margin of 2 for a 256x256 bake, 4 for a 512x512 bake, 8 for 1024x1024 bake, etc (this may be the cause of those lines you get). Also, when doing a raytrace bake, set the number of samples to at least 42 so you dont have too much grain in the bake (it'll take longer but look so much better).



Note that the lines you get may also just be a glitch known with blender.

Thanks for the help, now the next thing that bothers me is that how do i make the model not look like this:
http://i.imgur.com/WjWdb.png

emrfish6
01-05-2013, 06:14 PM
Thanks for the help, now the next thing that bothers me is that how do i make the model not look like this:
http://i.imgur.com/WjWdb.png


You need to mark sharp edges (ctrl+e -> mark sharp) around the outside of the sign and on the ring of the holes. Then add an edge split modifier and uncheck edge angle. Also, DO NOT apply the modifier.

Amtyk
01-05-2013, 10:33 PM
http://img688.imageshack.us/img688/9112/spyhatwip02.jpg

So I'm making a full Spy set [The Revolutionary].
Here's the hat/misc.
The hat is based off of French Infantry.
The should pads and the pin are one misc.
Both use 2:1 maps and have 3 LODs.
Will have gun/knife pics and painted hat/misc soon pics!

emrfish6
01-06-2013, 06:21 PM
Re-releasing because I have no idea if valve has some sort of system that tells them when stuff is updated or whatever.

http://dl.dropbox.com/u/52618319/ammoreserve_v3_promo1.png (http://steamcommunity.com/sharedfiles/filedetails/?id=118626296)

Amtyk
01-06-2013, 08:26 PM
Re-releasing because I have no idea if valve has some sort of system that tells them when stuff is updated or whatever.

http://dl.dropbox.com/u/52618319/ammoreserve_v3_promo1.png (http://steamcommunity.com/sharedfiles/filedetails/?id=118626296)

You can just edit the thumbnail through TF2 Workshop (in-game) and rename it V2, V3, V4, ectect. On the item's page it says when you update it (bottom right under thumb).
Though it does look nice.

Baddcog
01-07-2013, 06:55 PM
WIP

EDIT

http://puu.sh/1KcIM/752b9a39ba347f4b8800cf2eedfa5d17

Small amount of progress.

looks nice and i know i'm being nitpicky but...

Aren't the buttons and the slits below the belt on the wrong sides? ;)

piskorz
01-07-2013, 11:20 PM
looks nice and i know i'm being nitpicky but...

Aren't the buttons and the slits below the belt on the wrong sides? ;)

Maybe those are two sided buttons ; p

Sexy Robot
01-08-2013, 10:13 AM
Fake buttons, at least I presume they were those on the reference I used :V

vlek2903
01-08-2013, 12:00 PM
New model new textures
http://cloud.steampowered.com/ugc/1099143090358792011/41F62CFF3BB534D32E61B1AB188B611ED62E86A6/
http://cloud.steampowered.com/ugc/1099143090358772945/06A6806CF17D7035D1443E3A9C01D738CE238E3F/
http://www.youtube.com/watch?feature=player_embedded&v=7rix8-K9hpw

Baddcog
01-08-2013, 12:15 PM
fake two sided buttons? ok

Ruskeydoo
01-08-2013, 04:07 PM
I have some of those on a tail coat I own... Weird on a labcoat type thing tho?

RetroMike
01-08-2013, 08:00 PM
Suggested to my by a regular on a forum I frequent. thoughts?
Not sure The Red and Blue in the logo is a good idea. The design is meant to spoof the Valvoline Motor oil logo. Might bring the saturation down on the logo colors too.

http://img.photobucket.com/albums/v170/DarkTwist/MotorOilPreview_zps115e761a.png

acreativebox
01-09-2013, 05:39 AM
Suggested to my by a regular on a forum I frequent. thoughts?
Not sure The Red and Blue in the logo is a good idea. The design is meant to spoof the Valvoline Motor oil logo. Might bring the saturation down on the logo colors too.

[img]

I like it, it's really cool and goes with the class. Truly fitting!
However I have to agree with you on the blue/red, have you tried using the official swatch-chart (http://www.teamfortress.com/contribute/images/tips_palette.gif)? My guess is that it will look a lot better in-game. It's not gonna be quite as spot on regarding the colors of the "original" Valvoline-logo but it will sure look a lot better in the TF2niverse :)

RetroMike
01-09-2013, 07:29 PM
OK, Redid the crazy bright logo and I'm happy with the end result.
On the workshop and ready for votes. :)

http://img.photobucket.com/albums/v170/DarkTwist/Thuby_zpse2c3eba5.png (http://steamcommunity.com/sharedfiles/filedetails/?id=119292191)

vlek2903
01-11-2013, 01:39 PM
http://cloud.steampowered.com/ugc/1117158148503807250/B19224AE8DD4D7F0B2B1B2CDD92E0723344EBAAE/
http://cloud-2.steampowered.com/ugc/1117158148504465043/EBF8AA0AF45DB28996C5E39114487CB20A321C55/
http://cloud.steampowered.com/ugc/1117158148503357418/B01299B790600D327A4AC7F30813A87C73F56B57/
http://cloud-2.steampowered.com/ugc/1117158148503296296/7D7DED09666873A948D3051243169D4C07C0A78A/

http://www.youtube.com/watch?v=oxn3KmYSTW0&feature=youtu.be

Rate please. http://steamcommunity.com/sharedfiles/filedetails/?id=119677437&tscn=1357936435

MattQ86
01-12-2013, 12:19 PM
http://cloud-2.steampowered.com/ugc/594740593177099309/B2864B617488D57DBD7AD68899B4DB84D059E651/ (http://steamcommunity.com/sharedfiles/filedetails/?id=119908628)

I'm thinking of going back to work on this (http://steamcommunity.com/sharedfiles/filedetails/?id=119908628).

Also, pew pew pew pew.

atlantisx
01-12-2013, 04:17 PM
Hi, I'm new to the TF2 Steam workshop stuff and have a problem with attaching a couple of misc items I made to the character. For example, one is a misc item that is supposed to be attached to the Sniper's back. When I view it in the itemtest server in the TF2 game's workshop, it just floats behind him, and when he taunts (especially with that very energetic SMG animation taunt) it doesn't move up and down at all with him, just hovers behind him.

I'm guessing this is a skinning issue? I have tried to add the "Skin" modifier to the items and attach them to the "bip_spine_1" bone, but still same result. What am I missing?

RetroMike
01-12-2013, 07:36 PM
And another one up. :)

http://img.photobucket.com/albums/v170/DarkTwist/PartyPackPyro_zpsdfdaaea6.png (http://steamcommunity.com/sharedfiles/filedetails/?id=120004835)

Hawt Koffee
01-13-2013, 10:05 AM
http://cloud.steampowered.com/ugc/1119410291671623072/25B6DEADDA500B9D426099F526606BA73AEA1D3C/

Uploaded this oldie through TF2’s item importer that no one uses

http://steamcommunity.com/sharedfiles/filedetails/?id=120156351&searchtext=

acreativebox
01-14-2013, 07:01 AM
Need your help with some name-suggestions for these bad boys! The weapons are packed with mushrooms that in some way will poison the target (perhaps deal minicrits to healing target?) :) I'm currently blank with the healing-gun but have come up with Shroomsauger and Shroomsaw (standard I know but it fits!)

http://i.cubeupload.com/hwm9lD.png
http://i.cubeupload.com/zj8PQd.png
http://i.cubeupload.com/aZridv.png

Thanks for your help! :)

RetroMike
01-14-2013, 08:22 AM
Need your help with some name-suggestions for these bad boys! The weapons are packed with mushrooms that in some way will poison the target (perhaps deal minicrits to healing target?) :) I'm currently blank with the healing-gun but have come up with Shroomsauger and Shroomsaw (standard I know but it fits!)

http://i.cubeupload.com/hwm9lD.png
http://i.cubeupload.com/zj8PQd.png
http://i.cubeupload.com/aZridv.png

Thanks for your help! :)

Gear looks sweet, really cool designs. I'd have to put some thought into creative name suggestions though.

snookypookums
01-14-2013, 11:21 AM
Wrapped up work on two pending concepts for a while now, the Chop Chop Officer based on the Gurkha Hat as well as The Surgical Scrubs which are based on,er....you know.

http://cloud-2.steampowered.com/ugc/902111267596251297/B31864BD3BD6AE2C9B99215650D4170F51F5E2C2/ (http://steamcommunity.com/sharedfiles/filedetails/?id=119855313)

http://cloud.steampowered.com/ugc/902111267634741236/8F18A55927C581E6778EA53C7448CF80DF16E138/ (http://steamcommunity.com/sharedfiles/filedetails/?id=120340633)

http://cloud.steampowered.com/ugc/902111267647681862/D59650C82A74864A4DEF99BA56E42F2795086297/ (http://steamcommunity.com/sharedfiles/filedetails/?id=120510750)

SgtR007
01-14-2013, 05:54 PM
Let me introduce you to my friend Votey McVote:

http://cloud.steampowered.com/ugc/577852093897861037/DB72918F5EF28FE4FB76D63A8B1DB243811E987F/ (http://steamcommunity.com/sharedfiles/filedetails/?id=120438889)

vlek2903
01-15-2013, 03:33 AM
http://cloud-2.steampowered.com/ugc/1117158491839427766/D7A267BC44D7EE5DF2337FF82B1752395A91086C/
http://cloud-2.steampowered.com/ugc/1117158491839491885/773082E5419402D3C5626D13DA6690351E563711/
http://cloud-2.steampowered.com/ugc/1117158491839492817/F10EFC782A5406D386B20933F070AD6B65B552F1/
http://cloud-2.steampowered.com/ugc/1117158491839475397/E1A0BB852273050F40E07BA1CAAB8CA6CAB0E1AC/
http://www.youtube.com/watch?feature=player_embedded&v=rgqT9_P-vxQ

new version teapot
! - added effect smoke.
! - reduced the number of triangles in the main model
! - modified materials + textures
... dont sit down because you have hot kettle behind you =)

RetroMike
01-15-2013, 08:58 AM
http://cloud-2.steampowered.com/ugc/594740593177099309/B2864B617488D57DBD7AD68899B4DB84D059E651/ (http://steamcommunity.com/sharedfiles/filedetails/?id=119908628)

I'm thinking of going back to work on this (http://steamcommunity.com/sharedfiles/filedetails/?id=119908628).

Also, pew pew pew pew.

This thing is doing crazy well on the shop. I'm jealous. :)

circle of friends
01-15-2013, 02:06 PM
http://cloud.steampowered.com/ugc/1117158148503807250/B19224AE8DD4D7F0B2B1B2CDD92E0723344EBAAE/
http://cloud-2.steampowered.com/ugc/1117158148504465043/EBF8AA0AF45DB28996C5E39114487CB20A321C55/
http://cloud.steampowered.com/ugc/1117158148503357418/B01299B790600D327A4AC7F30813A87C73F56B57/
http://cloud-2.steampowered.com/ugc/1117158148503296296/7D7DED09666873A948D3051243169D4C07C0A78A/

http://www.youtube.com/watch?v=oxn3KmYSTW0&feature=youtu.be

Rate please. http://steamcommunity.com/sharedfiles/filedetails/?id=119677437&tscn=1357936435

Love this, excellent job!

http://cloud-2.steampowered.com/ugc/1117158491839427766/D7A267BC44D7EE5DF2337FF82B1752395A91086C/
http://cloud-2.steampowered.com/ugc/1117158491839491885/773082E5419402D3C5626D13DA6690351E563711/
http://cloud-2.steampowered.com/ugc/1117158491839492817/F10EFC782A5406D386B20933F070AD6B65B552F1/
http://cloud-2.steampowered.com/ugc/1117158491839475397/E1A0BB852273050F40E07BA1CAAB8CA6CAB0E1AC/
http://www.youtube.com/watch?feature=player_embedded&v=rgqT9_P-vxQ

new version teapot
! - added effect smoke.
! - reduced the number of triangles in the main model
! - modified materials + textures
... dont sit down because you have hot kettle behind you =)



And this!

Hawt Koffee
01-15-2013, 08:23 PM
http://25.media.tumblr.com/26511e3b9dc79cf4f4298477ef9a681c/tumblr_mgp81wdV3M1r43xj0o1_1280.png
http://steamcommunity.com/sharedfiles/filedetails/?id=120684799&searchtext=
Snipers these days are getting sloppier and sloppier

MattQ86
01-16-2013, 02:28 AM
This thing is doing crazy well on the shop. I'm jealous. :)

Ha, thanks man. For what it's worth I upvoted your submission.

RetroMike
01-16-2013, 08:11 AM
Ha, thanks man. For what it's worth I upvoted your submission.
Thanks man. Looking forward to more items from ya. :)

I'm curious. Those of you who have gotten items into the game, how did Valve contact you about it? Via E-mail or in the dev comments on the items. If it was through the dev comments did it alert you to the comment via the message icon? I often wonder how a creator would know if an old forgotten item on the workshop got picked. So many amazing items just warming the shelves.

Upsidedownface
01-16-2013, 04:13 PM
http://i.imgur.com/tchPIh.jpg

http://i.imgur.com/UQ1mG.jpg

http://i.imgur.com/90PdFh.jpg

This is the coolest hat ever, Daddy-O.

Come rate the Stray Cat at the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=120618786&searchtext=

RetroMike
01-16-2013, 06:52 PM
Just a really simple misc suggested to me. Cranked it out in no time.

http://img.photobucket.com/albums/v170/DarkTwist/CloverThumb_zps462b73ea.png (http://steamcommunity.com/sharedfiles/filedetails/?id=120850693)

Sexy Robot
01-18-2013, 03:22 PM
I'm feeling uninspired and dull today.

http://dl.dropbox.com/u/9411074/iamanuninspiredgit.PNG

Mexican
01-18-2013, 08:07 PM
http://cloud-2.steampowered.com/ugc/903237783718679961/537FC7086A9B82948883C4DFA1DCF3A6E2506E02/ (http://steamcommunity.com/sharedfiles/filedetails/?id=121180138)

tigg
01-19-2013, 09:15 AM
http://i.imgur.com/EMvaddR.png
green arrow set. working on a hood/mask/facial hair and a quiver too. also has alternate arrowheads in case this one is a bit much.

Evil_Knevil
01-19-2013, 10:24 AM
http://i.imgur.com/EMvaddR.png
green arrow set. working on a hood/mask/facial hair and a quiver too. also has alternate arrowheads in case this one is a bit much.

Looks great. I'd remove the light on the arrowhead though. It makes it look unstable, the bomb will look much better without it.

useless
01-19-2013, 05:59 PM
hi all, I'm not sure if this is the right place to ask this but how do styles?
is it something in the vmt? or do you just create the versions and valve will put
it all together if they implement it?
thanks in advance, sorry if I place this question wrong place

circle of friends
01-20-2013, 07:06 AM
Hi guys I check this thread all the time because the work in here is awesome! I've finally decided to make a couple of items myself so I got all the source files in the first post, checked the wiki and youtubes and I think I'm ready to go. I just have a few questions if anyone knows the answer!

Does the texture need to be mip-mapped?

Can we make a specular or is this all done per material with their shader settings?

I saw on the store that some hats and miscs have selectable variations. Are these all on the same texture sheet or do you provide extra models / textures?

I read that the lod1 hat polycount should be about 1k tris, but what about lod2? How many lods should there be? I saw on the import space for 2 so I'm guessing just lod1 and lod2?

Can we use animated textures or animated uv's?

Is the only way to animate a hat or misc item with jigglebones?

If you're making a hat for more than one class, how do you make it wear differently for each one. Do you submit a different mesh for each class?

What happens when a player wearing your hat dies? Does the hat disappear or fall on to the ground. If the latter, what model does it use because say if the hat was a balaclava or something you'd want it to collapse instead of roll about.

Thanks guys sorry I have so many questions, it seems quite difficult to find the answers!

acreativebox
01-20-2013, 11:34 AM
http://i.cubeupload.com/rQjiX0.png (http://www.acreativebox.com/zehmedicalmushroom/index.html)
http://i.cubeupload.com/UBfCJt.png (http://steamcommunity.com/sharedfiles/filedetails/?id=121732407)
http://i.cubeupload.com/tAkCNH.png (http://steamcommunity.com/sharedfiles/filedetails/?id=121733290)
http://i.cubeupload.com/Mlrzqa.png (http://steamcommunity.com/sharedfiles/filedetails/?id=121733943)

Show me some love! Vote and support please!

emrfish6
01-20-2013, 08:20 PM
Hi guys I check this thread all the time because the work in here is awesome! I've finally decided to make a couple of items myself so I got all the source files in the first post, checked the wiki and youtubes and I think I'm ready to go. I just have a few questions if anyone knows the answer!

Does the texture need to be mip-mapped?

I dont think it needs to be mip-mapped but you can do it if you want to

Can we make a specular or is this all done per material with their shader settings?

Yes, you can make your own spec map

I saw on the store that some hats and miscs have selectable variations. Are these all on the same texture sheet or do you provide extra models / textures?

If you are talking about styles, it depends on the item in question. Some will merely use a different texture while others will use a different mesh, some will use both

I read that the lod1 hat polycount should be about 1k tris, but what about lod2? How many lods should there be? I saw on the import space for 2 so I'm guessing just lod1 and lod2?

Typically, a good LoD will decrease the amount of faces by about 50%

Can we use animated textures or animated uv's?

Probably, but I have no experience with them

Is the only way to animate a hat or misc item with jigglebones?

You can make your own animations, but I dont think valve uses community made ones

If you're making a hat for more than one class, how do you make it wear differently for each one. Do you submit a different mesh for each class?

You need a separate mesh for each class. All of the head shapes differ quite significantly (some more-so than others)

What happens when a player wearing your hat dies? Does the hat disappear or fall on to the ground. If the latter, what model does it use because say if the hat was a balaclava or something you'd want it to collapse instead of roll about.

If it makes sense for it to fall off after death, set up a phys model in the qc. Things like a balaclava hat shouldnt be given one so they will stay on the dead character or sometimes maybe just fall through the floor

Thanks guys sorry I have so many questions, it seems quite difficult to find the answers!

Answered to the best of my ability

circle of friends
01-21-2013, 04:14 AM
Awesome thanks very much for the answers! That helps a lot. Is there anywhere with detailed info like you provided? I can't really seem to find it. Also, I'm having an issue skinning the hat. It works fine in max skinned to more than 1 bone in the rig, but when I export it if I don't click skin all to the head bone it doesn't animate and also seems to be floating about one body's height above his head (this is probably because it's offset right?)

Dave Nordahl
01-21-2013, 04:35 AM
Very interesting medic set there

Reyne
01-21-2013, 04:47 AM
Just uploaded my first weapon to the workshop:

http://cloud-2.steampowered.com/ugc/921252182281015659/13053604AE68AE91A308F8A589B730200B149B4F/

http://steamcommunity.com/sharedfiles/filedetails/?id=121889937

RetroMike
01-21-2013, 05:24 PM
Hey guys. Been looking around for instructions on how to make an item with styles but I can't find any info. Maybe I'm just missing it. Any of you guys know how to make and item with different styles?

What I want to do is make this lil fellow have two styles. One where he has no hat/head gear. and one where he has the hat of the class you are playing.
Is this doable?

http://img.photobucket.com/albums/v170/DarkTwist/Sampleslug_zpsa0894806.png

Andrater
01-21-2013, 07:35 PM
Hello all in the polycount forums.

This is my first ever 3d project. Which will be a shield in the valentines day spirit for the demoman. Looking for some critique on it before I go and texture it. Personally, I am unsure about the handles in the back. But I will re-instate that I am looking for your opinions. Specifically, on weather or not the main color for the heart should be pink for both teams, or a mix of lighter shades of blue and red, as well as other colors you can paint it. Also wondering if there is anything I should add to the front.

Thanks everyone!

http://i.imgur.com/WPKKShi.png
http://i.imgur.com/p0vrkjc.png
http://i.imgur.com/7FSghQa.png
http://i.imgur.com/4p7CpiF.png

Voidoid
01-21-2013, 09:28 PM
http://cloud-2.steampowered.com/ugc/1117158766085490989/D8993A51D70FBDEB29D93A0B29503EE68D1FB7B5/ (http://steamcommunity.com/sharedfiles/filedetails/?id=122073431)
http://cloud-2.steampowered.com/ugc/1117158766085526773/3C46F43889E8B9485A2E066422B81CEF3517FB67/ (http://steamcommunity.com/sharedfiles/filedetails/?id=122073431)

The Cold Warrior
"There's no one better suited to shape the American/Soviet Policy than a crazed patriot from America's heartland."

A spiritual successor to Hawf's Cold War Wrap. Modeled by Hawf, textured by Void.

Vote and stuff.

Pogo
01-22-2013, 05:31 AM
@RetroMike, you just submit all the styles as individual models, valve don't use bodygroups for items any more. Compile each on their own and upload as one submission.

circle of friends
01-22-2013, 06:03 AM
http://cloud-2.steampowered.com/ugc/1117158766085490989/D8993A51D70FBDEB29D93A0B29503EE68D1FB7B5/ (http://steamcommunity.com/sharedfiles/filedetails/?id=122073431)
http://cloud-2.steampowered.com/ugc/1117158766085526773/3C46F43889E8B9485A2E066422B81CEF3517FB67/ (http://steamcommunity.com/sharedfiles/filedetails/?id=122073431)

The Cold Warrior
"There's no one better suited to shape the American/Soviet Policy than a crazed patriot from America's heartland."

A spiritual successor to Hawf's Cold War Wrap. Modeled by Hawf, textured by Void.

Vote and stuff.

Really nice man! Did you rig it all to the head, or did you rig the bottom of the cloth to other bones? If so, do you have any resource or info on how to do this? I can rig in max but am not sure how to export it.

RetroMike
01-22-2013, 06:52 AM
@RetroMike, you just submit all the styles as individual models, valve don't use bodygroups for items any more. Compile each on their own and upload as one submission.

Ah, nice and simple then. thanks much!

RetroMike
01-22-2013, 07:47 AM
Hello all in the polycount forums.

This is my first ever 3d project. Which will be a shield in the valentines day spirit for the demoman. Looking for some critique on it before I go and texture it. Personally, I am unsure about the handles in the back. But I will re-instate that I am looking for your opinions. Specifically, on weather or not the main color for the heart should be pink for both teams, or a mix of lighter shades of blue and red, as well as other colors you can paint it. Also wondering if there is anything I should add to the front.

Thanks everyone!

http://i.imgur.com/WPKKShi.png


Color wise you can do pink for the main face and some shade of red and blue for the metal braces.

The design isn't bad but the polycount on this looks pretty high. That's something you will need to reduce quite a bit before you're ready for texturing.

If you're unsure about the handles you can always take a look at how they are done on the shields already in game. Could give you some ideas.

Doughnut Bear
01-23-2013, 11:44 PM
i agree with Evil_Knevil the light makes it look too top heavy. also personally id say tone the green down a bit. looks good!

Karkasmolenklok
01-24-2013, 04:44 AM
green arrow set. working on a hood/mask/facial hair and a quiver too. also has alternate arrowheads in case this one is a bit much.
That green is really intense, especially on the bomb. I'd like to see it be a less dominant element or a duller shade, preferably both.

I actually love the shape of the bomb, even with the light though I agree that might take it a little over-the-top.

Sexy Robot
01-24-2013, 10:46 AM
http://puu.sh/1R9zU/8240972c68

Might as well post something that'll be going up in the next day or so.

RetroMike
01-24-2013, 10:28 PM
OK, so I'm making these cute little slug guys for each class. I want the Spy slug to have the same particle effect for his cig that the Spy has. It works great but it also appear in the first person view for some reason. Any ideas why or how I can hide it?

http://img.photobucket.com/albums/v170/DarkTwist/Smoke_zps43efb20e.png

Also and update. Finishing the last 3 today.

http://img.photobucket.com/albums/v170/DarkTwist/SE1_zps478031cd.png

tottot
01-25-2013, 12:32 PM
that is awesome!

mazz423
01-25-2013, 12:50 PM
OK, so I'm making these cute little slug guys for each class. I want the Spy slug to have the same particle effect for his cig that the Spy has. It works great but it also appear in the first person view for some reason. Any ideas why or how I can hide it?

http://img.photobucket.com/albums/v170/DarkTwist/Smoke_zps43efb20e.png

Also and update. Finishing the last 3 today.

http://img.photobucket.com/albums/v170/DarkTwist/SE1_zps478031cd.png

One thing you might want to consider is flipping the uv's on one of the eyes, so that the highlight direction is consistent, a small thing but would make sense. Looking cool otherwise, love the heavy's one.

RetroMike
01-25-2013, 12:53 PM
One thing you might want to consider is flipping the uv's on one of the eyes, so that the highlight direction is consistent, a small thing but would make sense. Looking cool otherwise, love the heavy's one. I actually had at one point. I don't remember why I left it this way. I think i got several comments saying the eyes looked more forward focused like this. It's not a tough change to make So I will probably play around with it again.

Soooo I think I'm happy with this.

Still thinking of names too.

http://img.photobucket.com/albums/v170/DarkTwist/SE2_zpsb94b8647.png

aiksey
01-26-2013, 06:51 AM
http://cloud-2.steampowered.com/ugc/596993909028711373/54C6C4BB4928916DF0BB5B04364D9D31A9F83D18/268x268.resizedimage
Made a lil' jacket model, unwrapped and textured by MaxofS2D, rigged by Rebbacus.
Feel free to vote for it! (http://steamcommunity.com/sharedfiles/filedetails/?id=122977066)

Sexy Robot
01-26-2013, 12:19 PM
Baller's Backpack

http://cloud-2.steampowered.com/ugc/882972484910917480/97D79BD38C47D5110565D14B5F322F00D81C3B5E/

http://cloud-2.steampowered.com/ugc/882972484910950999/8E6E44E7B9534A8C19874D211305E7CFB2D9AC6C/

http://cloud-2.steampowered.com/ugc/882972484910957917/3F4D2C5FE40CEFABD164A360233CB6E0D2FF3345/



[img]http://cloud.steampowered.com/ugc/882972484910971913/4A8C24AE6E4EAF2D6DBE3086CE5CDDDA0816E17C/

http://cloud-2.steampowered.com/ugc/882972484910964210/EFA8165E8AC2AF409197554DBA768D51987A9D7F/ (http://steamcommunity.com/sharedfiles/filedetails/?id=123048561)

Item import tool, never again will I attempt to use thee.

Sexy Robot
01-26-2013, 03:26 PM
The Rooftop Runner

http://cloud-2.steampowered.com/ugc/882972484913772944/90DE3FC90B52BB02413E1CD782461D7E8F9B3B35/

http://cloud-2.steampowered.com/ugc/882972484913798482/1CCEA2E35DCD8359FFB9B28663C660EA6944AD71/

http://cloud-2.steampowered.com/ugc/882972484913807126/F7C7AE3D0BDDB29519D95854B20B480763362419/

http://cloud-2.steampowered.com/ugc/882972484913820944/1C8C06AE8DE57A1EBE851BAB4747984757F8EC97/ (http://steamcommunity.com/sharedfiles/filedetails/?id=123090912)

Sexy Robot
01-26-2013, 05:28 PM
The Quick-Steps

http://cloud-2.steampowered.com/ugc/882972484915363193/D859335D522CE65027FFD4C1F00A32B1F835FC9F/

http://cloud-2.steampowered.com/ugc/882972484915377028/571E2837356032A8CCA0C50A708D337F6FA155D0/

http://cloud.steampowered.com/ugc/882972484915381364/FC14109A0575D06AAA12B7195DE3A44502B800E6/

http://cloud.steampowered.com/ugc/882972484915371014/647C0D61AFF2B434BD944585B614CF2B94FA7423/ (http://steamcommunity.com/sharedfiles/filedetails/?id=123119069)

Last one, I promise.

RetroMike
01-26-2013, 09:53 PM
So those slug hats I made.....they're aliens.

Yup. Been watching us in secret for years. The capture points? Those are their ships resting beneath the soil! That's how they observe us....

http://youtu.be/MJWUApO5Q8c

If I knew the first thing about map making I would make a Doomsday map where you have to stand in the tractor beam and deliver something to the Slugs mothership.

emrfish6
01-27-2013, 01:06 PM
New promo thanks to badger

http://dl.dropbox.com/u/52618319/In-Tie-Lectual2WorkshopPromo.jpg (http://steamcommunity.com/sharedfiles/filedetails/?id=123327416)

Sexy Robot
01-27-2013, 05:45 PM
http://puu.sh/1THlU/b0923d4797

RetroMike
01-27-2013, 07:52 PM
Newest sub is on the workshop. Please vote is you like it. :)

http://img.photobucket.com/albums/v170/DarkTwist/GGPoster4_zpsbd81b433.png (http://steamcommunity.com/sharedfiles/filedetails/?id=123402884)

emrfish6
01-28-2013, 02:10 AM
I made an sfm poster if anyone if interested in a wallpaper


http://img.photobucket.com/albums/v730/emrfish6/th_intielectual_red_poster1_zpsb5e87eb8.jpg (http://smg.beta.photobucket.com/user/emrfish6/media/intielectual_red_poster1_zpsb5e87eb8.jpg.html)

Sexy Robot
01-28-2013, 01:14 PM
http://puu.sh/1U3Vb/d5db7b1bf6

Still very WIP.

Psyke
01-28-2013, 01:30 PM
http://cloud-2.steampowered.com/ugc/559839212195882830/DD682DDA2B2B940811EAB46CE45FCB67B8901C14/ (http://steamcommunity.com/sharedfiles/filedetails/?id=123544218)

vlek2903
01-30-2013, 07:28 AM
! - new texture. new model
! - added smoke effect on the soldering-iron
! - added self-luminous on the lamp

http://www.youtube.com/watch?feature=player_embedded&v=347wbJIjPdo
http://www.youtube.com/watch?feature=player_embedded&v=Tx101aT9Ry4
http://cloud-2.steampowered.com/ugc/1119411831267990854/7B3EC3BAD24432FE685CDA1FCFD3353F3EEFC90F/
http://steamcommunity.com/sharedfiles/filedetails/?id=123849498
Rate please.

Voidoid
01-31-2013, 02:27 AM
The Macchio Man

http://cloud-2.steampowered.com/ugc/1117160031469490089/71B1625C39DA216CE815144B94730F0B2EED4D0F/ (http://steamcommunity.com/sharedfiles/filedetails/?id=124042706)
http://cloud-2.steampowered.com/ugc/1117160031470675160/732EA1629C52D0519D54C6499EAE7B0066C23A24/ (http://steamcommunity.com/sharedfiles/filedetails/?id=124042706)

Miyagi's Memento

http://cloud-2.steampowered.com/ugc/1117160031469613361/8A3BE6748649D74C4820BCF210648CC00B5E57EA/ (http://steamcommunity.com/sharedfiles/filedetails/?id=124044004)

The Leg Sweepers

http://cloud-2.steampowered.com/ugc/1117160031470320695/7DDA4D735221BF500E51790690FC66DEB6291B07/ (http://steamcommunity.com/sharedfiles/filedetails/?id=124050150)

Kung Fu Fortress Scout

http://cloud.steampowered.com/ugc/1117160031470343988/75348DFE63935E3C14DB1CD86276437DC857F444/

All images, excluding the last, link to their respective items. Paintable. Team colors. Models by Hawf, textures by Void, rigged by BANG!

MasterXykon
01-31-2013, 05:03 AM
The Mann-Corder
http://cloud-2.steampowered.com/ugc/594742474699664110/F019AC6C4DDEE0BB235C1F94D3A27BE57B422877/
(http://steamcommunity.com/sharedfiles/filedetails/?id=124032460)

RedSheep
01-31-2013, 09:24 PM
http://cloud.steampowered.com/ugc/596994274545893610/9E9455F2A666E1493CD7D7C98FCB5C57252F8414/268x268.resizedimage (http://steamcommunity.com/sharedfiles/filedetails/?id=124206849)

http://cloud-2.steampowered.com/ugc/596994274545097252/6FEEAE4EE76E1244D0B4ADA2F4F49DC048EF938C/268x268.resizedimage (http://steamcommunity.com/sharedfiles/filedetails/?id=124207626)

http://cloud-2.steampowered.com/ugc/596994274545139250/EC83B755C3934AE883329195BA17D6A5131A4258/268x268.resizedimage (http://steamcommunity.com/sharedfiles/filedetails/?id=124208318)

here's the set: http://steamcommunity.com/sharedfiles/filedetails/?id=124218869

Moldy Toast
02-01-2013, 04:06 PM
haha lol itz poop

Moldy Toast
02-01-2013, 04:10 PM
haha itz poop

Moldy Toast
02-01-2013, 04:13 PM
I haven't done any hats yet, but I did submit this:

http://imgur.com/qrUHI.jpg
http://imgur.com/J8T5W.jpg
http://imgur.com/FyjKN.jpg
http://imgur.com/B5RsC.jpg


hey swizzle how did u get the pyro to hold the bat?

Jalcober
02-01-2013, 05:48 PM
Stop spamming.

skovacs1
02-03-2013, 01:05 PM
Greetings workshoppers. I look forward to working alongside each other. :)

I'm new to TF2 workshop submission, but experienced in other contexts and have many ideas to share later. After much searching, piecemeal answers lead me to create a concise yet complete tutorial and I have some points I'd appreciate some help finding clarification of. Obviously any help and corrections are welcome.

Basics:
The basics are pretty clear, but I'll list them generally in case I missed something.





Tools (some optional)(install is clear enough for each):

Source SDK
TF2
3D modeler
image editor
text editor
SMD IO stuff
vtfedit
guistudiomdl
mdldecompiler
gcfscape
Process:
import appropriate smd model and rig for reference.
model + smoothing
create jigglebones + parent bones + rig
unwrap + bake AO etc + texture
export smd
create vmt + vtf - mapping (bump/phong/normal/alpha) and shader stuff = vtf params
create qc - r/b = skinfamily
compile mdl
test + iterate + LODs(model + qc)
itemtest?
kill icons? + backpack icons?
submit
???
profit
Questions:

Answered on FacePunch

Cloaking and animated textures are present in existing vtfs. Where can I find info on this/is there any?
Painting is really unclear. How do I indicate paintability? Where can I find info/tutorial?
Aside from jigglebone, where can I find details on physics (may involve something to do with automass and files created by itemtest)? Is there a point to setting these up or will they just be ignored anyways?
Misc items just cover existing base model? There's no way to replace geometry? Clothing that exposes skin not previously exposed does so above the existing base mesh? Otherwise, how?
I've seen head replacement hats. How are they done differently? Where can I find information on this?
Valve ditches custom anims? Is there a point to any anims? idle? What about weapons that don't fit the norm (ie. different hand placement/movement/interactions needed)? Do I just write in description/readme?
Each class bears multi-class items differently so must we create and include versions for each intended class in our submission?
Styles are done by Valve? There's no way to do them client-side? So just create different models/textures separately, test and include in same submission with description/readme?
Is there a point in custom sounds or particle systems or are they ditched as well? If they may be used, where can I find information on creating them?
Hours of searching ~180+ pages of workshop + store pages before starting just to make sure my ideas are not yet implemented is a pain. Is there a better way to check this or a policy about creating something that exists?
Unanswered

Misc rig should emulate existing rigging for tf2 characters to avoid clipping during anims? Do I only need to include the bones that I'm rigging or the whole skeleton?
Where can I find info on custom engineer buildings?
Itemtest structure export structure encouraged. What about stuff not exported by itemtest? Since some stuff is going to be ignored by Valve, is there a clear guideline on what to include where, encompassing all things of relevance mentioned thus far? Is there a point to creating backpack and kill icons for example and where would I include them?

Sexy Robot
02-03-2013, 01:11 PM
The General's Attire

http://cloud.steampowered.com/ugc/882972850911469949/63EEC748CD43F9E593E333524D1608E4D7F89B93/

http://cloud-2.steampowered.com/ugc/882972850911534515/B518EAADF1FB94983EB7A7D37D49D1770D6CA17E/

http://cloud-2.steampowered.com/ugc/882972850911544115/44581E6090BA4D8ED1E920C3083ABC1085960B43/

http://cloud-2.steampowered.com/ugc/882972850911556512/8C24E5FCB7510B5AC03D9669E319673D349E1D39/

http://cloud.steampowered.com/ugc/882972850911561249/45F49760DDC63812A8E7ABA4E9855A4B2E99DCD5/ (http://steamcommunity.com/sharedfiles/filedetails/?id=124855180&searchtext=)

There, up and stuff.

nano393
02-04-2013, 05:50 PM
Finally i make a watch fo the Spy. So many problems, but its finished. :poly142:

http://cloud-2.steampowered.com/ugc/1118285931466511785/62565F655615C76F0A41C76A01F05DAFFD5C1BD5/ (http://steamcommunity.com/sharedfiles/filedetails/?id=125106757&searchtext=)

cozzbp
02-04-2013, 08:55 PM
A valentine's lollichop replacement:
http://i.imgur.com/ZOG3Nmn.jpg
I have some strange jagged shadowing that I need to fix though...

EVIL
02-05-2013, 06:57 AM
Finally i make a watch fo the Spy. So many problems, but its finished. :poly142:

http://cloud-2.steampowered.com/ugc/1118285931466511785/62565F655615C76F0A41C76A01F05DAFFD5C1BD5/ (http://steamcommunity.com/sharedfiles/filedetails/?id=125106757&searchtext=)

Can the watch spell sexy? because I think it can!

WhiteDevil
02-07-2013, 09:12 AM
"Heavy don't need workout, heavy already has a six pack!" -heavy

I'm looking for some suggestions how to improve my texture on this thing, I've tried adding some funny text but it gets too noisy to look at. I could add a logo of some sort but I can't come up of anything clever. Help? :P

https://dl.dropbox.com/u/44433595/sixpack1.jpg

https://dl.dropbox.com/u/44433595/sixpack2.jpg

Karkasmolenklok
02-07-2013, 02:10 PM
I feel like it's not immediately apparent what it is at all.

WhiteDevil
02-07-2013, 02:37 PM
It's trying to look like a six pack.

http://upload.wikimedia.org/wikipedia/commons/5/53/6pack_Duff_Beer.jpg

Karkasmolenklok
02-07-2013, 05:55 PM
But without the beer itself or a beer label of some sort that's kind of non-apparent. Is it part of a themed set or is it meant as a standalone item?

Psyke
02-07-2013, 06:38 PM
http://cloud.steampowered.com/ugc/1118286662340719114/4108B0D06E13037554B5B5918E43A8811FF16517/ (http://steamcommunity.com/sharedfiles/filedetails/?id=125676635)

http://cloud-2.steampowered.com/ugc/1118286662340672980/6C4F1D7001BB18FC50B2F5767364683FC06D860A// (http://steamcommunity.com/sharedfiles/filedetails/?id=125676028)

http://cloud.steampowered.com/ugc/1118286662340687597/DC4F87E884EB6F8FBE4732D39828F8B04B6EA896/ (http://steamcommunity.com/sharedfiles/filedetails/?id=125676238)

gigazelle
02-08-2013, 02:34 AM
Hi friends!

Hoping I can get some advice. I've been able to import my gun into the game - here's what I've got so far:

http://cloud-2.steampowered.com/ugc/920128278743691116/83918C2A59D2D32656B1D9B1034295BB89641AF3/

My questions are:

1. How can I place the gun correctly in the medic's hands? I see the following line of code in my qc file:
$attachment "muzzle" "weapon_bone" 0.19 6.06 21.34 rotate -89.49 0.00 0.00
I'm guessing a number in there needs to change, I'm just not sure which.

2. When I enter a pitch-black area, the gun is still fairly bright. What variable do I want to change in order for it to not glow?

3. As you can see in the screenshot, the blu medic is holding the red medic's gun. I made sure the qc file had this:
$texturegroup skinfamilies
{
{ "models/weapons/c_items/syringe_soaker.vmt" }
{ "syringe_soaker_blu.vmt" }
}
And that the blue .vmt and .vtf files are named correctly and in the proper location (the same place as the red files). Are there any common pitfalls that I've fallen victim to, and if not, what are some good troubleshooting steps to follow?

4. The gun has a little too much phong than my liking - which variable in the .vmt file would I want to alter to give the gun a more plastic-like feel to it?

Aside from those questions, I'd also love some critique regarding its style, and any potential suggestions you may have. Thanks!

Pix
02-08-2013, 03:22 AM
I have finished my hat and beard.

https://dl.dropbox.com/u/30693265/TF2Items/hatandbeard.jpg

http://steamcommunity.com/sharedfiles/filedetails/?id=125735025&searchtext=

emrfish6
02-08-2013, 05:30 AM
Hi friends!

Hoping I can get some advice. I've been able to import my gun into the game - here's what I've got so far:

http://cloud-2.steampowered.com/ugc/920128278743691116/83918C2A59D2D32656B1D9B1034295BB89641AF3/

My questions are:

1. How can I place the gun correctly in the medic's hands? I see the following line of code in my qc file:
$attachment "muzzle" "weapon_bone" 0.19 6.06 21.34 rotate -89.49 0.00 0.00
I'm guessing a number in there needs to change, I'm just not sure which.

2. When I enter a pitch-black area, the gun is still fairly bright. What variable do I want to change in order for it to not glow?

3. As you can see in the screenshot, the blu medic is holding the red medic's gun. I made sure the qc file had this:
$texturegroup skinfamilies
{
{ "models/weapons/c_items/syringe_soaker.vmt" }
{ "syringe_soaker_blu.vmt" }
}
And that the blue .vmt and .vtf files are named correctly and in the proper location (the same place as the red files). Are there any common pitfalls that I've fallen victim to, and if not, what are some good troubleshooting steps to follow?

4. The gun has a little too much phong than my liking - which variable in the .vmt file would I want to alter to give the gun a more plastic-like feel to it?

Aside from those questions, I'd also love some critique regarding its style, and any potential suggestions you may have. Thanks!


First things first, if you want to have it correctly positioned, you need to decompile an existing syringe gun (blutsauger or overdose) and use the bones associated with it. Make sure to position yours correctly in your 3d modeling program.

Second, since you are having team color issues, please post your entire QC and the first few lines of each of your vmt's. If we see any mistakes, we will be able to tell you about them.


Note that the $attachment line in your qc doesnt do anything to the model, it just adds somethin for the game to see (likely where the muzzleflash would be in this case)

Pogo
02-08-2013, 06:46 AM
$texturegroup skinfamilies
{
{ "syringe_soaker.vmt" }
{ "syringe_soaker_blu.vmt" }
}

assuming syringe_soaker is the name of the material assigned in your 3d package

emrfish6
02-08-2013, 07:06 AM
$texturegroup skinfamilies
{
{ "syringe_soaker" }
{ "syringe_soaker_blu" }
}

assuming syringe_soaker is the name of the material assigned in your 3d package


Fixed that for you pogo (you dont need the .vmt part)

People always seem to add a shitload of stuff to their qc that is completely unnecessary.

gigazelle
02-08-2013, 08:32 AM
Thanks emrfish6! Got the blu textures fixed. I also fixed the illumination thing by commenting out "$selfillum" "1" in the vmt. derp.


I actually used the same model as the blutsauger originally, but I decided to re-import the smd just to be sure. Lo and behold, it was off by about the same distance. I went into edit mode and adjusted it accordingly. After re-importing it into the game, it's still off by a little, but it's closer.

http://cloud-2.steampowered.com/ugc/920128278748785792/3B4B91D98776FA2B4F0F39D8556AD3E08EA840DE/

I'll keep playing around with it. I do have another question though - at what point can I recompile an item and have its changes reflected in TF2? Can I 'Apply Test Items' and the recompiled model shows up? Reload the map? Exit TF2 entirely?

Sexy Robot
02-09-2013, 08:46 AM
http://dl.dropbox.com/u/9411074/ar.png

Working on updating the Bat Outta Hell.

gigazelle
02-09-2013, 08:58 AM
Those look awesome sexy robot. Will all 9 classes be done by the time you're finished?

Go figure, I was able to figure out pretty much everything by experimentation.

http://cloud-2.steampowered.com/ugc/920128278761826602/036609FA6227D214F48640183EA64E8D405284DA/

I've submitted the steam workshop file here:
http://steamcommunity.com/sharedfiles/filedetails/?id=125949104

Let me know what you think!

DScruggs82
02-10-2013, 01:29 PM
Hello Polycount TF2 community. I'm really new here. I've been playing TF2 for years and have never attempted making custom weapons. I've modeled a few and I'm ready to give them a go in the game but I'm having a hell of a time figuring out the process. I've tried going through the forums but I haven't been able to find a through explanation. I'm using 3DS Max and I have the character models. I often find tutorials that skip over tons of stuff. I know nothing about game engines and very limited on scripting. So when someone says decompile the model I have no idea what they are talking about. I know there has to be a lot of documentation on the process but it's really scattered and when I run into a problem I can't find an answer. I tries scouring through the forums but this one has 625 (good god) pages. Is there a place that someone can point to me where I can learn the process? Or perhaps post a step by step in layman terms. It wouldn't shock me to find out this already exists but i just haven't stumbled across it yet.. Any help would be super appreciated and the work put forth on this forum is truly awesome.

Sexy Robot
02-11-2013, 01:21 AM
Here.

http://www.kritzkast.com/tf2_mod_guide

pixolpture
02-11-2013, 07:32 AM
Video tutorial for hatz here...

http://cg.tutsplus.com/tutorials/source-sdk/from-maya-to-source-engine-creating-a-game-ready-team-fortress-2-hat/

Drywall
02-12-2013, 01:40 PM
Chemical Alia and I are once again collaborating, this time on something for TF2. We've got a pretty technically ambitious idea going, but we're really excited by the progress!

http://fc05.deviantart.net/fs70/i/2013/029/8/d/snaper5b_by_chemicalalia-d5t7qtu.png
Concept after a lot of lunchtime brainstorming.


http://th02.deviantart.net/fs70/PRE/f/2013/030/f/0/gun5c_by_chemicalalia-d5t8x66.png
It's a double barrel elephant gun!


http://fc09.deviantart.net/fs71/f/2013/043/f/b/legs_high_by_chemicalalia-d5uppow.png
The final highrez of the gun (by chemical) and the legs/hat (by me}. We're aware that tf2 skin doesn't have that level of detail, but I felt that it was necessary to have a high for this. It will help with anatomical accuracy and to nail down the topology, since the final model needs to be really low poly but maintain the form.


http://fc05.deviantart.net/fs71/f/2013/042/9/2/untitled_8b_by_chemicalalia-d5ukcfg.png
And an elephant gun WIP with the textures! Chemical is still tweaking things on the diffuse and spec, and testing in-game to iron out the kinks.


http://fc06.deviantart.net/fs70/f/2013/041/3/d/gun_wip5_by_chemicalalia-d5uiope.png
Here's a WIP of the gun in-game.

aivanov
02-12-2013, 04:19 PM
Personally, I feel like the elephant gun has too much soft shading in its texture - it lacks the characteristic cartoonish flatness.

Karkasmolenklok
02-13-2013, 02:03 AM
Personally, I feel like the elephant gun has too much soft shading in its texture - it lacks the characteristic cartoonish flatness.
I agree with this, though I like the concept quite a bit (particularly the ivory touches). The amount it clips through his arm when at rest is deeply annoying to me visually. Love the scope, but don't like the purply blue.

The shorts are the best idea I've seen in ages.

Groveinator
02-13-2013, 09:10 AM
Hello Polycount. I've been playing TF2 for a few years now and since I've recently been going through a diploma course for 3D modelling and animation I decided I'd try my hand at a couple weapons and hats. This first one is a roughly textured (pretty ugly) version of a blowtorch I'm working on for Engie as a pistol replacement.
http://imgur.com/ZJcnErq
Any feedback/criticism is welcome :)

nano393
02-13-2013, 12:38 PM
http://cloud.steampowered.com/ugc/1119412561936668466/348A47F55788234753ED85C93F89BECA202108BC/ (http://steamcommunity.com/sharedfiles/filedetails/?id=126969928&searchtext=)


"This sucks" ....and new hat is ready.

RedSheep
02-13-2013, 08:40 PM
Chemical Alia and I are once again collaborating, this time on something for TF2. We've got a pretty technically ambitious idea going, but we're really excited by the progress!

http://fc05.deviantart.net/fs71/f/2013/042/9/2/untitled_8b_by_chemicalalia-d5ukcfg.png
And an elephant gun WIP with the textures! Chemical is still tweaking things on the diffuse and spec, and testing in-game to iron out the kinks.


http://fc06.deviantart.net/fs70/f/2013/041/3/d/gun_wip5_by_chemicalalia-d5uiope.png
Here's a WIP of the gun in-game.


It looks like a DOTA2 texture, which makes sense because the two of you have made more items for that game recently.
The model itself is already more characteristic of a fantasy game than TF2, so you are going to need to compensate with a very TF2-esque texture.

Try sampling from the color palette or from items in the game. For example, the blue lens is entirely out of place. The gradients should be drastically toned down and much less strong/pronounced. You also might want to try a different wood grain. Other than that, it's hard to tell what to change without seeing more in-game pictures.

VOD
02-15-2013, 01:20 PM
Hello there polycount folks,

i like to present you my custom minigun.
things like the grip etc. are work-in-progress,
but i reach the end for modelling and start texturing it soon.

http://www.imgbox.de/users/public/images/YGjOuGDANW.PNG
http://www.imgbox.de/users/public/images/6aaIlVBWKL.PNG

i like to hear your thoughts :)
VOD

Svdl
02-15-2013, 08:04 PM
I decided to redo something I made ages ago (http://tf2mods.net/mod.php?id=70), and make a head that fits inside the Pyro's mask.

http://i.imgur.com/QRq5owb.jpg

http://i.imgur.com/sAZ3e4I.jpg

http://i.imgur.com/IUIkfMP.jpg

http://i.imgur.com/Y3CO2wG.jpg

Texture by Blaholtzen.

I'm not sure if I've gotten the model finalized. But when or if I do, I'll see if I can get facial animations working.

Probably not going to work for actual game, maybe more for SFM purposes or the like.

Xuku
02-16-2013, 10:12 PM
The Warrior's War-Head (http://steamcommunity.com/sharedfiles/filedetails/?id=127493421&searchtext=The+Warrior%27s)

Feedback appreciated!

EDIT: New pics on the workshop page.

http://cloud-2.steampowered.com/ugc/1117161388860343514/701D94C02AA7DDFFBD12272A5A59772130FE6792/http://cloud-2.steampowered.com/ugc/1117161796187234651/96A56033EBAC981846F002473D552DF05BEBCAE4/

http://cloud-2.steampowered.com/ugc/1117161796187253433/2AA4F4FFA698812305990C5D0C6107CB0167630B/
http://cloud-2.steampowered.com/ugc/1117161388860349363/151D2C9490946C8862F353A2252F44B72252DD08/

gigazelle
02-17-2013, 01:45 AM
This is my first model made for TF2, just submitted it to the workshop today:

I'm calling it The Warrior's War-Head (http://steamcommunity.com/sharedfiles/filedetails/?id=127493421&searchtext=The+Warrior%27s)

Made in Blender, textured in GIMP. I'm new to modeling and texturing - feedback much appreciated! Likes and comments as well!

My personal opinion:
- The helmet clips with his collar - perhaps it'd be a good idea to import the demo's head into blender and form-fit it around him. The helmet's form looks more heavy-esque.
- There's no shading or shadows on it whatsoever. Try baking some ambient occlusion into the texture - that will help it fit right in.

Other than that, I think you did a pretty good job there.

Xuku
02-17-2013, 12:59 PM
My personal opinion:
- The helmet clips with his collar - perhaps it'd be a good idea to import the demo's head into blender and form-fit it around him. The helmet's form looks more heavy-esque.
- There's no shading or shadows on it whatsoever. Try baking some ambient occlusion into the texture - that will help it fit right in.

Other than that, I think you did a pretty good job there.

Thanks for the feedback! I actually did model the helmet around the demo in blender, but I didn't account for the fact that in-game he is hunched over quite a bit. I'll see if I can avoid the clipping, but I'm not *too* worried since a lot of Valve's stock items clip with the characters anyway - even the demo's ear clips his collar.

EDIT: Fixed ambient occlusion baking. I had to edit it a bit in my image editor but it works now! (new pics in previous post)

gigazelle
02-18-2013, 12:48 AM
Thanks for the feedback! I actually did model the helmet around the demo in blender, but I didn't account for the fact that in-game he is hunched over quite a bit. I'll see if I can avoid the clipping, but I'm not *too* worried since a lot of Valve's stock items clip with the characters anyway - even the demo's ear clips his collar.

EDIT: Fixed ambient occlusion baking. I had to edit it a bit in GIMP but it works now! (new pics in previous post)

As for the ambient occlusion baking, I have actually done that as well, but it turned out terrible. Like, really really blocky and grainy. I've looked at several tutorials and tried to duplicate the settings but mine always comes out the same - it must be the model itself but I don't know what causes the problem. I guess I'll keep searching!

Here's what I use for ambient occlusion:

- Delete ALL light sources in your project
- Under the world tab, set ambient occlusion to factor 1 Add
- below that set it to raytrace, attenuation to 20, constant QMC sampling, samples to 12, falloff unchecked
- under the camera tab, set bake mode to ambient occlusion, and bake it

Let me know if that works out for you!

Xuku
02-18-2013, 03:43 PM
Here's what I use for ambient occlusion:

- Delete ALL light sources in your project
- Under the world tab, set ambient occlusion to factor 1 Add
- below that set it to raytrace, attenuation to 20, constant QMC sampling, samples to 12, falloff unchecked
- under the camera tab, set bake mode to ambient occlusion, and bake it

Let me know if that works out for you!

Thanks for the help! I was using approximate, and I discovered that raytracing would better suit a low-poly model. I ended up doing something very similar to what you suggested, and then applied a blur in GIMP. I've updated my original post in this thread (just a couple before this) with the pictures of its current state.

VOD
02-18-2013, 07:22 PM
my first texture.

http://www.imgbox.de/users/public/images/oihLQiiBGk.jpg

Ruskeydoo
02-19-2013, 02:43 AM
I decided to redo something I made ages ago (http://tf2mods.net/mod.php?id=70), and make a head that fits inside the Pyro's mask.

Give him a ball gag... then the voice lines still work!

gigazelle
02-21-2013, 01:31 PM
my first texture.

That's a fantastic texture! I will say though that I'm not entirely fond of the triangle barrel and supporting bars - they don't really match the box, nor with TF2's style.

My recommendation would be to change the shape of the barrel, put some metal elbows on the bar supports, and put some additional wear/tear (maybe even some rust) on the bars.

SoJa
02-21-2013, 09:37 PM
Chemical Alia and I are once again collaborating, this time on something for TF2. We've got a pretty technically ambitious idea going, but we're really excited by the progress!
http://fc09.deviantart.net/fs71/f/2013/043/f/b/legs_high_by_chemicalalia-d5uppow.png


Those legs are way too fat. His legs always were like super skiny.

nano393
02-24-2013, 07:44 PM
http://cloud-2.steampowered.com/ugc/1117161933035437698/3738F0347261C830C1A9746A5C9C2FB6BEFC7B38/ (http://steamcommunity.com/sharedfiles/filedetails/?id=129366604&searchtext=)

New pistol.

Xuku
02-24-2013, 07:54 PM
Looking good! I saw that in the workshop today. It'd be great to see some new engi pistols. What did you use for that pic? Source Filmmaker?

VOD
02-25-2013, 09:53 AM
@gigazelle

thx for your tips. I still have some minor complains about certain points in my gun, but soon i will be ready for workshop, i guess :)

http://www.imgbox.de/users/public/images/5Lwr9CN2gx.PNG
http://www.imgbox.de/users/public/images/pjF5UKGGR6.PNG

gigazelle
02-26-2013, 03:11 PM
@gigazelle

thx for your tips. I still have some minor complains about certain points in my gun, but soon i will be ready for workshop, i guess :)

I'm loving that gun more and more. Some additional constructive feedback!

- I really liked the twisty knob next to the barrel black, as opposed to a grey that matches the rest of the model.
- The new barrel model looks great!
- I'm a big fan of the elbows, but their tan color looks slightly out of place. Perhaps make more of the gun that color, or make the elbows grey?
- there's a large portion of the barrel that has no texture or life to it. Maybe some TF2-esque brush strokes could help liven it up.

That said, these are only opinions, but they are a new perspective. I like how it's coming along!

Ruskeydoo
02-26-2013, 06:09 PM
I think this gun is a good start but a number of the design decisions don't make sense to me.

1) the barrels right at the front of the gun wouldn't fit all the way down the large cylinder behind them... so how would that work with the bullets?
Also are you going to have the large cylinder spin?

2) Leather strap on the side? I don't understand what it's plausible function would be. Maybe a handle?

3) your plumbing style pipe connectors don't look like plumbing style pipe connectors... have a look at the one on the original minigun. Also they are a different colour to everything else on the gun.

4) The way the front of the trigger handle curves back in... If it were real why would someone make it like that?

5) The knob to hold it up is an interesting idea... but imagine trying to carry a heavy item by something like that.

6) red wire looks lumpy and really stands out in that red... would it be blue on the blue team?

7)how is the big grey box at the front attached to the frame?

8)a bullet chain like you have wouldn't go into a gun so that the bullets had to turn 90 degrees to be fired.

On all of these points you could argue that "it's a game who cares about reality" but weapons in general are very utilitarian items. Their form is a direct result of their function.

VOD
02-26-2013, 06:55 PM
first of all, thanks for your critique, especially ruskeydoo!
you made some very good points which showed some flaws in my logic.
i was so focused on the whole getting-it-modeled-fast process that
i forgot to keep an eye on the simple things.

lets see how this will work out later
peace

VOD
02-28-2013, 01:32 PM
Ok next version right here:

http://www.imgbox.de/users/public/images/sI6L0QmhXT.png

Upsidedownface
02-28-2013, 09:09 PM
I've got a new hairdo for heavy. Check it:

http://i.imgur.com/fR9WUAJ.jpg

http://i.imgur.com/Ta1VBU0.jpg

http://i.imgur.com/TF0PSW5.jpg

http://i.imgur.com/3dPec1T.jpg

http://i.imgur.com/mFPg3h2.jpg

IF you like rating things: here's the workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=130106928

Piesandbombs
03-01-2013, 02:47 PM
Soldier would make far more sense for allusions to Taxi Driver.

gigazelle
03-02-2013, 06:57 PM
My latest creation!

http://cloud-2.steampowered.com/ugc/919004374013014669/4205089E0A6685F118458DD22BC726331D20F0E8/

This is what I've been actively working on for the last several weeks. Here's a link to the steam workshop page:

http://steamcommunity.com/sharedfiles/filedetails/?id=130423984

Upsidedownface
03-03-2013, 11:48 AM
Soldier would make far more sense for allusions to Taxi Driver.

It's funny you mention that because I was originally going to make this model for both heavy and soldier, but when I sat down and looked at the soldier model I noticed he has a crew cut, so a mohawk would look out of place on top of a crew cut. Heavy is the only totally bald character this idea would work on. That's too bad but at least heavy looks like Zangief now.

CidTheNinja
03-04-2013, 05:27 PM
but at least heavy looks like Zangief now.
You've got to give him the beard now.

emrfish6
03-10-2013, 10:59 AM
Have a release for you

http://dl.dropbox.com/u/52618319/buildsitebucket_PromoSmall.png (http://steamcommunity.com/sharedfiles/filedetails/?id=131735020)

Zombiecrackers
03-14-2013, 05:18 PM
My latest creation!

http://cloud-2.steampowered.com/ugc/919004374013014669/4205089E0A6685F118458DD22BC726331D20F0E8/

This is what I've been actively working on for the last several weeks. Here's a link to the steam workshop page:

http://steamcommunity.com/sharedfiles/filedetails/?id=130423984

Pretty cool :D would be nice as a reskin of the basic ones, these kinda look a little like hip flasks which is pretty cool :)

vlek2903
03-16-2013, 11:33 PM
https://dl.dropbox.com/u/51576423/WIP.jpg
WIP
soon i finish it.:)
remade model. remade texture

emrfish6
03-17-2013, 08:42 AM
https://dl.dropbox.com/u/51576423/WIP.jpg
WIP
soon i finish it.:)
remade model. remade texture

Is it just me or are those bullets facing the wrong way?

vlek2903
03-17-2013, 08:56 AM
http://cloud-2.steampowered.com/ugc/1081135295413021027/AEB840E3529FDCD0C4F9A11FE1E5845AAF68BFB5/

vlek2903
03-17-2013, 09:02 AM
Ha ha ha... Thx emrfish6 you are right. my mistake

emrfish6
03-17-2013, 04:49 PM
Ha ha ha... Thx emrfish6 you are right. my mistake


By the way, that thing looks amazing.

vlek2903
03-18-2013, 09:18 AM
By the way, that thing looks amazing.

Thx!!!:thumbup:

vlek2903
03-18-2013, 12:18 PM
http://cloud-2.steampowered.com/ugc/1081135295433326260/31CB2FA3BFC9D7DFA1476E159D69164F54AC7313/
http://cloud.steampowered.com/ugc/1081135295433470592/2ADC4C786854D4550DB36F1E2C26C96C9C011AB8/
http://cloud-2.steampowered.com/ugc/1081135295433452998/39B557E22A8D23E88BABB96CCF959E9284827929/

vlek2903
03-18-2013, 12:18 PM
Rate UP please if you like it. http://steamcommunity.com/sharedfiles/filedetails/?id=132801604

video
http://youtu.be/xNEKHjHgN_M
in game
http://youtu.be/4BiRjr2T-lo

Eternity
03-18-2013, 05:46 PM
After a long hard fight of figuring out how to get models from maya 2011 into Team fortress I present my first ever model ideas.

http://imageshack.us/a/img822/162/titlescreen2.jpghttp://imageshack.us/a/img195/3249/profilehr.jpghttp://imageshack.us/a/img15/439/newbrew2.jpg

http://imageshack.us/a/img546/1930/bigswigtitle.jpghttp://imageshack.us/a/img51/9445/bigswigingame.jpg

Voidoid
03-18-2013, 08:55 PM
The Camp Ranger

http://cloud-2.steampowered.com/ugc/1083387095252813372/4F94FABCB28CCD5749903B56F5E0E783489DD756/ (http://steamcommunity.com/sharedfiles/filedetails/?id=132857392)
http://cloud-2.steampowered.com/ugc/1083387095253013068/0C321CBF806D27D9E380FD81E253B012C87BF59C/ (http://steamcommunity.com/sharedfiles/filedetails/?id=132857392)

All images lead to the workshop, like all toilets lead to the sewer.

Model by Hawf, texture by Void.

Do your thing.

EArkham
03-19-2013, 08:06 AM
All images lead to the workshop, like all toilets lead to the sewer.

This man is a poet.

Also, damn fine item.

emrfish6
03-22-2013, 10:37 PM
Bad promo and probably a little too late to be accepted for the holiday but who cares?

http://dl.dropbox.com/u/52618319/eggbasket_promo1.png (http://steamcommunity.com/sharedfiles/filedetails/?id=133444057)

deadlyhydra
03-28-2013, 01:36 PM
My friend and I have a 2D model of a Heavy TF2 weapon and we dont know how to make a 3D Image out of it. The person who helps us gets 15% of the payments.

We need help on steps 3-9
[ http://www.teamfortress.com/workshop/ ]

The weapon is named "Death Wish"
weapon would be crafted by: 2 Ref. Metal, 1 Unusual Scrap, 1 Loch and Load, 1 Natascha.


The effects:
Positive
~~~~~~
- Every 20 bullets a Loch n' Load bullet would be shot.
- Wearer has 15+ health
- 50%+ max amo [300 bullets]
Negative
~~~~~~
- Wearer can not be healed/Ubered while the weapon is equipped
- 10%- base bullet damage
- 10% slower deployment movement speed

Add us on steam:
[Me] slay3rxx_ultra

Heres the image:
http://i.imgur.com/OI92mBf.jpg

Upsidedownface
03-30-2013, 07:49 AM
Time for old-timey mustaches!

http://i.imgur.com/DY6m579.jpg

http://i.imgur.com/Iu8J8Dth.jpg

http://i.imgur.com/H40TSd5h.jpg

http://i.imgur.com/uVzbtAZh.jpg

You can view the workshop submission here: http://steamcommunity.com/sharedfiles/filedetails/?id=135412248

emrfish6
03-30-2013, 11:14 PM
My friend and I have a 2D model of a Heavy TF2 weapon and we dont know how to make a 3D Image out of it. The person who helps us gets 15% of the payments.

We need help on steps 3-9
[ http://www.teamfortress.com/workshop/ ]

The weapon is named "Death Wish"
weapon would be crafted by: 2 Ref. Metal, 1 Unusual Scrap, 1 Loch and Load, 1 Natascha.


The effects:
Positive
~~~~~~
- Every 20 bullets a Loch n' Load bullet would be shot.
- Wearer has 15+ health
- 50%+ max amo [300 bullets]
Negative
~~~~~~
- Wearer can not be healed/Ubered while the weapon is equipped
- 10%- base bullet damage
- 10% slower deployment movement speed

Add us on steam:
[Me] slay3rxx_ultra

Heres the image:
http://i.imgur.com/OI92mBf.jpg

Only 15% of the money for doing most of the work? You're kidding right? The most a concept should get is 10% and even then, it needs to be very well done (ie colored, correct proportions, etc)

Kingraptor
04-02-2013, 02:49 AM
http://dl.dropbox.com/u/105281784/artpile/wip.jpg

Here is a pyro misc i've been working on, it would be my first tf2 item from scratch

new to modelling and learning how to model in blender and this is my first workshop project

hows it look?

advice for a learning blender modeller?

any suggestions/improvements for looks of this item?

Evil_Knevil
04-02-2013, 03:45 AM
Finally submitted these:

http://i.imgur.com/CIHzeXM.png (http://steamcommunity.com/sharedfiles/filedetails/?id=136224332)

http://i.imgur.com/r5Dd0Gw.png

http://i.imgur.com/PlHSaWN.png (http://steamcommunity.com/sharedfiles/filedetails/?id=136224570)

http://i.imgur.com/Gecur3h.png

http://i.imgur.com/W3aQ30e.png

http://i.imgur.com/Okr0ego.png

http://i.imgur.com/p5bNjgN.png (http://steamcommunity.com/sharedfiles/filedetails/?id=136224761)

http://i.imgur.com/IT3isjp.png

http://i.imgur.com/slfSxQt.png

http://i.imgur.com/kpLvYZP.png

Sorry for the image dump :).

Assassin0323
04-02-2013, 12:27 PM
So much awesome going on here! This is my attempt at a melee weapon for the Demoman, its a tnt plunger. I still have some work to go on it. I need to generate a quick lod set for it and the texture is still pretty WIP. Hit me up with some C&C!

http://imageshack.us/a/img823/691/shot1s.jpg (http://imageshack.us/photo/my-images/823/shot1s.jpg/)

Ruskeydoo
04-03-2013, 04:14 AM
Only 15% of the money for doing most of the work? You're kidding right? The most a concept should get is 10% and even then, it needs to be very well done (ie colored, correct proportions, etc)

I wouldn't put a set cap at 10%. If the concept is very strong and doesn't take long to model then they could get more.

@deadlyhydra - To make that item well well I would guess that's maybe a solid week of work. That picture tool you an afternoon?

Jukebox
04-05-2013, 01:47 PM
Hey guys, I've finally started being able to have some time to start making some items. I've already modeled a mask for Scout but am having some trouble with Ambient Occlusion. I'm guessing it has to do with my bad modelling, but wanted to get some of your opinions. The UV is 256x256.
http://i.imgur.com/6iUMjLs.png

Sexy Robot
04-05-2013, 07:30 PM
Have a homburg.

http://puu.sh/2uG6x/bda92d00fb

gigazelle
04-06-2013, 01:01 AM
Finally submitted these:

[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=136224332"]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=136224570"]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=136224761"]

Sorry for the image dump :).

Those are some fine looking items. I definitely wouldn't mind outfitting my spy with these clothes!

emrfish6
04-06-2013, 07:30 PM
Hey guys, I've finally started being able to have some time to start making some items. I've already modeled a mask for Scout but am having some trouble with Ambient Occlusion. I'm guessing it has to do with my bad modelling, but wanted to get some of your opinions. The UV is 256x256.
http://i.imgur.com/6iUMjLs.png

When baking a 256x256 bake, use a margin of 2, not 8. Second, make sure to check "normalized". Third, do you have any lamps in the scene? If so, delete them. If you have other mesh objects in the scene other than your model, either delete them or turn off their rendering (the little camera in the scene object list thing). Note that armatures do not count as mesh objects.

Sexy Robot
04-07-2013, 11:59 AM
The Double Clue
http://cloud-2.steampowered.com/ugc/846950070866039155/3985EF251A4AE09A2EB4FF8F4B23746F18FB4BBA/
http://cloud-2.steampowered.com/ugc/846950070866313821/C022DDF8E19243E8932333EF7BF8B4762745249B/637x358.resizedimage
http://cloud-2.steampowered.com/ugc/846950070866336543/B8118F6B7C93A19E699EFF6745D4CB082090F280/637x358.resizedimage
http://cloud.steampowered.com/ugc/846950070866300934/8CBD370D4C35713C96ABF914FBA9CA604DBB5033/637x358.resizedimage
http://cloud.steampowered.com/ugc/846950070866305077/F84E2FDCEE4508D175E715884C74D626225FB92A/637x358.resizedimage
http://cloud-2.steampowered.com/ugc/846950070866340965/70CBE297FEB2480EB2558640C840CBBAC40229C0/637x358.resizedimage
(http://steamcommunity.com/sharedfiles/filedetails/?id=137544421)

Jukebox
04-08-2013, 09:22 PM
When baking a 256x256 bake, use a margin of 2, not 8. Second, make sure to check "normalized". Third, do you have any lamps in the scene? If so, delete them. If you have other mesh objects in the scene other than your model, either delete them or turn off their rendering (the little camera in the scene object list thing). Note that armatures do not count as mesh objects.

Much thanks, I watched a Youtube video about it and they did not mention any of that.

Zeemis
04-09-2013, 05:54 PM
I'm unsure if I'm suppose to post completed models in this thread, but this is far from complete. Can you tell me what you guys think?
This is a 3d environment. This means that after clicking the link below to see the model, you can orbit around the scene by holding left click and moving your mouse around. You can also zoom out with mouse wheel.
http://www.ff6hacking.com/portfolio/shotgun/index.html

This is the concept art that was made by a friend whom works at Insomniac (Ratchet & Clank) as a concept artist/environmental artist.
https://dl.dropboxusercontent.com/u/3225495/smg2.jpg

Nix
04-09-2013, 07:10 PM
I've seen the Double Clue near the top at the steam workshop for a while now, and deservedly so I might add.


Anyway, I hope this is the right place to ask: does anyone know if it's possible to get a bone to have both jiggle and animation at the same time? Separately, I can get bones to animate, and I can get them to jiggle. But any single bone that I apply both to, simultaneously, will not show the animation, and only the jiggle instead.

Any ideas?

emrfish6
04-10-2013, 12:45 PM
Much thanks, I watched a Youtube video about it and they did not mention any of that.


Always glad to help. Most of the stuff I know about blender is not from videos, but from experimentation, mostly.

Jukebox
04-10-2013, 06:34 PM
So, another noob question. Right now I've got 2 styles with 2 LODs each. The tutorials I've seen only show super simple items, and I can't seem to find anything on file structures for more complicated items. Should I have a different UV texture for each LOD and Style or a single texture that I adjust the object mapping to?

Also, since I already know I'll be asking a bunch of questions I thought I'd introduce myself here a bit. (Already did as well in the Introduction thread) My name is Jake. I'm currently in college majoring in IT with a minor in Visual arts. I want to go into computer modelling but the schools I'm limited to (Georgia's HOPE scholarship) don't offer any related programs. I've already got about 5 or 6 models for hats and weapons saved but just need to get around to creating LODs and texturing them and all that good stuff. I'm using Blender and Photoshop right now, I have Maya and Mudbox but can't use them for TF2 stuff because they're student editions. But anyway, right now I'm looking for internships and networking opportunities to try to get my foot in the CG business. Hopefully within a little while I'll be much more knowledgeable and have some stuff in the Workshop! Thanks again you guys.

Masich
04-13-2013, 03:59 PM
http://i50.tinypic.com/230lue.png

http://cdn.memegenerator.net/instances/400x/31612783.jpg

Masich
04-14-2013, 03:45 AM
http://i46.tinypic.com/2ldkswm.png

http://puu.sh/2zQW1

So here's a... Thing that I made.

Some big mechanical clockwork minigun. No goddamn clue how I'd make the cogs move, but here you go! Going to try and make a classy 19th Century "bruiser" set for the Heavy.

Sexy Robot
04-14-2013, 06:10 AM
http://puu.sh/2zUik/d7ad211d15

Edit;

https://dl.dropboxusercontent.com/u/32419971/parachute.png

Goes with this stuff, btw.

( Concept by Square )

spaccossa
04-14-2013, 04:30 PM
My first hat for TF2 :D !!!!

http://steamcommunity.com/sharedfiles/filedetails/?id=139211083

http://cloud-2.steampowered.com/ugc/1082263151524657768/F4FBFC76160BF6C8A78A61BA91A13ADAC1F5441E/

spaccossa
04-15-2013, 01:52 AM
Second item :D

http://steamcommunity.com/sharedfiles/filedetails/?id=139291289

http://cloud.steampowered.com/ugc/1082263151529849696/9122DCF44C2005780CAB5D15A7FDB69E00C04A3D/

spaccossa
04-16-2013, 05:25 AM
My Third ITEM TF2 :D

http://steamcommunity.com/sharedfiles/filedetails/?id=139492130

http://cloud-2.steampowered.com/ugc/1082263151548253116/9E4B59F29F73EBB0D57FED7DCE1A5F7CC256D5A7/

Jukebox
04-16-2013, 03:24 PM
http://i.imgur.com/sRJ3I6O.pnghttp://i.imgur.com/DPDnBuc.png

Tried my hand at texturing for the first time. What do you guys think? Haven't finished yet, I still think it looks a bit too cartoony. I also need to figure out how to make the Alpha channel. Perspective view was on which is why it looks a bit wonky in the second image. Also, haven't gotten rid of the UV lines yet, but I will.

kite212
04-18-2013, 08:36 PM
Long time no post! I suck! Too many projects and other junk going on, so to get back into the swing of things I decided to remake my first workshop item.
So much stuff pissed me off about it, so I needed to redux Ol' Shelly!
Still tons of small things to do, seam touch up, rig everything, compile, etc. I have never compiled with styles, are they all separate mdls? So far I assume yes, but...:poly122:

Here is the POS for a ref:
http://steamcommunity.com/sharedfiles/filedetails/?id=93930440&searchtext=OL%27+Shelly

http://i707.photobucket.com/albums/ww76/kite212/Shelly20Styles.jpg (http://s707.photobucket.com/user/kite212/media/Shelly20Styles.jpg.html)

Jukebox
04-19-2013, 11:58 AM
http://puu.sh/2zUik/d7ad211d15

Edit;

https://dl.dropboxusercontent.com/u/32419971/parachute.png

Goes with this stuff, btw.

( Concept by Square )
I'm really liking that backpack. I've been interested in thinking of one for Soldier for a while now.

Sexy Robot
04-20-2013, 06:40 AM
https://dl.dropboxusercontent.com/u/9411074/parawip1.png

Eternity
04-20-2013, 01:52 PM
yam what I am!

Based on an iconic cartoon character this is was mostly a fun piece that includes a hat "Sailor Man" the chin cosmetic "The Pappy" and a Cannon design based from both a 18th century ship swivel gun and a flintlock rifle.

It has all been submitted over at the TF2 Workshop so you should go check it out.

http://imageshack.us/a/img580/1978/pappythesailorman.jpghttp://imageshack.us/a/img577/9978/theshipwreckshooter.jpghttp://imageshack.us/a/img163/9114/shipwreckcannon.jpghttp://imageshack.us/a/img201/8913/chinz.jpghttp://imageshack.us/a/img826/8673/shipwreckcannon2.jpg

Sexy Robot
04-22-2013, 08:32 AM
http://puu.sh/2EZl1/cd086c97f4.png

Jukebox
04-22-2013, 02:09 PM
It the backpack supposed to be a Buff Banner replacement? Or is it a misc?

kite212
04-22-2013, 03:22 PM
As usual Sexy Robot your work continues to rock my face off, keep up the amazing work!

kite212
04-22-2013, 06:16 PM
Someone just got a new lightwrap!

http://steamcommunity.com/sharedfiles/filedetails/?id=140326516

heinous
04-22-2013, 10:57 PM
Hi, I'm brand new to modeling and have hit a snag in blender. It's a tf2 item, I was hoping you guys know what I'm doing wrong and would tell me how to fix this.

the part is a 12 sided cylinder, it is also curved vertically. Ambient occlusion ray tracing simply refuses to consider the sides smooth. yet, it has no problems shading the bend as smooth.

Both ray tracing with constant jitter, and approximate show no such problem, but they looks bad in certain other parts so I want to use ray tracing with constant qmc.

the blender version is 2.66, the setting for bake is ambient occlusion, ray tracing, constant qmc, object shading is smooth, the lamp's deleted, this is the only mesh with rendering turned on, both bake and world tabs were changed to ambient occlusion, edge split modifier has edge angle unchecked and I manually marked sharp edges. no, those edges were not marked as sharp. the distance of attenuation doesn't help any, nor does amount of sampling. Checking and unchecking the normalized option in bake doesn't help either. yes, i removed doubles.

I have also looked up this: http://wiki.blender.org/index.php/Doc:2.6/Manual/Lighting/Ambient_Occlusion but unfortunately qmc options don't have the bias setting.

Yes, I know it looks bad regardless, I know enough to be humble about this.

What am I doing wrong? I have a feeling it is something stupidly simple.

http://i.imgur.com/yi5X0av.jpg

kite212
04-23-2013, 06:58 AM
@heinous
So I don't know much about baking in Blender, but if it were me I would just throw in some extra edge loops and bake from a higher poly model

Sexy Robot
04-23-2013, 10:06 AM
http://puu.sh/2F3wV/34e013aff6.png
http://puu.sh/2FCYB/d9da658705.png

Melee for the paratrooper set has been completely reconceptualized.

heinous
04-23-2013, 12:21 PM
@heinous
So I don't know much about baking in Blender, but if it were me I would just throw in some extra edge loops and bake from a higher poly model

Just doubled the edges, the the lines just got thinner because the polygons are narrower, but the shading is just as heavy... :poly127:

If they get doubled again, each polygon is going to be just about 2 pixels wide...

It's gonna show up in game when people look up close. Maybe I should just bake both approximate and ray trace AO's and then choose the good ones from each in photoshop?

http://i.imgur.com/3MkHKQ4.jpg

kite212
04-23-2013, 01:53 PM
@Sexy Robot
I absolutely love this knife design. The only thing I would say is the front hand guard seems it might be a tad close to the hilt, but it may just be the angle throwing me off, cant wait to see it finished!

@heinous
I would not get to caught up on the just the flat AO. Me personally I start with flat colors and see how my AO looks on that. With something smooth this this you may not even need the AO on the curved part, and you can mess with it in photoshop. Also dont get in the mind set you can do a one and done with an AO. Personally I will usually use several different AO's with different colors, layer effects, opacities , etc, and use layer masks when needed to edit out unneeded parts of some of the AO's. It may help to get a better idea of the desired result if you show us the whole model, so we have an idea of what it is.

Sexy Robot
04-23-2013, 02:09 PM
It should fit fine.

http://puu.sh/2FNrS/22532f17e7.png

heinous
04-23-2013, 02:27 PM
i just looked at the earlier pages and realized a lot of big hitters are here. I feel like I shouldn't be here... :poly122:


@heinous
I would not get to caught up on the just the flat AO. Me personally I start with flat colors and see how my AO looks on that. With something smooth this this you may not even need the AO on the curved part, and you can mess with it in photoshop. Also dont get in the mind set you can do a one and done with an AO. Personally I will usually use several different AO's with different colors, layer effects, opacities , etc, and use layer masks when needed to edit out unneeded parts of some of the AO's. It may help to get a better idea of the desired result if you show us the whole model, so we have an idea of what it is.

Thanks, if multiple AO's is the norm, I think I'll go that route then. I managed to get everything silky smooth using a subdivision surface modifier set to 4, but of course any sharp corners ended up having a beveled see through AO since they get subdivided too. At least then modifier can just be undone with a click, so maybe I should do an AO with it on, then with it off, and use one for smooth surfaces and the other for corners? What are colored AO's used for and how do I make them? It's probably a stupid question.

It's a flamethrower, the parts in question are just long metal pipes, I have seen on the degreaser the smoothness that I should probably be shooting for, because I know I'm new but I don't want to be one of those countless sorry and miserable submissions in the workshop either...

http://i.imgur.com/lWsCkNW.jpg

Linko
04-23-2013, 02:30 PM
A mobile sentry gun for team fortress, it still a work in progress. Tell me if the design and colors fit with TF2 and if i must change things:

http://www.jepix.fr/images/specsentry.png

http://www.jepix.fr/images/specsentry2.png

http://www.jepix.fr/images/setnrytf2.png

http://jepix.fr/images/sentryblender.png

kite212
04-23-2013, 02:30 PM
@Sexy Robot

That puts any of my concerns to rest. The more I look at it the more I love it! I really can't wait to see the finished product!

kite212
04-23-2013, 04:19 PM
@heinous
Don't let the heavy hitters scare you off. Hell nrek was my roommate when he made the croc 'o style set, he sets a pretty high bar on any thing he does. You gotta start somewhere. When I refered to a color AO it would basically be taking an AO and overlaying some color in photoshop. When I do something like that it is usually pretty low opacity and can help give some more life to the object. For example I might use a darker brown shaded AO on a wood surface, or darker blue on a metal surface, etc. There is nothing wrong with using multiple AO's and mashing them up, like one for smooth sides combined with one to give nice edges on a corner. Layer masks are your friend here. The same technique can be used with normal maps, doing a cage bake and a cageless bake, lne for details, one for nice edges. At least with TF2 most cases a flat normal is just fine. Also keep in mind this is how I work, some may find my workflow back asswards, others may find it lagit, but in the end it is what works for me. Hope this helps

heinous
04-25-2013, 03:30 AM
Thank you, I think I have a somewhat acceptable AO now...

anyone have pointers on replicating the chipped paint effect? what brush, settings, etc? particularly on edges? as well as for edge/corner highlights from this post? (http://www.polycount.com/forum/showthread.php?t=73559) I tried dabbing a spot of grey and then smudging but it always ends up either too swirly, too wide, or blurry.

kite212
04-25-2013, 07:41 AM
@Linko

Not sure how I missed this. I think the colors work, and I like the design. That being said I would see something like this getting flagged as incompatible by Valve due to everything that would be required to get this in game.

@heinouns

When I do paint or surface wear I will have my base metal color, and the paint/finish on a layer above that. I would then use a layer mask to paint the wear on the paint/finish to expose the metal underneath. For all my TF2 textures I pretty much use square brushes including the one in Swizzle's post

Linko
04-25-2013, 08:40 AM
I have a problem, if i attach my modelisation to an armature in Blender, i select the modelisation only and export it and the bone does not appear in film maker.

@kite212: i keep a hope. :/

spaccossa
04-25-2013, 03:09 PM
The Mohawk Hard

http://steamcommunity.com/sharedfiles/filedetails/?id=141262522

http://cloud.steampowered.com/ugc/1083390798375487015/953559284B2A32DC1545FD0B5F8ADA958E79F5E7/

kite212
04-25-2013, 06:12 PM
Just started my next item. I am doing some 1911's for the Engi and the scout, I want to do 2 styles, one WWII style and one with some modern parts on it, still tons of work to do on it:
http://i707.photobucket.com/albums/ww76/kite212/1911BlockOut-1.jpg (http://s707.photobucket.com/user/kite212/media/1911BlockOut-1.jpg.html)

Sexy Robot
04-26-2013, 09:46 AM
http://puu.sh/2H5yk/40246bb337.png

Have a mostly, but not entirely up to date shot of this stuff.

heinous
04-26-2013, 10:28 AM
what does valve do with 2 similar submissions? do they get combined? how often do authors jump to conclusion about their work getting copied? i mean i know there are only so many ways to do a specific type of knife. http://steamcommunity.com/sharedfiles/filedetails/?id=140241062&searchtext=

Sexy Robot
04-26-2013, 12:09 PM
http://steamcommunity.com/sharedfiles/filedetails/?id=1006&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=122925781&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=140241062&searchtext=
http://steamcommunity.com/sharedfiles/filedetails/?id=140241062&searchtext=

There are plenty of knives on the workshop, probably more than above, since I don't think any single contributor can lay claim to the concept of an army knife.

I don't think items have ever been combined before. The general outcome of a scenario like this is generally that Valve would be to pick the best one out of the lot; like when the executioner hood for Halloween went in - there was competition between two variant hoods from different contributors.

It tends to become friendly competition between the most of us - we're almost all friends to an extent anyway. It'd be childish to bicker over something like this.

kite212
04-26-2013, 01:51 PM
@Sexy Robot
That is beautiful I love the whole set, but that knife is just so good. You have my thumbs and favs as soon as they are uploaded

@heinous
I do not remember the exact syntax of the line in the workshop eula, but there is a statement saying that you agree that other users can make similar items, or take your idea and make a better version. If I find the line I will update this comment.

Section 3 Line A:

You also acknowledge and agree that other users, and Valve itself, may create other works that are similar to Your Valve Game Contribution(s), and that Valve’s payment obligations under this Section 3 only apply with respect to the distribution of actual copies of Your Valve Game Contribution(s).

heinous
04-26-2013, 01:59 PM
i asked because i saw someone kind of being called out a few pages ago while going through this thread about some other weapon. it's definitely a grey area especially for the knife, considering as mentioned that it's a concept of an army knife.

i see why so many people submit hats now, since there are more variety of them.

all things considered, would it be more beneficial to submit non-real weapons? the "art style" of tf2 definitely can accommodate it, and there will be less chance someone would make up the same fake weapon you happen to have made up. then again, if the eula says similar submissions are ok regardless of intent then it's kind of a moot point.

kite212
04-26-2013, 02:14 PM
Yeah someone made this already:
http://steamcommunity.com/sharedfiles/filedetails/?id=80888384&searchtext=defender

but I am still doing my 1911's anyways. I am a huge 1911 fan, so I want to make some that are not missing any pieces, but still fit in TF2. I see no harm in similar items unless it is blatant copying of an item

kite212
04-26-2013, 08:02 PM
Progress!
http://i707.photobucket.com/albums/ww76/kite212/1911Wip3.jpg (http://s707.photobucket.com/user/kite212/media/1911Wip3.jpg.html)

Baddcog
04-27-2013, 12:35 PM
i asked because i saw someone kind of being called out a few pages ago while going through this thread about some other weapon. it's definitely a grey area especially for the knife, considering as mentioned that it's a concept of an army knife.

i see why so many people submit hats now, since there are more variety of them.

all things considered, would it be more beneficial to submit non-real weapons? the "art style" of tf2 definitely can accommodate it, and there will be less chance someone would make up the same fake weapon you happen to have made up. then again, if the eula says similar submissions are ok regardless of intent then it's kind of a moot point.

It's not really a moot point. Valve might pick one, if yours is better you MIGHT have a better chance.

So far pretty much everything I have submitted has been put in game... Valve's own version of course.

And just because someone else makes an army knife (or whatever) doesn't mean they own that weapon/idea.
however it sucks doing things like an exposed engi brain (fairly original idea) then seeing valve put on in game later.

All i can say if you want a model in game is make it very very good and Have GOod goood good good goood luck.
If you aren't doing it soley for the love of doing it it is pretty much a complete waste of time and effort.

Sexy Robot
04-27-2013, 01:19 PM
http://puu.sh/2Ieiw/53529e9965.png

Not got any fancy promo image to post, so have a shot of LODs in a line.

heinous
04-28-2013, 02:52 AM
It's not really a moot point. Valve might pick one, if yours is better you MIGHT have a better chance.

So far pretty much everything I have submitted has been put in game... Valve's own version of course.

And just because someone else makes an army knife (or whatever) doesn't mean they own that weapon/idea.
however it sucks doing things like an exposed engi brain (fairly original idea) then seeing valve put on in game later.

All i can say if you want a model in game is make it very very good and Have GOod goood good good goood luck.
If you aren't doing it soley for the love of doing it it is pretty much a complete waste of time and effort.

Yeah, that's why I wondered about the reactions you guys might have when you see a similar submission in the workshop. I guess doing it out of enjoyment is probably the best attitude to have, since the final call is up to valve and you have no say. On the other hand I do see a benefit to their policy. By allowing similar work to be submitted, people don't have to "beat each other to the punch" to the submit button, and can post their progress without a care in the world like in this thread, which by the way, I'm really enjoying seeing all the progress as they get worked on day after day. I'm loving that knife and 1911 right now, for example. :thumbup:

kite212
04-28-2013, 08:19 AM
Modeling on style 1 is pretty much done, smoothing groups done, I may just need to re-triangulate some faces. Now time to do the second style, then its off to unwrap!

http://i707.photobucket.com/albums/ww76/kite212/1911Wip6.jpg (http://s707.photobucket.com/user/kite212/media/1911Wip6.jpg.html)

Style 2 almost done!
http://i707.photobucket.com/albums/ww76/kite212/1911Wip7.jpg (http://s707.photobucket.com/user/kite212/media/1911Wip7.jpg.html)

nick2730
04-28-2013, 08:28 AM
I was thinking of starting to get into this how often do you guys sell items? Or do you just do it for fun

kite212
04-28-2013, 08:57 AM
I was thinking of starting to get into this how often do you guys sell items? Or do you just do it for fun

I have not had any items accepted, I do this because its great exposure and it is really fun to do. The chance to make money is just the cherry on top.

nick2730
04-28-2013, 10:28 AM
I have not had any items accepted, I do this because its great exposure and it is really fun to do. The chance to make money is just the cherry on top.

thanks matt- its nick from school

kite212
04-28-2013, 03:38 PM
Just started texturing:
http://i707.photobucket.com/albums/ww76/kite212/1911TextureWip2-1.jpg (http://s707.photobucket.com/user/kite212/media/1911TextureWip2-1.jpg.html)

heinous
04-28-2013, 11:39 PM
Well, it's at the point where I'm confident that it is at least not COMPLETE shit, so I guess I should post some eye candy as fruit sown from the help I received from this thread.

Someone in his or her infinite wisdom decided the trigger bone for the flame thrower should not rotate around the point where you click to select it, so now I have to go find the actual center of rotation and rearrange every damn thing to get the animation right. Should I even bother? The Phlogistinator doesn't even animate, so how important can it be?

Anyway, you saw it here first.

http://i.imgur.com/8fSL6dV.jpg

http://i.imgur.com/F6dQJPN.jpg

http://i.imgur.com/QqpACBu.jpg

http://i.imgur.com/nuo5Ae1.jpg

http://i.imgur.com/UPXPfwK.jpg

kite212
04-29-2013, 06:52 AM
Maybe someone who actually knows may chime in, but it seems that the bones on weapons are just used like sockets for the character animations. For example I wasted tons of time thinking that I messed up on the sniper rifle bolt, but looking at others the bolt does not move.

heinous
04-29-2013, 04:20 PM
I solved it.

The bone does rotate on the point where you click to select it.

The problem is I imported the Degreaser model, and its trigger hinge does not match that bone. I assumed it does and simply placed my trigger hinge in its place.

In hindsight I should probably have imported the stock flame thrower, but my worry at the beginning was that it is so old it may not even have a c_model. Degreaser being newer, I opted to import it instead. Then again, maybe even the flame thrower doesn't have a working trigger.

But MINE does now :thumbup::poly142:

Currently in the process of fixing another problem I found, clipping:

http://i.imgur.com/rhfm1Dx.jpg

Removed the spare faucet that was just lying around. Managed to knock out about 1000 tris in the process, and the whole weapon looks more stream lined now IMO.
http://i.imgur.com/bdVuZKT.jpg

Mirrored the trigger mechanism to the right side of the weapon to get rid of the deepest bulk of the clipping issue, it also happens to show off the trigger in a very visible way.

http://i.imgur.com/4XW2GVD.jpg

It no longer clips when crouching.
http://i.imgur.com/iL9wQXg.jpg

Oh, it's gonna be gooood :poly136:
http://i.imgur.com/wr4TkSg.gif

kite212
04-29-2013, 06:52 PM
Happy to hear you sorted out the issue. Made some progress today:
http://i707.photobucket.com/albums/ww76/kite212/1911TextureWip4.jpg (http://s707.photobucket.com/user/kite212/media/1911TextureWip4.jpg.html)

Masich
04-29-2013, 11:44 PM
Guys, I need some help:

I've finished, unwrapped, optimized and refined this weapon here, and it's ready to be compiled... But so far, none of my efforts to compile ithave been successful.

I need to skin this weapon to 3 bones and then get it in-game. And I am a total, 100% noob at doing this.

It's been two days of me flailing about here, can somebody please contact me and help me out? This is the gun in question:

http://puu.sh/2JliO.png

If you want to add me on steam, my ID is http://steamcommunity.com/id/Veerdinwraith/

Masich
04-29-2013, 11:48 PM
edit: double post, my bad.

Masich
04-30-2013, 06:50 AM
UPDATE: Thanks to JaCuS's patient help, I was able to compile this bastard!

And then I figured out jigglebones all by myself! GOLD STAR YO

I'm da best.

http://puu.sh/2K4YU.jpghttp://puu.sh/2K4UD.jpg
http://puu.sh/2K4SZ.jpghttp://puu.sh/2K4Uh.jpg

Okay, done boasting about my managing to accomplish something most of you do without thinking. Back to some real work!

heinous
04-30-2013, 03:08 PM
why do my items look shinier in hlmv than in the itemtest map?

it's almost like hlmv ignores the phong alpha layer. parts that are flat as they should be in the game are fully shiny in hlmv...

Linko
04-30-2013, 04:07 PM
Update for the Mobile Sentry Gun: http://www.jepix.fr/images/sentrygardeboue.png

3D model: https://sketchfab.com/show/e7H7btRgz10kNj5g0AXRytMrWqt

Masich
04-30-2013, 04:17 PM
http://www.youtube.com/watch?v=TaJRtSECe2Y&list=UU5BbivAdzFX9ldIT3MVJUZQ&index=1



Vidja of the Black Devil in action with early texture.

heinous
04-30-2013, 05:45 PM
Update for the Mobile Sentry Gun: http://www.jepix.fr/images/sentrygardeboue.png

3D model: https://sketchfab.com/show/e7H7btRgz10kNj5g0AXRytMrWqt

I thought the front panel looked kinda busy compared to the rest of the model. the new one looks a lot more "together." I miss the old ammo belt though.

kite212
04-30-2013, 07:13 PM
I agree that the previous belt looks better.

kite212
04-30-2013, 08:37 PM
Has anyone had any issues lately? Steam just made me convert TF2 to a new format, now after this my SourceSDK is not working, and studiomdl.exe throws errors about the gameinfo.txt, but nothing is resolving it

Still trying to fix my sdk :poly142:

http://i707.photobucket.com/albums/ww76/kite212/1911TextureWip5.jpg (http://s707.photobucket.com/user/kite212/media/1911TextureWip5.jpg.html)

heinous
04-30-2013, 10:00 PM
Has anyone had any issues lately? Steam just made me convert TF2 to a new format, now after this my SourceSDK is not working, and studiomdl.exe throws errors about the gameinfo.txt, but nothing is resolving it

Still trying to fix my sdk :poly142:

http://i707.photobucket.com/albums/ww76/kite212/1911TextureWip5.jpg (http://s707.photobucket.com/user/kite212/media/1911TextureWip5.jpg.html)
it's their new content system. https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491

i knew it would cause trouble so i exported all the files i need before the update scheduled for today.

so i haven't tried decompiling yet, but now tf2 lags. it never lagged before. nice update meant to streamline the game...

kite212
04-30-2013, 10:38 PM
thanks for the info. Adding ToolsAppId 211 to my gameinfo.txt seems to have fixed it.

Masich
04-30-2013, 11:00 PM
http://puu.sh/2Kzm9.jpg

Putting this here because I thought it was funny. I'm clearly the best at compiles.

Since been fixed, but still, hehehe... Also, hey! look! My new knife!

heinous
05-01-2013, 01:08 AM
thanks for the info. Adding ToolsAppId 211 to my gameinfo.txt seems to have fixed it.

I did. It still won't work. maybe it's in the wrong place? It says I need to give a file path, don't know how nor which path... can you walk through how you go from a qc file to complete compilation under the new format?

Edit. Well I just managed to compile an mdl by telling guistudiomdl to treat my qc as counterstrike source content instead of tf2... then I put them into a vpk in the directory tree, and it shows up in game, so I guess it works as a workaround. :thumbup:

kite212
05-01-2013, 05:12 AM
I did. It still won't work. maybe it's in the wrong place? It says I need to give a file path, don't know how nor which path... can you walk through how you go from a qc file to complete compilation under the new format?

Edit. Well I just managed to compile an mdl by telling guistudiomdl to treat my qc as counterstrike source content instead of tf2... then I put them into a vpk in the directory tree, and it shows up in game, so I guess it works as a workaround. :thumbup:

Open your source sdk and change the TF2 game path to the new common\team fortress 2\tf folder. After I did this I could compile fine, but now I'm having other issues I need to try and sort out after work tonight

Edit, highlighted in yellow
http://i707.photobucket.com/albums/ww76/kite212/Settings.jpg (http://s707.photobucket.com/user/kite212/media/Settings.jpg.html)

Masich
05-01-2013, 06:05 AM
Trying to open modelviewer with the above config:

http://puu.sh/2KHMx.png

http://puu.sh/2KHML.png

Here's my config settings.

http://puu.sh/2KHNS.png


When I try to compile to the new directory:

http://puu.sh/2KHUP.png

prease to be helping?

kite212
05-01-2013, 06:17 AM
Modify your gameinfo.txt:

http://i707.photobucket.com/albums/ww76/kite212/gameinfo.jpg (http://s707.photobucket.com/user/kite212/media/gameinfo.jpg.html)

Masich
05-01-2013, 06:45 AM
Modify your gameinfo.txt:


Ah! Sweet!

So now I can get model viewer open, that's a start...

Unfortunatly, when I try to access folders, this happens:

http://puu.sh/2KIFA.png


Additionally, getting this error when I try to compile:

http://puu.sh/2KIJe.png

kite212
05-01-2013, 06:58 AM
Yeah I have the same folder error, but I can compile, and thats where it gets interesting. I can test the item in test map, but stuff is just broken and wrong. I will be revisiting this once I get home from work.

Edit: Did you try compiling straight on the cmd with studiomdl.exe?
Edit 2: Also launch TF2, restart Steam, and try again

Masich
05-01-2013, 07:15 AM
Yeah I have the same folder error, but I can compile, and thats where it gets interesting. I can test the item in test map, but stuff is just broken and wrong. I will be revisiting this once I get home from work.

Edit: Did you try compiling straight on the cmd with studiomdl.exe?
Edit 2: Also launch TF2, restart Steam, and try again

Tried restarting, but to no avail.

And I don't know how to compile with just the CMD. I'm still a total noob at compiles.

kite212
05-01-2013, 07:23 AM
Last nugget I can share before I leave for work. Crash course in cmd compiles. open a command prompt, win vista and newer, click start type cmd in the search and open cmd.exe, xp use run and type cmd.exe. Open the bin folder with the studiomdl.exe, drag and drop this into the cmd window. Hit space bar and type, -nop4, hit space bar again. Drage and drop your .qc file, and press enter and watch the output scroll :poly142:

http://i707.photobucket.com/albums/ww76/kite212/CMD.jpg (http://s707.photobucket.com/user/kite212/media/CMD.jpg.html)

Linko
05-01-2013, 10:45 AM
heinous and kite212: i will change the belt, thank your for the feedback.

kite212: a .VPK contain mdl + vtf/vmt? I don't understand now how to replace the models in game (the sentry1 for me), and i see nothing when i open a team fortress 2 .VPK with gcfscape.

And same, model viewer doesn't work and i can't compile but i'll wait official updates.

heinous
05-01-2013, 11:56 AM
kite212: a .VPK contain mdl + vtf/vmt? I don't understand now how to replace the models in game (the sentry1 for me), and i see nothing when i open a team fortress 2 .VPK with gcfscape.

create a new folder in the "custom" folder.

in that new folder create the models tree and put your files where they would normally be.

repeat for materials directory tree.

drag that new folder onto the vpk.exe icon in Team Fortress 2/bin

vpk file now appears alongside your new folder. it contains the directory and files you just put down and you can delete your new folder, while the vpk is already in the correct place.

now all of that won't matter if you can't compile those files in the first place :poly122:

kite212
05-01-2013, 11:57 AM
heinous and kite212: i will change the belt, thank your for the feedback.

kite212: a .VPK contain mdl + vtf/vmt? I don't understand now how to replace the models in game (the sentry1 for me), and i see nothing when i open a team fortress 2 .VPK with gcfscape.

And same, model viewer doesn't work and i can't compile but i'll wait official updates.

The compiles I have gotten to work do not put out a .VPK, it is the standard .mdl, and it works in the test map. I have other issues to sort out with my item. Here is exactly what I did to get my compiles to work:

1: Launch updated TF2
2: restart Steam
3: update gameinfo.txt from TF2
4: launch Source SDK, point to new game dir, then close
5: restart Steam
6: launch Source SDK, and choose option to refresh the SDK tools, will just copy the files again
7: Compile on the CMD as I normally do

I am hopeful that Valve will update and fix this mess, but I will still tinker away in hopes to get a workaround workflow that you know... works :poly122:

I do tech support at a software company, so I get some sick enjoyment out of troubleshooting and resolving things like this

to add to what heinous posted, you can extract vpk's with vpk.exe. I have not tried this yet, but need to when I get home tonight:
https://developer.valvesoftware.com/wiki/VPK

heinous
05-01-2013, 01:46 PM
The compiles I have gotten to work do not put out a .VPK, it is the standard .mdl, and it works in the test map. I have other issues to sort out with my item. Here is exactly what I did to get my compiles to work:

1: Launch updated TF2
2: restart Steam
3: update gameinfo.txt from TF2
4: launch Source SDK, point to new game dir, then close
5: restart Steam
6: launch Source SDK, and choose option to refresh the SDK tools, will just copy the files again
7: Compile on the CMD as I normally do

I am hopeful that Valve will update and fix this mess, but I will still tinker away in hopes to get a workaround workflow that you know... works :poly122:

I do tech support at a software company, so I get some sick enjoyment out of troubleshooting and resolving things like this

to add to what heinous posted, you can extract vpk's with vpk.exe. I have not tried this yet, but need to when I get home tonight:
https://developer.valvesoftware.com/wiki/VPK

Just tested your method with GUIStudioMDL instead of studiomdl and it still works. http://cloud-2.steampowered.com/ugc/594750721852261983/FB4E1CFD29B6F01ED6CDFE6EA9151C3B1D5E9204/

I'm also not getting hlmv to see files.

kite212
05-01-2013, 04:42 PM
Made a shortcut to vpk.exe, put it in a folder, copied the misc_vpk's from the tf folder, drag the misc_dir vpk onto the shortcut, boom all the mdl's, and other files extracted.

kite212
05-01-2013, 07:44 PM
So got everything sorted minus one thing, and I don't know if this is breakage or I am doing something wrong. I made a c_model instead of a v_model and w_model. I have done this before and in the the test map the c_model replaces both models appropriately. My current issue is that the w_model remains the default. Any insight would be greatly appreciated!

Edit:

Here is the 1st person. I still cant't get the c_model to overwrite the world model
http://i707.photobucket.com/albums/ww76/kite212/1911Progress.jpg (http://s707.photobucket.com/user/kite212/media/1911Progress.jpg.html)

kite212
05-01-2013, 10:12 PM
New lightwrap, and tweaks to the vmt's before bed:

http://i707.photobucket.com/albums/ww76/kite212/1911Progress2.jpg (http://s707.photobucket.com/user/kite212/media/1911Progress2.jpg.html)

Linko
05-02-2013, 03:58 AM
Compilation with the VPK system - tutorial

For now Source SDK (and Model Viewer) and GUIStudioMDL are broken for TF2. So download Source Film Maker and use the SDK with it.

Puit your files here (smd, qc, and vtf/vmt) C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\ usermod\materials\models\
(usermod not tf!)

Configure GUIStudioMDL for the SDK Version: Episode 1, the path C:\Program Files (x86)\Steam\SteamApps\username\sourcesdk\bin\ep1\b in
The GameInfo is here: C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\ usermod

Compile your model it must be like that for the folder structure, in my case a new sentry: sentry mobile\models\buildables\sentry1.mdl (the folder and name must match with the in game item).
You'll find your model here: C:\Program Files (x86)\Steam\SteamApps\common\SourceFilmmaker\game\ usermod\models

Paste your folder with subfolders in C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom (the name of your item is the root folder). So i have C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom\sentry mobile\models\buildables\sentry1.mdl

I take my folder sentry mobile, and drag and drop it to VPK.exe located here: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin
It should create a VPK in the custom folder with the name of your item. You can browse it with GCFScape, you should see the folder models inside.

Don't forget to move your VTF here: C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\materials\models\
With the same subfolder of your VTF of Film Maker.

-If TF2 doesn't launch delete the original folder used to convert. It's better to keep only .VPK inside "Custom" to avoid any issues (launch problem, drop of performances, etc).