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Team Fortress 2 - Workshop Thread

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  • nano393
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    Sexy Robot wrote: »
    d4ae82f8c0.png

    Tasty.

    Love this, and the texture... :poly136: so beautiful.
  • Masich
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    kite212 wrote: »
    You need to opt into the beta for the sdk tools. They are seperate now. Once you do this it will install .bat files into common\team fortress 2\ bin. You need to run the set env var bat, then you can launch the hlmv.bat. If the bat files error out, execute them from an elevated command prompt

    EDIT:

    Actually never mind, still getting the error even after opting in. I verified both SDK and Tf2, restarted steam and even re-downloaded the SDK... Again.

    Help?
  • MikeHall
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    Here's something I've been working on for awhile now. Just recently added the cuff and I've been trying to come up with a good design for the team color on the shoulders. Any crit is appreciated!

    36wwb.jpg
  • kite212
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    kite212 polycounter lvl 15
    Masich wrote: »
    EDIT:

    Actually never mind, still getting the error even after opting in. I verified both SDK and Tf2, restarted steam and even re-downloaded the SDK... Again.

    Help?

    It sounds like you are still trying to use the SDK launcher. With the update everything is launched through .bat files. The screen grabs go through the steps. First you opt in, then find the .bat files. You will most likely receive an error if you just double click the file. I recommend that you run then in an elevated command prompt. First you need to run the set env var .bat and then you can execute HLMV.bat.
    StepsForSDK.jpg
  • kite212
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    kite212 polycounter lvl 15
    So here is a wip of my completely unplanned hat, the ten gallon toaster. Need to finish the textures, and then set up a jiggle bone so the toast will bounce up and down:
    ToasterHatWip1.jpg
  • PootyforNicky
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    kite212 wrote: »
    So here is a wip of my completely unplanned hat, the ten gallon toaster. Need to finish the textures, and then set up a jiggle bone so the toast will bounce up and down:
    ToasterHatWip1.jpg

    Very nice, and comical. Like where this is going.

    Speaking of jigglebones, I'm working on some grenade replacements for the soldier (and due to what Blender deems "non-manifold geometry" I had to delete and rework parts of it) and I attached a jigglebone to one of the parts. While everything is assigned and it acknowledges it as a jigglebone, GUIStudioMDL has in its log "jigglebone "jiggle 2" unused" and it won't work in HLMV, meaning something went wrong. What could I have done? The bones are the soldier's grenade ones, one for attachment, and the actual jiggle bone.
  • kite212
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    kite212 polycounter lvl 15
    Very nice, and comical. Like where this is going.

    Speaking of jigglebones, I'm working on some grenade replacements for the soldier (and due to what Blender deems "non-manifold geometry" I had to delete and rework parts of it) and I attached a jigglebone to one of the parts. While everything is assigned and it acknowledges it as a jigglebone, GUIStudioMDL has in its log "jigglebone "jiggle 2" unused" and it won't work in HLMV, meaning something went wrong. What could I have done? The bones are the soldier's grenade ones, one for attachment, and the actual jiggle bone.

    Thanks! I just submitted it, just waiting for my jiggle bone video to upload. How does the jiggle bone look in your qc? To me it sounds like it is wither a weight issue, a bone linkage issue, or a problem in the qc.
  • PootyforNicky
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    kite212 wrote: »
    Thanks! I just submitted it, just waiting for my jiggle bone video to upload. How does the jiggle bone look in your qc? To me it sounds like it is wither a weight issue, a bone linkage issue, or a problem in the qc.
    $cd "C:\Users\Luke\Documents\Soldier Eggs"
    $modelname "soldier/soldier_eggs.mdl"
    $model "Body" "egg.smd"
    $cdmaterials "models\player\items\soldier\soldier_eggs"
    $surfaceprop "wood"
    $scale 1.00
    $staticprop
    $sequence "Idle" "egg.smd" fps 30 ACT_IDLE 1	
    $jigglebone "jiggle2" {
    	is_flexible {
    	yaw_stiffness 100
    	yaw_damping 5
    	pitch_stiffness 100
    	pitch_damping 5
    	tip_mass 20
    	length 20
    	angle_constraint 15 } }
    

    This is the jigglebone code in the qc.
  • kite212
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    kite212 polycounter lvl 15
    Here is the Ten Gallon Toaster:

    Image links to workshop page:
    PreviewToasterHat1.jpg
  • PootyforNicky
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    kite212 wrote: »
    Here is the Ten Gallon Toaster:

    Image links to workshop page:
    PreviewToasterHat1.jpg

    That toast...my god...I want it. And I want to eat it.
  • kite212
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    kite212 polycounter lvl 15
    $cd "C:\Users\Luke\Documents\Soldier Eggs"
    $modelname "soldier/soldier_eggs.mdl"
    $model "Body" "egg.smd"
    $cdmaterials "models\player\items\soldier\soldier_eggs"
    $surfaceprop "wood"
    $scale 1.00
    $staticprop
    $sequence "Idle" "egg.smd" fps 30 ACT_IDLE 1	
    $jigglebone "jiggle2" {
    	is_flexible {
    	yaw_stiffness 100
    	yaw_damping 5
    	pitch_stiffness 100
    	pitch_damping 5
    	tip_mass 20
    	length 20
    	angle_constraint 15 } }
    

    This is the jigglebone code in the qc.

    Well the jiggle bone part of qc looks fine to me, but where are the rest of the bones? Maybe try taking GUIstudioMDL out of the equation and try compiling it directly in studioMDL on the command line. Looking at the ornaments for the soldier it has grenade bones, and those are linked to some spine bones. Are your jiggle bones linked to the grenade bones?
  • PootyforNicky
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    Oh, yes, they are linked to the grenade bones but just those. Not the spine bones. I'll go see what I can do.

    EDIT: No dice adding the spine bones. I'll just do without jiggle for the time being then, since I want to first get this out and finish an early version.

    For now:

    ABB6FDFC5EF7E0DEE0D169A73529604CDA43DFDE
  • Sexy Robot
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    Sexy Robot polycounter lvl 8
    adaa80dce2.png

    Need me some wellies.
  • Voidoid
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    Voidoid polycounter lvl 7
    9704D7F08EA9371D8EE2CB436BE4580A96E3F246

    The Big Bully

    Click to vote and stuff.
  • Minerr
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    Minerr polycounter lvl 5
    I added "The Heavy Breather" recently, what do you guys and girls think of it? (I'm at that point where I have no idea what to think)

    9E6FCE35C0F817FD6A433F697BC86B3AB9E5EE82

    Workshop page:
    http://steamcommunity.com/sharedfiles/filedetails/?id=150448293

    I'm new to this site (and model/skin creation in general), so if I am to make a new workshop model, I'll be sure to post more work here and actually get experienced peoples feedback before uploading :)
  • Unavi
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    Heyo! I finally got to release my cocktail (to the workshop) - i made it last year for gamebanana's contest and won the third price.

    koktailpromo.th.jpg

    Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=149625910
    Gamebanana: http://tf2.gamebanana.com/skins/118963
  • PootyforNicky
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    Updated the texture and phong on my butterknife. I also added another video.

    DB44431F5675847690380322954BF966B6347977
  • heinous
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    omg butterknife
  • nano393
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    Redone something old:

    008CE9C007FA1EE3A28C8AF6CA5605F4C1EA505E

    814416B8163F343F8D8E40D8C0E4088052854CBF
  • Masich
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  • Masich
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    Okay, now I'm getting a new error...

    I've compiled my watch, but the texture isn't showing up and I have no idea why.

    Here's my cq file:
    $modelname "weapons/c_models/c_blackwatch/parts/c_blackwatch.mdl"
    $model "body" "c_blackwatch.smd"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "static_prop" -1.723 -0.691 -2.007 1.686 0.733 0.306
    // Model uses material "models/weapons/c_items/c_blackwatch/c_blackwatch.vmt"
    $surfaceprop "default"
    $illumposition -0.018 0.021 -0.850
    $sequence ref "ref" fps 30.00

    Here's my VMT:
    "VertexLitGeneric"
    {
    $baseTexture "models/weapons/c_items/c_blackwatch/c_blackwatch.vtf"
    $bumpmap "models\weapons\c_items/c_blackwatch/c_blackwatch_normal"

    "$model" "1"
    "$normalmapalphaenvmapmask" "1"
    "$envmap" "env_cubemap"
    "$phong" "1"
    "$phongexponent" "30"
    "$phongboost" "4"
    // "$lightwarptexture" "models/player/pyro/pyro_lightwarp"
    "$phongfresnelranges" "[.25 .55 3]"
    "$halflambert" "0"
    // "$basemapalphaphongmask" "1"

    "$rimlight" "1"
    "$rimlightexponent" "3"
    "$rimlightboost" ".2"
    "$rimmask" "1"

    // Cloaking
    "$cloakPassEnabled" "1"
    "Proxies"
    {
    "invis"
    {
    }
    }
    }

    Here's where it's all located:

    3bCkn.png

    Here's the assigned material in Max:

    3bCnr.jpg

    And here's what isn't working:

    3bClG.png

    Please to be helping...
  • Sexy Robot
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    Sexy Robot polycounter lvl 8
    Masich wrote: »
    $modelname "weapons/c_models/c_blackwatch/parts/c_blackwatch.mdl"
    $model "body" "c_blackwatch.smd"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "static_prop" -1.723 -0.691 -2.007 1.686 0.733 0.306
    // Model uses material "models/weapons/c_items/c_blackwatch/c_blackwatch.vmt"
    $surfaceprop "default"
    $illumposition -0.018 0.021 -0.850
    $sequence ref "ref" fps 30.00
    

    You haven't put anything in your $cdmaterials line, no wonder it can't find the texture if you're not telling it where to look.
    $modelname "weapons/c_models/c_blackwatch/parts/c_blackwatch.mdl"
    $model "body" "c_blackwatch.smd"
    $cdmaterials "models/weapons/c_items/c_blackwatch/"
    $hboxset "default"
    $surfaceprop "default"
    $illumposition -0.018 0.021 -0.850
    $sequence ref "ref" fps 30.00
    

    df34c29bd8.png
  • Masich
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    Sexy Robot wrote: »
    You haven't put anything in your $cdmaterials line, no wonder it can't find the texture if you're not telling it where to look.
    $modelname "weapons/c_models/c_blackwatch/parts/c_blackwatch.mdl"
    $model "body" "c_blackwatch.smd"
    $cdmaterials "models/weapons/c_items/c_blackwatch/"
    $hboxset "default"
    $surfaceprop "default"
    $illumposition -0.018 0.021 -0.850
    $sequence ref "ref" fps 30.00
    

    did you hear my facepalm?

    it was pretty damn loud, thanks, I'm dumb and do not know how to compiling

    That swamp set looks fantastic, by the way. You planning to make a rifle for it?
  • Sexy Robot
  • Masich
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    List of things I never want to do again.

    #1: this fucking jacket.

    fnwhlg.png

    2my5i7k.png

    At least I had the forethought to UV each piece as I went along instead of waiting until the end like a huge stupid. I suspect rigging it will be an exercise in frustration, though.

    Wish me luck!
  • heinous
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    Just submitted my first ever workshop item :poly122:

    http://steamcommunity.com/sharedfiles/filedetails/?id=151948214

    I decided to forego my earlier weapons from the contest and go with something comparably simpler just to start.

    I got it to glow and have transparency, now I'm wondering if it can be made paintable too, ideas?

    MWwpxtV.jpg

    mxlHANB.jpg

    95KWZTs.jpg

    [ame="http://www.youtube.com/watch?v=57uGDtSuwL8"]pyro's hot flash item demonstration - YouTube[/ame]
  • Masich
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    Hey everybody! Lets play the most fun game in the world! "Match the Pinstripes"!

    9hickm.png

    @heinous For a first, it's not bad. Simple, but cute and oddly fitting. Not sure why you made it glow, though, doesn't seem to do much for it.

    Good luck!
  • heinous
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    Mainly I just wanted to test out this method of causing glow. Instead of using an alpha channel and adding "$transparent" "1" into the vmt, I just went to the very top of the vmt and changed "VertexlitGeneric" into "UnlitGeneric." Bam, instant glow effect leaving the alpha channel free for transparency. Now I know an item can do both in the future, and to undo it, I just change the one word in the vmt back. Still have not figured out how to do transparency and paintability together though.

    But man, that's.... a lot.... of pin stripes.
  • kite212
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    kite212 polycounter lvl 15
    Sexy Robot wrote: »
    df34c29bd8.png

    Please tell me there is also a rifle to go with this set, I am in love it!
  • heinous
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    When I edit my submission from within the game, a popup comes up saying "Your content may not be compatible with the current version of the import tool. Please verify and update your content." I have tried using the import tool but it doesn't have the option to import additional style vtf's, so I manually added those into the zip file. I also manually typed some effect changes in the vmt but those show up just fine in the sdk model viewer. Is that popup going to be a problem?
  • Unavi
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    Ho hi!
    I'm working on a nice medieval helmet for the soldier - but i'm kind of giving up on texturing it. Would anyone be interested in collaborating with me? Or giving me some epic tips?

    Here's a render with my Wip texture
    renderoo.png
  • Masich
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    Guys, I need a bit of help rigging my jacket.

    I'm trying to rig it over the top of the Cut Throat Concierge skeleton, seeing as that seems most similar and it gave me a basis to skin mine on. So far, I've (hopefully) skinned everything to the right bones, but now I'm getting a different problem: Compiling it.

    Firstly, I'm not sure if I should be exporting this thing as a reference or an animation SMD (using Max 2012, by the way) and secondly, I'm using the QC I got from the Concierge as a base for my own QC. Here's what it looks like so far:
    $modelname "player\items\spy\c_thickjacket\c_thickjacket.mdl"
    $model "body" "c_thickjacket.smd"
    $lod 16
    {
    replacemodel "c_thickjacket" "c_thickjacket"
    }
    $cdmaterials "models\player\items\spy\"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
    { "models/player/items/spy/c_thickjacket/c_thickjacket_red.vmt" }
    { "c_thickjacket_blue.vmt" }
    }
    $hboxset "default"
    $hbox 0 "bip_pelvis" -8.316 -5.277 -8.116 8.202 5.024 0.044
    $hbox 0 "bip_spine_0" -8.316 -6.949 -8.953 8.202 3.749 0.683
    $hbox 0 "bip_spine_1" -8.441 -9.879 -9.269 8.346 4.772 0.855
    $hbox 0 "bip_spine_2" -5.813 -4.943 -9.752 6.016 0.434 0.000
    $hbox 0 "bip_spine_3" -6.362 -6.438 -7.771 6.466 0.000 3.500
    $hbox 0 "bip_neck" -3.502 -2.859 -2.958 3.507 0.495 3.089
    $hbox 0 "bip_head" -3.502 -0.093 -4.895 3.507 5.105 2.886
    $hbox 0 "bip_collar_L" -7.927 -10.004 -5.424 5.046 0.000 6.162
    $hbox 0 "bip_upperArm_L" -4.976 -2.883 -2.376 12.527 4.089 2.497
    $hbox 0 "bip_lowerArm_L" 0.000 -2.578 -2.345 13.709 2.512 3.876
    $hbox 0 "prp_wristOuter_L" -5.519 -1.144 -3.425 0.238 4.684 2.862
    $hbox 0 "prp_wristInner_L" -0.348 -1.144 -3.343 5.169 4.274 3.143
    $hbox 0 "bip_collar_R" -5.045 -6.037 -6.437 10.672 10.004 5.424
    $hbox 0 "bip_upperArm_R" -4.978 -4.089 -2.373 12.527 2.883 2.497
    $hbox 0 "bip_lowerArm_R" 0.000 -3.878 -2.509 13.709 2.391 2.578
    $hbox 0 "prp_wristInner_R" -4.267 -4.275 -3.143 0.351 1.143 3.343
    $hbox 0 "prp_wristOuter_R" -0.234 -4.686 -2.861 5.523 1.143 3.426
    $hbox 0 "hlp_thigh_L" -11.320 -1.434 -1.562 3.088 4.292 1.225
    $hbox 0 "hlp_thigh_R" -3.088 -4.347 -1.225 4.347 1.434 0.548
    $hbox 0 "prp_coat_front_0_L" -1.502 -9.352 -0.452 4.680 0.000 1.580
    $hbox 0 "prp_coat_front_0_R" -4.680 -9.352 -0.452 1.502 0.000 1.580
    // Model uses material "models/player/items/spy/c_thickjacket/c_thickjacket_red.vmt"
    // Model uses material "c_thickjacket_blue.vmt"
    $surfaceprop "default"
    $illumposition 1.031 0.002 -1.165
    $sequence idle "idle" fps 30.00

    When I attempt to compile, my log comes up with this error:
    Working on "thickjacket2.qc"
    SMD MODEL c_thickjacket.smd
    SMD MODEL idle.smd
    ERROR: cannot find bone bip_spine_0 for bbox
    ERROR: Aborted Processing on 'player\items\spy\c_thickjacket\c_thickjacket.mdl'

    If I remove all the things like "$hbox 0 "bip_pelvis" " and stuff, it allows me to compile, but the model won't load into source.

    I'm a bit stuck here. I've compiled weapons and hats before, but never anything like this. If anybody could be of assistance, that'd be rad. Thanks!
  • Ruskeydoo
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    9292E245587410A866BFD529DE0D7F99810F8341

    Resubmitting stuff using the import tool. Always interesting to look through former work.

    4AAC8DC6806EC36755E09FCC30F7C93AF088B3A1
  • Minerr
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    Minerr polycounter lvl 5
    Been working on this for a little over a day now, so If anyone can give me any feedback on it I'd certainly appreciate it:
    51b9eee0212e8.jpg

    [SKETCHFAB]1sNGlLj6JmXjZLSDtbo93mLhKK7[/SKETCHFAB]

    I'm still in the need of a name for it, so far it's just called Sniper's Talibong
    More info here: http://gamebanana.com/wips/42270
  • RoxyPox
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    RoxyPox polycounter lvl 6
    Ruskeydoo wrote: »
    9292E245587410A866BFD529DE0D7F99810F8341

    Resubmitting stuff using the import tool. Always interesting to look through former work.

    4AAC8DC6806EC36755E09FCC30F7C93AF088B3A1

    *headdesk* XD Oh jeez. I've been waiting for someone to do this.
  • Minerr
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    Minerr polycounter lvl 5
    Sniper's Talibong now on TF2 Workshop
    152EE983BC7F905FEB9BC9B764B72AB9381FE694

    The TF2 Workshop page:
    http://steamcommunity.com/sharedfiles/filedetails/?id=152743797
  • PootyforNicky
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    Even more great stuff! The mannicure's a great pun.

    9AAECAA6765F8F9C0744A3CB5F336AC2949A5CA9

    Updated the picture and got a gold star on it
  • ScudzAlmighty
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    Mostly as a test for finally getting something properly working in source:
    GrimmGeneral_02.jpg

    -edit- updated texture

    vote page: http://steamcommunity.com/sharedfiles/filedetails/?id=152801555
  • 16bit
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    16bit polycounter lvl 13
    [SKETCHFAB]qPjHnxff12dGFjPkarEAM8aVb9c[/SKETCHFAB]

    http://steamcommunity.com/sharedfiles/filedetails/?id=152728167&tscn=1371182925

    I created this for the engineer. People say it looks like a koopa shell. This is unintended, so I'll probably have to edit it so this isn't so.
  • ant
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    ant
    Any one had any issues with hats not attaching to characters in the import tool?
    bip_head is skinned to geo from correct reference rig, should all be good...
    exporting as fbx
    If anyone could shed some light on the problem it would be appreciated!
    • item test works fine,
    • custom export and compile works fine

    Import tool does not work!...gah!

    cheers
  • ScudzAlmighty
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    ant: Not sure if it's the same problem I was having, but I got it to work by just using the auto skin in itemtest, and then using that compile in the import tool.

    Here's the first part of my Polypack resurrection:
    MelvillesMetaphor_01.jpg

    http://steamcommunity.com/sharedfiles/filedetails/?id=152882144
  • PootyforNicky
  • - Livewire -
  • ScudzAlmighty
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    It's inspired by the Gladiator helmet, which his most likely is as well.
  • Caironater
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    Yay! I'm finished!
    It's a Kelly gang helmet.
    D33CD2CD7E655BDC08170724895CFE920B355E7E

    http://steamcommunity.com/sharedfiles/filedetails/?id=152953151 if anyone feels like being nice to me.
  • 1Fort 2Fort
  • ant
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    ant
    @ScudzAlmighty

    yeah , sounds like the same issue, thanks man will give it a try.

    :)
  • Masich
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    HHGHGHGHHGH*phlem in back of throat sound*HgfdgfhGHGHGHghghghHAT.

    6zbxiq.png

    Please excuse me while I try to remember how to make things paintable.
    Here's the first part of my Polypack resurrection:

    You're remaking the Cpt' Ahab set?

    Hold, gonna go fist-pump for a bit. I loved that set!
  • Masich
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    I figured out how to painting

    2rzyk1t.jpg

    Now, to compile a version of this for Gmod and then waiton Flubb to give me my jacket back.
  • Linko
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    Linko polycounter lvl 7
    A misc for the scout (wip):

    a8a.png

    ke3.png
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