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HellJumper
10-25-2010, 07:31 PM
HellJumper's Blender 2.5 Modeling Tutorial

Ever wanted to create custom models for TF2? Hats, weapons, or anything else? Were you ever saddened because you didn't know how to model? All you beginners, look no more... I present my second installation of the Blender Tutorial!


http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/video_tut.jpg (http://www.youtube.com/watch?v=-X5QGx2TP_8)
Download the source files used in the video! (http://dl.dropbox.com/u/10100459/For%20Download/Blender%20Heavy%20Source%20Files.zip)


This tutorial is more inclusive, more explanatory, and uses the newest version of Blender. It is ultimately easier to follow, and produces better results.



Picture-Based Supplementary Tutorial

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_1.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_2.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_3.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_4.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_5.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_6.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_7.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_8.jpg

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/Picture_Tutorial_9.jpg



I hope people find this picture-based tutorial useful for quick reference. It obviously doesn't go into as much detail as the video does, but it's great for people who watched the video at least once and want to quickly go back to look at things. I have phased out all support for 2.49b tutorials. The videos will remain on youtube, but I will NOT answer any more questions regarding an old version of Blender. Thanks!

HellJumper
10-25-2010, 07:32 PM
http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/faq.jpg

Q: Do I need to install source SDK?
A: Yes. You need it in order to have studioMDL.exe to work properly. Just install it by opening Steam, go to your library, go to the tools tab, and then install the "Source SDK". Once it's done downloading you can use the model viewer which is very useful. Also, you might need to press the "refresh content" button when using it for the first time. Just open the SDK up and there should be a button in the middle for that.

Q: I don't have a sourcesdk_content folder!
A: You must have the Source SDK installed to have access to this folder. Install it via the instructions above, and then run it at least once to ensure your clientside files were unpacked from the SDK gcf.

Q: GUIStudioMDL and MDLdecompiler won't work!
A: You have to put those programs in your C:\Program Files\Steam\steamapps\USERNAME\sourcesdk\bin\ep1\b in folder in order to work. In addition, MDLdecompiler needs to have all the check boxes unchecked. (http://dl.dropbox.com/u/10100459/unchecked_mdldecompiler.png)

Q: GUIStudioMDL refuses to work after I set the correct file paths!
A: Usually this problem can be solved by refreshing the SDK content. Do the following: Close everything > Open the SDK > click "refresh SDK content" > close the SDK > now try setting the paths again.

Q: When I compile my model, the texture won't show up, or it shows up as a purple and black checkerboard.
A: Make sure all your file paths are correct (in the .qc and the .vmt files). Check to make sure your materials are located in the folder designated by the $cdmaterials line in the qc file. Then check to make sure the .vmt is named EXACTLY what you named your .tga file. So if you named your texture 'Blender_Heavy.tga' when you exported it from blender, you must name your .vmt 'Blender_Heavy.vmt'

In addition to the above solutions, make sure your texture was exported properly from Blender. To do this, right click your smd and open it with notepad++. Quickly scan through the lines to see if your texture's name is showing up EXACTLY in the following format: "YourTextureName.tga" If there is a filepath or you are missing the ".tga" or the texture name doesn't even show up at all, your texture won't work!

Q: SMD tools isn't working / Blender won't recognize the files.
A: If you are using the latest version of Blender, download the SMD tools script here (http://developer.valvesoftware.com/wiki/Talk:Blender_SMD_Tools) and save it somewhere easily accessible. If you are using Blender 2.56, then download this one (http://dl.dropbox.com/u/10100459/For%20Download/smd%20tools.zip) instead. The SMD tools version must reflect the version of Blender you are using! Open Blender and go to file > user preferences > add-ons > install add-on. Navigate to your saved script and select it. After doing this, click "Save as Default", and delete the script.

Q: How do I remove a preexisting hat from a character model?
A: Import character model > Select character and go into edit mode > Make sure everything is deselected first > Hover cursor over the hat vertices and press "L" > Delete or hide the vertices ('x' or 'h', respectively)

Q: Why does my model export in a weird rotation?
A: First test to see if the model works correctly in-game via the item test map or whatnot. If it is still at an odd angle, then chances are that you accidentally rotated a bone that is parented to your model. Delete any existing bones, import a fresh character model and reassign the bone you need to your model. If the model works fine in-game but is rotated at an odd angle in the HLMV, this is due to the fact that Blender uses a z-up coordinate system rather than the typical y-up coordinate system. It has no effect outside the HLMV if your model exported fine.

Q: How do jiggle bones work in Blender?
A: Thanks to SgtR007_1 (http://forums.steampowered.com/forums/member.php?u=922447), we now have an answer (http://www.youtube.com/watch?v=JP9ce_ygeSA). Thanks again, SgtR007_1!

Q: How I model / export weapon models?
A: Modeling / Exporting a weapon is a very similar process to hat making. The key difference lies in the fact that instead of using the bone rig of the character model, we will be using the bones of a pre-existing weapon that we want to replace. So for example, if we wanted to make a Sandman replacement, we wouldn't import the scout model, but rather the Sandman model to see what bones it comes with. The following is a process on how to export a weapon from Blender (c_models):

Start a fresh, blank blender scene.
Extract a model that you want to replace from the team fortress 2 materials GCF (tf/models/weapons/c_models). Make sure to grab the .mdl file and any associated file (.vvd, .phy, etc)
Hex the extracted .mdl file by opening the file with notepad++ and changing the "IDST0" to "IDST,".
Decompile the hexed model file to get your weapon smd file.
Import the weapon smd into Blender.
Make your model without altering the imported decompiled model, and when you are ready, superimpose your model directly on top of the decompiled weapon. Make sure the properties of your model are all normal (you can check this by pressing "n" and making sure your scaling is all 1 and your positions are all 0. If they aren't just make sure you change them, and then reposition your model in edit mode).
Delete the decompiled weapon and assign the remaining bones to your model via the vertex groups panel. You can check to see that you assigned each bone to the appropriate vertex group via weight-paint mode. Melee weapons usually only have 1 bone whereas more complicated weapons will have a variety of bones that may or may not be shared between different groups of vertices. It is probably advisable to start with something simple like a melee weapon and work your way up to a more complicated model such as the huntsman (complicated!)
Now that you have assigned the bones to your model, the process is the same as exporting a hat.


Q: How do I make my hat paintable?
A: Check out this post (http://forums.steampowered.com/forums/showpost.php?p=28995130&postcount=1632).

Q: How do I attach particle effects to models?
A: Check out NBC011795's post here (http://forums.steampowered.com/forums/showpost.php?p=33455838&postcount=2308). Thanks again, NBC011795!

http://dl.dropbox.com/u/10100459/Blender%20Picture%20Tut/tips_and_tricks.jpg

(coming whenever I have free time-- maybe the summer)

Ls777
10-25-2010, 07:37 PM
Woo! :) nice to see you back.

AbeX300
10-25-2010, 07:42 PM
I really hope you don't get stupidly banned, again... :( I'm watching you, BurtonJ, you ♥♥♥♥ing bastard.

Swinetower
10-26-2010, 12:52 PM
Wilkommen! I was wondering if you'd ever find your way back here.

MoZaiX
10-26-2010, 05:37 PM
Nice tutorial! im really interesting in using this one as my "school" lol

i just have a few questions:

in your first video the last 10 seconds or so you mention a versino 2.9...what program is that for i was guessing blender. i cant find a 2.9

also for python, you link us to python 2.6.5 but there is a bug release fix 2.6.6 (http://www.python.org/download/releases/2.6.6/). its ok to use this version yes? (click on 2.6.6 for link)

HellJumper
10-26-2010, 05:39 PM
Nice tutorial! im really interesting in using this one as my "school" lol

i just have a few questions:

in your first video the last 10 seconds or so you mention a versino 2.9...what program is that for i was guessing blender. i cant find a 2.9

also for python, you link us to python 2.6.5 but there is a bug release fix 2.6.6 (http://www.python.org/download/releases/2.6.6/). its ok to use this version yes? (click on 2.6.6 for link)

Thanks. I think what I meant to say was Blender 2.49. Also, I changed the 2.6.5 to the 2.6.1 version which is meant to be used with Blender 2.49. At the moment this combination works best.

MoZaiX
10-26-2010, 06:37 PM
oh ok so ill go download the 2.6.1 version.

EDIT: i made this page my homepage ;D F*** favorites when i can homepage it amirite?

MoZaiX
10-26-2010, 07:07 PM
okay a new problem. its with blender and the SMD importer.

it tells me to put the sctipts into my blender directory blender/scripts but there is no scripts folder. i made the folder myself and added the scripts but it does nothing when i go to file > import > its not on the list.

i looked everywhere in my program files there is no other place that blender has installed files. im doign something wrong..

HellJumper
10-26-2010, 07:14 PM
okay a new problem. its with blender and the SMD importer.

it tells me to put the sctipts into my blender directory blender/scripts but there is no scripts folder. i made the folder myself and added the scripts but it does nothing when i go to file > import > its not on the list.

i looked everywhere in my program files there is no other place that blender has installed files. im doign something wrong..

The way I have Blender installed is in folder form; that is to say, I didn't use the installer, I used the .zip instead. That way it creates a folder not necessarily in your program files. Try that. It's much better, and you can even run blender from a USB drive this way. It's 100 times better than having it install for you.

32Bit: http://www.blender.org/dl/http://download.blender.org/release//Blender2.49b/blender-2.49b-windows.zip

64Bit: http://download.blender.org/release/Blender2.49b/blender-2.49b-win64-python26.zip

MoZaiX
10-26-2010, 08:00 PM
ok have it installed. i added the scripts properly, when i go to import them they dont show up on the list so i manually type the name in and i get this error:

Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Traceback (most recent call last):
File "C:\Program Files (x86)\blender-2.49b-windows\.blender\scripts\import_anim_smd.py", line 510, in import_SMD_animation
action.setActive(Object.Get("armature"))
ValueError: object "armature" not found

HellJumper
10-26-2010, 11:41 PM
ok have it installed. i added the scripts properly, when i go to import them they dont show up on the list so i manually type the name in and i get this error:

Compiled with Python version 2.6.2.
Checking for installed Python... got it!
Traceback (most recent call last):
File "C:\Program Files (x86)\blender-2.49b-windows\.blender\scripts\import_anim_smd.py", line 510, in import_SMD_animation
action.setActive(Object.Get("armature"))
ValueError: object "armature" not found

hm... I notice it says you are running 2.6.2. Use 2.6.1, that's the version meant for Blender 2.49. That is most likely your problem.

If all else fails, just export to .obj, and milkshape can do the smd exporting.

MoZaiX
10-27-2010, 01:56 AM
wtf..says on my download history that i did download 2.6.1 but it looks like the .zip contains 2.6.2...wierd. fail python lol..

can you please .zip me your python? because i just did it again. went to the stie downloaded 2.6.1 again. even when i run the installation the popup that comes up says "are you sure you want to installed 2.6.1?". but blender keeps showing 2.6.2, whats my problem.

i might have to do it that way with milkshape then hmm?

Federal-Foe
10-28-2010, 07:56 AM
Today's TF2 update has made it impossible to extract, open or write gfc files with cfg scape because the size exceeded the 4 gb limit...

Any suggestions? :confused:

HellJumper
10-28-2010, 03:55 PM
Alright. Nem (the guy who made GCFscape) sent this e-mail: http://imgkk.com/i/-37n.png

It should be fixed by then.
(Oh and I'm not Geit that is someone else.)

ClasslessUpdate
10-31-2010, 04:15 PM
great tutorial!

UNCCheezy
11-01-2010, 01:23 PM
could you host a copy of the ghastly gibbus files?

UNCCheezy
11-01-2010, 03:23 PM
Edit: Fixed, to make it work, make sure there are no check boxes selected

I'm having an error with MDLDecompiler. I downloaded it and placed it in bin on ep1. When I try to run it, it works until i hit extract. I get an error box that says, "unable to find gameinfo.txt.

screenshot here (http://www.shawnkirsch.com/stuff/tf2/error.png)

HellJumper
11-01-2010, 05:54 PM
Edit: Fixed, to make it work, make sure there are no check boxes selected

I'm having an error with MDLDecompiler. I downloaded it and placed it in bin on ep1. When I try to run it, it works until i hit extract. I get an error box that says, "unable to find gameinfo.txt.

screenshot here (http://www.shawnkirsch.com/stuff/tf2/error.png)

GCF of TF2 is now over 4GB which means GCFscape is broken. If you are pulling files from the GCF with GCFscape it won't decompile the model.

As of right now Nem is working to fix his program, I will post back when it's updated.

UNCCheezy
11-02-2010, 11:39 AM
He fixed the program.

I have one question. When I look at the model viewer I'm getting my model (even though I skipped the texture part, it's purple and black) but when I go into game, (creating my own server or joining online) my character has the ghastly gibbus on. Any idea? Is the texture the problem?

One thought I had was that the ghastlier gibbus (for people who got the achievement last year) could be a different model, but I didn't see any evidence of a new model.

HellJumper
11-02-2010, 08:53 PM
He fixed the program.

I have one question. When I look at the model viewer I'm getting my model (even though I skipped the texture part, it's purple and black) but when I go into game, (creating my own server or joining online) my character has the ghastly gibbus on. Any idea? Is the texture the problem?

One thought I had was that the ghastlier gibbus (for people who got the achievement last year) could be a different model, but I didn't see any evidence of a new model.

I think that might be the problem. I haven't actually taken a look at the new gibus. Try compiling the .mdl over a different hat (like bill's hat).

ClasslessUpdate
11-03-2010, 06:42 PM
Trying to download the vtm file for the gibuses but they dont seem to be there when I check with gcfscape, mind uploading it please?

Swinetower
11-05-2010, 11:15 AM
Trying to download the vtm file for the gibuses but they dont seem to be there when I check with gcfscape, mind uploading it please?

In your "steamapps" directory:

team_fortress_2_materials.gcf > tf > materials > models > player > items > all_class

In "all_class", you're either looking for "all_domination_hat.vmt" or "all_domination_hat_2009.vmt", depending on which version of the Gibus you require.

nagoffy vongola
12-16-2010, 09:33 PM
PLEASE PM ME WITH THE ANSWER TO THIS PROBLEM
when i enter blender,and try to import half life 2 mesh without the textures, i go in and press import .SMD
but then it says:
"An error ocurred, check the console"
and the console says this:
"ERROR <IOERROR>:
[Errno 2] No such file or directory: 'C:\\Program Files\\Blender Foundation\\Blender\\.Blender\\untitled.blend'

Script terminated. There might be unfinished imported objects in your project."
can youo help me?
i really want to do my hats ideas
HELP ME

HellJumper
12-16-2010, 09:59 PM
PLEASE PM ME WITH THE ANSWER TO THIS PROBLEM
when i enter blender,and try to import half life 2 mesh without the textures, i go in and press import .SMD
but then it says:
"An error ocurred, check the console"
and the console says this:
"ERROR <IOERROR>:
[Errno 2] No such file or directory: 'C:\\Program Files\\Blender Foundation\\Blender\\.Blender\\untitled.blend'

Script terminated. There might be unfinished imported objects in your project."
can youo help me?
i really want to do my hats ideas
HELP ME

Do you have the latest .smd importer installed? I'm not sure how you can possibly have problems importing a .smd. What .smd is it? A player .smd or one that you decompiled? If you decompiled it improperly it won't import.

nagoffy vongola
12-16-2010, 10:13 PM
Do you have the latest .smd importer installed? I'm not sure how you can possibly have problems importing a .smd. What .smd is it? A player .smd or one that you decompiled? If you decompiled it improperly it won't import.

i downloaded this thread's .smd importer:
http://forums.steampowered.com/forums/showthread.php?t=1109465

HellJumper
12-16-2010, 10:27 PM
i downloaded this thread's .smd importer:
http://forums.steampowered.com/forums/showthread.php?t=1109465

I don't know what one that is. Are you even using blender? If so, use this importer: http://folk.uio.no/jonmd/blender/smdimport/

Also, I'm not experienced in error messages in the Blender console. You're gonna need to tell me exactly what you are doing to get that error. If you are following the videos exactly, you shouldn't have any problems.

nagoffy vongola
12-16-2010, 10:39 PM
is the exact same import, from the same page.
the error is like this:
i open blender > i go to files > open "import" > select half life 2 mesh > choose static mesh > enter the importing screen >press the import SMD
and then it says in a little board: An error has ocurred please check the console. in the console says this exactly:
"An error ocurred, check the console"
"ERROR <IOERROR>:
[Errno 2] No such file or directory: 'C:\\Program Files\\Blender Foundation\\Blender\\.Blender\\untitled.blend'

Script terminated. There might be unfinished imported objects in your project."

HellJumper
12-16-2010, 11:38 PM
is the exact same import, from the same page.
the error is like this:
i open blender > i go to files > open "import" > select half life 2 mesh > choose static mesh > enter the importing screen >press the import SMD
and then it says in a little board: An error has ocurred please check the console. in the console says this exactly:
"An error ocurred, check the console"
"ERROR <IOERROR>:
[Errno 2] No such file or directory: 'C:\\Program Files\\Blender Foundation\\Blender\\.Blender\\untitled.blend'

Script terminated. There might be unfinished imported objects in your project."

Hm. Sounds like a python problem. Did you install python 2.6.1?
http://www.python.org/download/releases/2.6.1/

Also, are you using blender 2.49b?

Finally, did you put the import script in the right folder / did you install it correctly?

tN|CrackerJacks
12-19-2010, 09:25 PM
Can't get MDLdecompiler to work...... Error message I get "The procedure entry point Q_AppendSlash could not be located in the dynamic link library vstdlib.dll."

I'm using MDLdecompiler ver 0.5 Please Help me

Mnemo
12-20-2010, 08:46 PM
Can't get MDLdecompiler to work...... Error message I get "The procedure entry point Q_AppendSlash could not be located in the dynamic link library vstdlib.dll."

I'm using MDLdecompiler ver 0.5 Please Help me

This is due to mdldecompiler.exe not being placed in the "...\sourcesdk\bin\ep1\bin\" folder. Move it into that folder.

tN|CrackerJacks
12-20-2010, 10:49 PM
This is due to mdldecompiler.exe not being placed in the "...\sourcesdk\bin\ep1\bin\" folder. Move it into that folder.

Thank You

UnitXBloodhound
12-21-2010, 02:06 PM
Hey Guys, i just created a simple model by an other tutorial.

It compiles fine, but i cant see it ingame.
Look at this pictures.
http://breakoutdl.qsdev.de/tf2/image_01.jpg
http://breakoutdl.qsdev.de/tf2/image_02.jpg

I think the folder is right, i also put in the tf_german folder, cause im german.

Is this maybe a problem, because my version is cut. :/

So please help me. :)

HellJumper
12-21-2010, 02:55 PM
Please don't post huge screenshots, just link them.

The wrench isn't a c_model, but I dunno, cause it looks like you made a view_model as far as I know.

tN|CrackerJacks
12-21-2010, 07:55 PM
when I go into GCFScape in the Team Fortress 2 Content/tf/models/ I have no player folder can you help me?

why won't c_models load on MDLdecompiler ver 0.5?

HellJumper
12-21-2010, 09:44 PM
when I go into GCFScape in the Team Fortress 2 Content/tf/models/ I have no player folder can you help me?

why won't c_models load on MDLdecompiler ver 0.5?

The player folder was moved from the "Team Fortress 2 Content" GCF to the "Team Fortress 2 Materials" GCF. c_models should load... did you hex the model? IDST0 >>> IDST,

tN|CrackerJacks
12-21-2010, 09:52 PM
The player folder was moved from the "Team Fortress 2 Content" GCF to the "Team Fortress 2 Materials" GCF. c_models should load... did you hex the model? IDST0 >>> IDST,

Thanks Again Guys

UnitXBloodhound
12-22-2010, 03:43 AM
@HellJumper777:
Yes, I created a view_model as you can see in the first image.

I also renamed it and put it into the c_models folder, but without success. :(

Any other suggestions?

HellJumper
12-22-2010, 01:38 PM
@HellJumper777:
Yes, I created a view_model as you can see in the first image.

I also renamed it and put it into the c_models folder, but without success. :(

Any other suggestions?

Ok, so I'm trying to think of what your problem might be. You are replacing just the view model correct? So I assume you decompiled the v_wrench, and recompiled your model to replace that one? Make sure that it has the same exact name as the thing you are replacing.

Also, make sure that Valve didn't make a c_wrench. Cause they might have done that with the golden wrench update. If they did make a c_wrench, the v_ and w_wrenches will be obsolete.

jordan10la
12-23-2010, 11:17 AM
In part 2b at around 30 seconds you say "I'm going to start by selecting this edge right here". How did you select all of that edge so easily? Nevermind, you pressed ALT RMB

HellJumper
12-23-2010, 01:40 PM
In part 2b at around 30 seconds you say "I'm going to start by selecting this edge right here". How did you select all of that edge so easily? Nevermind, you pressed ALT RMB

Haha, sorry I couldn't answer you fast enough. Glad you got it though. By the way, the technical term is called "edge loop selecting".

UnitXBloodhound
12-23-2010, 02:46 PM
Also, make sure that Valve didn't make a c_wrench. Cause they might have done that with the golden wrench update. If they did make a c_wrench, the v_ and w_wrenches will be obsolete.

Are the "c_" models view- and worldmodels in one file?
Im sure that i replaced the right viewmodel file, i will try to do all that crap again with a c_model. :/

But Thx.

HellJumper
12-23-2010, 05:12 PM
Are the "c_" models view- and worldmodels in one file?
Im sure that i replaced the right viewmodel file, i will try to do all that crap again with a c_model. :/

But Thx.

Aha.. Just what I thought. They made a c_wrench. You're gonna have to use that one. Follow my tutorial, not the old one that IceColdFreezie made. That's outdated now.

tN|CrackerJacks
12-23-2010, 11:57 PM
Okay here's my problem I have created all my models but I'm having problems texturing them. I have no clue where to mark seams to unwrap them properly. Can someone help me?

HellJumper
12-24-2010, 12:47 AM
Okay here's my problem I have created all my models but I'm having problems texturing them. I have no clue where to mark seams to unwrap them properly. Can someone help me?

Well every model is different. Shapes that resembles cylinders usually need 3 seams. Shapes like spheres usually require 1. Block shapes are kinda different.

Try to think of it like clothes. Cut where you think it would unravel a hat into 2 dimensions in real life. If you had a real life hat in front of you and you had scissors how would you do it?

You can also try some automatic unwrapping techniques (like smart projections), or you can select only some vertices and select "unwrap from view". Google UV unwrapping for blender and watch some video tutorials that way. Unwrapping is a very complicated thing that can only be learned through experimentation.

tN|CrackerJacks
12-24-2010, 02:35 PM
Well every model is different. Shapes that resembles cylinders usually need 3 seams. Shapes like spheres usually require 1. Block shapes are kinda different.

Try to think of it like clothes. Cut where you think it would unravel a hat into 2 dimensions in real life. If you had a real life hat in front of you and you had scissors how would you do it?

You can also try some automatic unwrapping techniques (like smart projections), or you can select only some vertices and select "unwrap from view". Google UV unwrapping for blender and watch some video tutorials that way. Unwrapping is a very complicated thing that can only be learned through experimentation.


I will try this Thank You again

tN|CrackerJacks
01-02-2011, 01:16 AM
thank you for makin this Tutorial

Sir Pantalones
01-03-2011, 04:32 AM
Thanks for the tutorial! But the problem is, I've gotten stuck before I've even gotten a chance to begin. Yeah, it's about importing SMDs.

I downloaded the SMD importer from that link you had in the first part, and tried to put it in a .blender/scripts folder. By just typing that in ZIP, I ended up with nothing else in the "import" list in Blender but two Half-Life related options. Neither of them work, and gives me an error code asking me to check the console.

Isn't there any way to work around this importing procedure? I have managed to import the models into Milkshape if that is of any help.

Also, I don't know if you get back to this in the tutorial, but if I want to model a hat for a class who already wears one (Soldier, Sniper, Engineer, Scout), how do I go about hiding or deleting the old hat?

HellJumper
01-03-2011, 07:36 AM
Thanks for the tutorial! But the problem is, I've gotten stuck before I've even gotten a chance to begin. Yeah, it's about importing SMDs.

I downloaded the SMD importer from that link you had in the first part, and tried to put it in a .blender/scripts folder. By just typing that in ZIP, I ended up with nothing else in the "import" list in Blender but two Half-Life related options. Neither of them work, and gives me an error code asking me to check the console.

Isn't there any way to work around this importing procedure? I have managed to import the models into Milkshape if that is of any help.

Also, I don't know if you get back to this in the tutorial, but if I want to model a hat for a class who already wears one (Soldier, Sniper, Engineer, Scout), how do I go about hiding or deleting the old hat?

Sounds to me like you are using the wrong version of python. Install python 2.6.1 (http://www.python.org/download/releases/2.6.1/).

As for characters that already wear hats: by attaching your hat model to the specified bone which is bip_head for all the characters except the sniper (prp_hat bone) it automatically removes the hat in-game.

Sir Pantalones
01-03-2011, 08:43 AM
Oh, I meant hiding in Blender, so that I can use the hatless version as a template while making the hat.

As for the version of Python, I have 2.6.1 installed, but the startup Window for Blender says "Compiled with Python version 2.6.2". I had a newer version before (2.6.6 I think), but removed it by using Add or Remove Programs at the control panel, then installed the older one instead. Does that make a difference?
Thanks for the quick response!

HellJumper
01-03-2011, 01:11 PM
Oh, I meant hiding in Blender, so that I can use the hatless version as a template while making the hat.

As for the version of Python, I have 2.6.1 installed, but the startup Window for Blender says "Compiled with Python version 2.6.2". I had a newer version before (2.6.6 I think), but removed it by using Add or Remove Programs at the control panel, then installed the older one instead. Does that make a difference?
Thanks for the quick response!

In blender, you can select the player model > go into edit mode > hover over the hat part and press "L". That will select all the vertices of the hat. Delete them.

As for python, I have 3 versions installed and it works fine. I use 2.6.1 for Blender 2.49 and the other versions for other things.

Are you sure that you installed Blender 2.49?

Sir Pantalones
01-03-2011, 01:25 PM
It's 2.49b. Does the "b" make a difference?

HellJumper
01-03-2011, 07:25 PM
It's 2.49b. Does the "b" make a difference?

No. That's what I meant. Not sure what the problem is.

Sir Pantalones
01-04-2011, 04:55 AM
Thanks for the help. It's kinda annoying having to give up before actually getting started, especially since I've got some experience with some forms of 3D modelling before, but I haven't really found any solutions anywhere.
You sure there's no way to work around the problem using Milkshape? Since I can import the desired model into Milkshape, maybe I can export the same model and import it into Blender in some way? Can I, and in that case, how? Would the size still be scaled down like in your video tutorial?

HellJumper
01-04-2011, 02:13 PM
Thanks for the help. It's kinda annoying having to give up before actually getting started, especially since I've got some experience with some forms of 3D modelling before, but I haven't really found any solutions anywhere.
You sure there's no way to work around the problem using Milkshape? Since I can import the desired model into Milkshape, maybe I can export the same model and import it into Blender in some way? Can I, and in that case, how? Would the size still be scaled down like in your video tutorial?

Sure you can do that. Not sure about the scaling but you could do the following:

Import the character model's .smd into milkshape > export to .obj format > open blender > import the .obj.

This should work perfectly. As for exporting do the same thing > export as .obj from blender > open milkshape > import as .obj > export from milkshape as .smd

Voila! Good luck with everything.

Sir Pantalones
01-04-2011, 02:51 PM
Yep, that method worked perfectly! Shame I only can do it for as long as this trial can take me.

Oh well, thanks for all the help! Now let's see how much I'll fail at with the actual modelling... xP

Spiderm4N
01-05-2011, 11:05 PM
Everytime when I go to: file > export > Half Life 2 Mesh.SMD I get this error message:

"Python Script Error. Check console"

http://img524.imageshack.us/img524/9849/errof.jpg

please help me

HellJumper
01-06-2011, 03:00 PM
Everytime when I go to: file > export > Half Life 2 Mesh.SMD I get this error message:

"Python Script Error. Check console"

please help me

Did you apply a material to the object?
Go to the shading tab (F5), then under "Links and Pipeline" click "Add New". Then, under "Links and Pipeline" again, type in the name of your material that you want exported with .tga appended to the end.

So I have a bucket model, I click "Add New" then type in "bucket.tga". Now export it.

If this method doesn't work, you can always just export it as a .obj and then import that into Milkshape and apply the material within milkshape.

FunkyDisko77
01-06-2011, 04:45 PM
Thanks for the tutorial series, helped me get my first hat off the ground and into the game.

HellJumper
01-06-2011, 05:15 PM
Thanks for the tutorial series, helped me get my first hat off the ground and into the game.

Hey man, no problem! Do you have any screenshots or videos of your hat?

Spiderm4N
01-06-2011, 05:15 PM
Did you apply a material to the object?
Go to the shading tab (F5), then under "Links and Pipeline" click "Add New". Then, under "Links and Pipeline" again, type in the name of your material that you want exported with .tga appended to the end.

So I have a bucket model, I click "Add New" then type in "bucket.tga". Now export it.

If this method doesn't work, you can always just export it as a .obj and then import that into Milkshape and apply the material within milkshape.

thanks, i exported using milkshape and it worked

Spiderm4N
01-06-2011, 07:14 PM
for some reason i don't have C:\Program Files\Steam\steamapps\USERNAME\sourcesdk_content\t f\modelsrc\player folder

there is just mapsrc, what could it be?
i tried verify integrity of sourcesdk but nothing happened...

Mnemo
01-06-2011, 07:47 PM
for some reason i don't have C:\Program Files\Steam\steamapps\USERNAME\sourcesdk_content\t f\modelsrc\player folder

there is just mapsrc, what could it be?
i tried verify integrity of sourcesdk but nothing happened...

Did you try the "Refresh SDK Content" utility from the main SDK menu?

HellJumper
01-06-2011, 08:13 PM
Did you try the "Refresh SDK Content" utility from the main SDK menu?

Mnemo's advice should work. If it doesn't you can try deleting your sourcesdk_content folder, and reopening the SDK.

If that fails, try the good ol' reinstall.

Spiderm4N
01-06-2011, 09:12 PM
the refresh sdk content worked
thanks :)

Spiderm4N
01-06-2011, 10:17 PM
i need more help :(
now when i try to compile my hat it gives me this error

ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'player\items\pyro\mush.mdl'

HellJumper
01-06-2011, 11:01 PM
i need more help :(
now when i try to compile my hat it gives me this error

ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'player\items\pyro\mush.mdl'

Did you assign the bip_head bone to the hat? Also, make sure you have a folder created for your model to be placed into. Guistudiomdl won't make the folders for you.

Spiderm4N
01-07-2011, 10:20 AM
yeah, i guess i didn't assigned the bip_head before, now it worked

i finally made my hat
http://img535.imageshack.us/img535/5247/hlmvs.jpg

but I'm with a problem..
this black oval isn't a problem from the UV map..
and when i check the badvertexdata it shows this part in red..
what is it? how can i fix it?
http://img513.imageshack.us/img513/7938/badvertex.jpg

HellJumper
01-07-2011, 01:47 PM
yeah, i guess i didn't assigned the bip_head before, now it worked

i finally made my hat

but I'm with a problem..
this black oval isn't a problem from the UV map..
and when i check the badvertexdata it shows this part in red..
what is it? how can i fix it?


Hm, never had that problem before. Not sure what bad vertex data means.

Bunyipple
01-08-2011, 06:24 AM
so is this a tute on how to actually make stuff, like for polycount? cuz i might have a go if it is.

J Ranger
01-08-2011, 02:31 PM
Hm, never had that problem before. Not sure what bad vertex data means.
It's probably whining about the geometry being Concave (It prefers an array of Convex polys making up a concave prop)

Now I got a question... Anyone know why TF2's Update on all this groovy crap ended up deleting some of my custom Models that were in the OLD directory structure? ...Not all of them mind you. Just half of them (so Now in addition to rearranging the directories, I gotta recompile them too, grrr....) ....Is Valve just Trolling again or is there a practical reason for this?

(or is it something that happens b/c I joined someone else's server and they had wonky purist settings that made it delete my crap?)

HellJumper
01-09-2011, 08:48 PM
It's probably whining about the geometry being Concave (It prefers an array of Convex polys making up a concave prop)

Now I got a question... Anyone know why TF2's Update on all this groovy crap ended up deleting some of my custom Models that were in the OLD directory structure? ...Not all of them mind you. Just half of them (so Now in addition to rearranging the directories, I gotta recompile them too, grrr....) ....Is Valve just Trolling again or is there a practical reason for this?

(or is it something that happens b/c I joined someone else's server and they had wonky purist settings that made it delete my crap?)

For some reason after the polycount update, every subsequent update caused the deletion of .mdls in your tf folder. I have no idea why this happens. It's annoying to have to recompile stuff after an update happens.

Lushmoss
01-10-2011, 07:29 PM
Do you know how to make a part of a texture always be full visablity regardless of light sources? "Glow in the dark", as it were.

I'm sorry to be a nuisence, but I can't access youtube for a few days yet which is why I'm asking in this thread rather than watching the videos and finding out for myself if it has already been mentioned. I'm coming up to the point in my model where a lit lens might be in order.

EDIT: Oh, you're quite entitled to tell me to be patient and wait out the few days. :)

HellJumper
01-10-2011, 07:39 PM
Do you know how to make a part of a texture always be full visablity regardless of light sources? "Glow in the dark", as it were.

I'm sorry to be a nuisence, but I can't access youtube for a few days yet which is why I'm asking in this thread rather than watching the videos and finding out for myself if it has already been mentioned. I'm coming up to the point in my model where a lit lens might be in order.

Ah, don't worry about asking here. I don't think I covered that.

OK, so basically what you want to do is just edit the .vmt. The thing is, you don't want the entire model to show up as glow in the dark, right? In that case, you are going to have to assign more than 1 material to the object. Select the vertices that you want to be the main texture and assign a material (base texture) to that. Then invert the selection and create a new material. Apply the new material and export the model. You should now have a .smd with 2 textures applied.

Make sure to tell the .qc that you now have 2 textures. Also, make sure you have 2 .vmts. You can still use 1 vtf if you wish (just have both .vmts pointing to that vtf).

For the glow in the dark effect, you are going to want to use these lines in the .vmt:

">=DX90"
{
"$selfillum" 1
}


OR! If the above stuff is too confusing and/or unnecessary, there is a simpler method:

Export the model like normal (with only 1 material), but in the alpha channel of the base texture, color the part you want to be glow in the dark WHITE. Keep everything else black!

Now, in the .vmt, add these lines:
"$phong" "1"
"$phongexponent" "5"
"$phongboost" ".25"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
">=DX90"
{
"$selfillum" 1
}


That is how the mining light does it. Unfortunately using this method is not as intuitive since you can't use the alpha channel for anything else (env masks / phong lighting / etc...)

Lushmoss
01-10-2011, 08:15 PM
Okay, thanks for the instructions! I'll try the second one first, since I don't think I'll be using the alpha channel for anything else. It shouldn't get in the way of a normal map should I decided to use one, right?

HellJumper
01-10-2011, 08:19 PM
Okay, thanks for the instructions! I'll try the second one first, since I don't think I'll be using the alpha channel for anything else. It shouldn't get in the way of a normal map should I decided to use one, right?

That is correct. If you use a bump map, you have an additional alpha channel for you to use! Just make sure to use $bumpmapalphaphongmask instead of $basemapalphaphongmask in the vmt if you choose to use a bump map.

markis
01-12-2011, 05:04 AM
Hey, great tutorial :]

So far http://developer.valvesoftware.com/wiki/Blender_Modelling_Walkthrough have a great step-by-step tutorial too... But i can find tutorial step-by-step how to make props/items from 2 or more parts, how to Uv Unwrap them in single sheet, how to export them... to make wooden box or hat from one cube is easy but from 10 or more planks ? JUST HOW TO ? I find only this one but its just basics off making table. http://developer.valvesoftware.com/wiki/Modeling_props_with_Blender

HellJumper
01-12-2011, 12:30 PM
Hey, great tutorial :]

So far http://developer.valvesoftware.com/wiki/Blender_Modelling_Walkthrough have a great step-by-step tutorial too... But i can find tutorial step-by-step how to make props/items from 2 or more parts, how to Uv Unwrap them in single sheet, how to export them... to make wooden box or hat from one cube is easy but from 10 or more planks ? JUST HOW TO ? I find only this one but its just basics off making table. http://developer.valvesoftware.com/wiki/Modeling_props_with_Blender

Oh um, this is rather simple. Make your model from as many primitives as you want, but before joining them together, unwrap each of them separately. Now select all the parts, combine them (ctrl+J), then open the UV window. You should see a jumble of UV lines everywhere. Move them around till none of them are overlapping. That should do it. Also: remember that you don't need to unwrap all the vertices of your object all at once. You can select only some vertices and use projection unwrapping for instance.

Hope this helps.

markis
01-13-2011, 08:10 AM
Oh um, this is rather simple. Make your model from as many primitives as you want, but before joining them together, unwrap each of them separately. Now select all the parts, combine them (ctrl+J), then open the UV window. You should see a jumble of UV lines everywhere. Move them around till none of them are overlapping. That should do it. Also: remember that you don't need to unwrap all the vertices of your object all at once. You can select only some vertices and use projection unwrapping for instance.

Hope this helps.

Thank you so much ^^

Infact later i have another problem, because my model was simple convex object.

Ironic, but those basics about table save me :] (collision model was missing)
http://developer.valvesoftware.com/wiki/Modeling_props_with_Blender

HellJumper
01-13-2011, 12:46 PM
Thank you so much ^^

Infact later i have another problem, because my model was simple convex object.

Ironic, but those basics about table save me :] (collision model was missing)
http://developer.valvesoftware.com/wiki/Modeling_props_with_Blender

ah.. haha.

You know you are studying too much medicine when you read "infact" as "infarct"
:eek:

A Noobcake
01-16-2011, 07:35 AM
I can't get the .smd exporter to work.

D:

HellJumper
01-16-2011, 01:20 PM
I can't get the .smd exporter to work.

D:

In what sense? Is the option not showing up? Does the console give you an error?

I can't really help with what you've given me, but try the following:


Check to make sure you are using Python 2.6.1
Make sure the export script is in the right folder
Make sure you applied a material to your model before exporting. To do this, go to the shading tab (F5), click "Add New" under materials and pipeline, then assign your texture.
If all else fails, you can always export to .obj and then import the .obj into milkshape which has native support for exporting .smd files.

JoshB
01-16-2011, 02:25 PM
Heres the deal.

I have a the same problem about the half-life SMD importer. Whenever I go to file>import>Half-Life 2 smd, i get the error message:
Python Script error
Check console

YES, I have blender 2.49b, in the zip format where i installed the smd importer file in .blender>scripts

YES, I have python 2.6.1.

YES, ect ect ect...

Could this have anything to do with my computer? I'm using windows 7.

PLEASE HELP

Edit: oh wait, now none of my python scripts work. odd

AbeX300
01-16-2011, 06:36 PM
I got a problem with importing .smd files into Blender.

You see, I did put the files into the correct folder (yes, it was installed), but when I go to Blender and go to the Import tab, and there is no option to import .smd. Any help? :(

And when I try to open up that file in the .blender folder while Blender is on, it doesn't show a window to import the .smd.

HellJumper
01-16-2011, 06:56 PM
Heres the deal.

I have a the same problem about the half-life SMD importer. Whenever I go to file>import>Half-Life 2 smd, i get the error message:
Python Script error
Check console

YES, I have blender 2.49b, in the zip format where i installed the smd importer file in .blender>scripts

YES, I have python 2.6.1.

YES, ect ect ect...

Could this have anything to do with my computer? I'm using windows 7.

PLEASE HELP

Edit: oh wait, now none of my python scripts work. odd

Very odd indeed. I don't know exactly what is going wrong. I have blender installed with windows 7 and it works fine. You are absolutely sure you are installing it correctly?

I got a problem with importing .smd files into Blender.

You see, I did put the files into the correct folder (yes, it was installed), but when I go to Blender and go to the Import tab, and there is no option to import .smd. Any help? :(

And when I try to open up that file in the .blender folder while Blender is on, it doesn't show a window to import the .smd.

There is a glitch where the import script only works if you open up blender first, then open your project. You can't directly open the .blend file.

As for the smd importer not functioning:
Are you sure you installed it correctly?
Are you using python 2.6.1?

AbeX300
01-16-2011, 06:58 PM
As for the smd importer not functioning:
Are you sure you installed it correctly?
Are you using python 2.6.1?

I'm pretty sure I installed it correctly, but I'm actually using 2.7.1. Is that bad? ._.

Edit: For some reason, importing works for Milkshape3D. However, I prefer using Blender, and since Blender can import Milkshape3D files, I decided to save the model file as .ms3d, but even that doesn't work. It doesn't show anything when I import the model.

HellJumper
01-16-2011, 07:27 PM
I'm pretty sure I installed it correctly, but I'm actually using 2.7.1. Is that bad? ._.

Edit: For some reason, importing works for Milkshape3D. However, I prefer using Blender, and since Blender can import Milkshape3D files, I decided to save the model file as .ms3d, but even that doesn't work. It doesn't show anything when I import the model.

The import script needs 2.6.1 to function.

step 1) import the .smd into milkshape
step 2) export the model from milkshape to .obj format
step 3) import the .obj file into blender
step 4) model and do whatever
step 5) export your model from blender to .obj
step 6) import the .obj into milkshap
step 7) export the model from milkshape to .smd

mreeuwij
01-16-2011, 09:40 PM
hmmz, cant find it as download on http://www.python.org/download/releases/

tried by 2.6.6 and then via the "previous releases" but that ends at 2.6.3. Would 2.6.6 work?

I find it quite unhandy to make a script version dependend.... (or that the language changed so much that the scripts made don't work anymore.. that would be a serious design flaw imo.)

/edit: nvm, found direct link to the version in the OP.... still question remains, 2.6.6 a working one with it?

And on another note, I got Win7 Ultimate x64, must I use the x86 or the x64? or doesn't that matter.

HellJumper
01-16-2011, 10:29 PM
hmmz, cant find it as download on http://www.python.org/download/releases/

tried by 2.6.6 and then via the "previous releases" but that ends at 2.6.3. Would 2.6.6 work?

I find it quite unhandy to make a script version dependend.... (or that the language changed so much that the scripts made don't work anymore.. that would be a serious design flaw imo.)

/edit: nvm, found direct link to the version in the OP.... still question remains, 2.6.6 a working one with it?

And on another note, I got Win7 Ultimate x64, must I use the x86 or the x64? or doesn't that matter.

2.6.6 will NOT work. Download the x86-64 msi link.

stOK
01-19-2011, 10:42 AM
Great Guide. Good job.

The problem with SMD importer is the following.
It seems HellJumper is using an older version of SMD importer which is working.
But the current version of SMD importer from http://folk.uio.no/jonmd/blender/smdimport/ has a Bug that prevents it from running.

To get it work the code needs some fixing.
In both import_static_smd.py and and import_anim_smd.py files find line
import Blender, meshtools, bpy, math, time
And remove meshtools.
The fixed line must look like this
import Blender, bpy, math, time

It will work with NO Python ever installed.

HellJumper
01-19-2011, 01:18 PM
Hm... In the videos I was using an old import script, but I use the newer ones now, and it works without doing that method. I have python 2.6.1 installed though.

I guess that method could work for if you don't want to install python...

mreeuwij
01-19-2011, 04:34 PM
I guess requiring less is better. Being dependant on a version that is already totally fased out by 5 newer versions.

Might even worth for adjusting the tut for it. more foolproof etc.

HellJumper
01-19-2011, 04:37 PM
I guess requiring less is better. Being dependant on a version that is already totally fased out by 5 newer versions.

Might even worth for adjusting the tut for it. more foolproof etc.

Haha, I see your point. But the problem is, I get people who can't even install blender asking me how to do that in the first place. I'm 99% sure that Stok's method will confuse them even more.

I'll throw it in the OP as a FAQ if you want.

stOK
01-20-2011, 03:07 AM
Haha, I see your point. But the problem is, I get people who can't even install blender asking me how to do that in the first place. I'm 99% sure that Stok's method will confuse them even more.
Yep. I'm sure it might be even (a bit) more confusing.
Actualy to dig it out I had to be a programmer and had to get look at console error.
Somewhere in the Google's world (formerly known as "the Internet") I've seen tons of reports that new SMD Importer doesn't work.

I believe that in HellJumper's environment the dependence satisfied by some library supplied with Visual C++ or other 3rd party stuff. May be Python 2.6.1 comes into play there. I'll check it out.

Considering blender installation I had few horror hours trying to get it work. The resolution was to remove buggy QuickTime installation.

mreeuwij
01-20-2011, 03:15 AM
..

I'll throw it in the OP as a FAQ if you want.

yeah, pls do, seems the best. Cos I will forget, and the topic will grow, and nobody reads the entire topic ever....

stOK
01-20-2011, 05:12 AM
Good News.
I figured out why MDS Import script works well in HellJumper's environment and won't work "as is" in other's (including me).

The core problem is in Blender installation itself. MSI executable bundle (being 5 Mb less in weight than ZIP) has no scripts directory (or at least fails to install it properly) and lacks required meshtools.py file.

Recommendation to find and "downgrade" python to 2.6.1 has no sense. Actually the Blender 2.49b has been compiled with Pythoin 2.6.2. And in fact it should work with 2.6.<whatever>.

Conclusion: Blender does NOT require Python. Actually Python interpreter v 2.6.2 is presently built-in (Python26.dll). Import MDS script does not require Python either, coz it depends on modules already bundled with Blender (ZIP archive only).

Python may still be required ONLY if you are going to use 3rd party modules (or your handmade ones) depended on modules missing in Blender while bundled with Python dist. Python may also be required if you are going to create, test and run python scripts offside the Blender.

HellJumper
01-20-2011, 01:31 PM
Good News.
I figured out why MDS Import script works well in HellJumper's environment and won't work "as is" in other's (including me).

The core problem is in Blender installation itself. MSI executable bundle (being 5 Mb less in weight than ZIP) has no scripts directory (or at least fails to install it properly) and lacks required meshtools.py file.

Recommendation to find and "downgrade" python to 2.6.1 has no sense. Actually the Blender 2.49b has been compiled with Pythoin 2.6.2. And in fact it should work with 2.6.<whatever>.

Conclusion: Blender does NOT require Python. Actually Python interpreter v 2.6.2 is presently built-in (Python26.dll). Import MDS script does not require Python either, coz it depends on modules already bundled with Blender (ZIP archive only).

Python may still be required ONLY if you are going to use 3rd party modules (or your handmade ones) depended on modules missing in Blender while bundled with Python dist. Python may also be required if you are going to create, test and run python scripts offside the Blender.

Oh that's good news. I didn't "downgrade" to 2.6.1 per se, because you can have more than 1 python version installed at once (which is amazing).

Python is useful in general, even if not for the scripts, but for making your own stuff. Once again, thanks sTOK, that information is extremely useful. I hope you didn't mind me quoting you on the OP.

stOK
01-20-2011, 02:01 PM
I don't mind your quoting. But actually in the quoted post I was wrong blaming the SMD Importer script having a Bug.
I would rather suggest users install Blender by unpacking ZIP bundle instead of downloading and running installer's EXE. It will prevent Importer problem from even arising.

HellJumper
01-20-2011, 03:34 PM
I don't mind your quoting. But actually in the quoted post I was wrong blaming the SMD Importer script having a Bug.
I would rather suggest users install Blender by unpacking ZIP bundle instead of downloading and running installer's EXE. It will prevent Importer problem from even arising.

I knew there was a difference. I always told people to use the .zip whenever they ask me where the scripts folder was haha. It's also better that way in my opinion since you can stick it anywhere and it acts like a standalone program.

I updated the link in the OP and briefly explained it.

Rawr
01-22-2011, 09:30 AM
The necessary plugins for 3ds Max don't seem to work in Max 2011, which is the version I have access to.

What do I do now?

HellJumper
01-22-2011, 01:47 PM
The necessary plugins for 3ds Max don't seem to work in Max 2011, which is the version I have access to.

What do I do now?

I have no idea considering I never mentioned 3dsmax anywhere in the tutorial.

You could ask Mnemo, though. Use 2010 is my answer.

Rawr
01-23-2011, 05:38 AM
I have no idea considering I never mentioned 3dsmax anywhere in the tutorial.

You could ask Mnemo, though. Use 2010 is my answer.

I know you did not use 3ds Max, I've watched your tutorial two times through. I just thought I'd ask here since it is sort of relevant. I asked in the Polycount thread but the guys there are way too busy critiquing each other's Pyro executioner's masks to give a crap about my question.

And I think just getting 2010 isn't going to be easy. Wouldn't that require a completely new installation AND another license?

Seems like yet another of my little dreams is going straight into the trash can.

mreeuwij
01-23-2011, 12:18 PM
there was somewhere that valve said they where making preparations to make stuff easier to extract/do with the game... (sorry, didn't kept link, and too lazy to search for it) altho valve time is quite known to be... lets say: differently than ours...

A Noobcake
01-27-2011, 09:49 AM
there was somewhere that valve said they where making preparations to make stuff easier to extract/do with the game... (sorry, didn't kept link, and too lazy to search for it) altho valve time is quite known to be... lets say: differently than ours...

If you mean their release of model and map sources, that was a long time ago.

Is there any chance of you redoing this in Blender 2.56? The SMD Tools plugin is a lot better than the ones for 2.49, but I'm having a hard time getting the UVing and all that right.

HellJumper
01-27-2011, 01:28 PM
If you mean their release of model and map sources, that was a long time ago.

Is there any chance of you redoing this in Blender 2.56? The SMD Tools plugin is a lot better than the ones for 2.49, but I'm having a hard time getting the UVing and all that right.

Yes, actually there is a significant chance of me redoing it for 2.56 (but leaving the old videos up).

I have found 2.56 to be much better in terms of everything, and I think it is even standalone. The only problem is time... I don't know when I'll get around to doing it. Perhaps when I return home during some sort of spring break.

A Noobcake
01-27-2011, 11:14 PM
That's great, thanks! Think you could just write down how to do that final step with the texture (assigning it to a material or something along the lines of that)? I've looked everywhere, but I can't find the right button.

HellJumper
01-27-2011, 11:48 PM
That's great, thanks! Think you could just write down how to do that final step with the texture (assigning it to a material or something along the lines of that)? I've looked everywhere, but I can't find the right button.

So what part are you at exactly? You've got your model, it's UVed, and you made a texture in photoshop. Sounds to me like the last thing you need to do is apply the texture in Blender and export it.

I've just barely started using 2.56 myself, so I haven't actually tried exporting anything yet. In theory doing the following should work:

Select your model, and find the button that looks like this (highlighted):
http://dl.dropbox.com/u/10100459/blender256_material.jpg

Add new, and rename the material to your VMT's name. So if you want your .vmt to be named mytexture.vmt, you MUST make a .tga file texture named "mytexture.tga". Fill in the space with exactly "mytexture.tga" and hit enter. Your material should now be applied. Don't forget to apply the bones, and then export.

To see if the .smd export worked correctly, open your compiled .smd in notepad and see if the name of the texture is "mytexture".

Edit: I'll probably be deleting this tutorial soon. I'm tired of SPUF at the moment. I can't seem to have intelligent conversations, and the moment I dip down to the level of the average person here I get infractions. The moderation apparently doesn't care either, and suggesting anything never gets anything done.

I'm going to redo this tutorial with 2.56a, then post it to TF2maps.net since these forums do NOT deserve it.

mreeuwij
01-28-2011, 02:40 AM
Sorry to hear that HellJumper :S

But having to follow yah to another forum would be a bit too much. I'm already on like 8 different forums, and I try to down it as much as I can.

And btw, why tf2maps, and not for example polycount (not there either, but seems more logical)?

A Noobcake
01-28-2011, 06:44 AM
Alright, thanks a lot!

You don't have to DELETE it, you know. Just add a note saying you'll no longer be giving support or help in this thread or something and leave the videos up on Youtube.

Rawr
01-28-2011, 12:56 PM
I understand how you feel, Helljumper. There was a time when I enjoyed browsing these forums but recently I have been met with such hostility that I always hesitate before I create a new thread or post.

I generally find the subforums to have a more kind and sophisticated atmosphere, but I guess this particular thread might've attracted the notorious average SPUF-goers looking for a quick buck or instant epeen through hatmaking. Or maybe they just like to behave like the behind of a donkey.

In any case, hear this:
Know that you have been a huge credit to team with this tutorial. I bet there are many a modeler-noob out there such as myself who would be nowhere at all without your help.

So I thank you. Thank you on behalf of myself, and thank you on behalf of anyone absent-minded or ungrateful enough to not thank you themselves.

May you have greater luck as a bringer of knowledge and as a modeler in the future.

HellJumper
01-28-2011, 04:52 PM
Sorry to hear that HellJumper :S

But having to follow yah to another forum would be a bit too much. I'm already on like 8 different forums, and I try to down it as much as I can.

And btw, why tf2maps, and not for example polycount (not there either, but seems more logical)?

TF2maps.net is my primary and most beloved community. It's what mainly got me into TF2.

I understand how you feel, Helljumper. There was a time when I enjoyed browsing these forums but recently I have been met with such hostility that I always hesitate before I create a new thread or post.

I generally find the subforums to have a more kind and sophisticated atmosphere, but I guess this particular thread might've attracted the notorious average SPUF-goers looking for a quick buck or instant epeen through hatmaking. Or maybe they just like to behave like the behind of a donkey.

In any case, hear this:
Know that you have been a huge credit to team with this tutorial. I bet there are many a modeler-noob out there such as myself who would be nowhere at all without your help.

So I thank you. Thank you on behalf of myself, and thank you on behalf of anyone absent-minded or ungrateful enough to not thank you themselves.

May you have greater luck as a bringer of knowledge and as a modeler in the future.

Wow. I really don't know what to say. You are a rare breed among many. Thanks for the kind comments.

ReznorsRage
01-29-2011, 03:44 AM
Any reason one wouldn't use Nem's ObjectViewer instead of the MDL Decompiler? I have yet to get ConnonFodder's app to work. I keep getting either "unable to load model" error or "Extra App ID set to 211, but no SteamAppId". This is with the app in the specified location for the tutorial and refreshed content in the SDK. Nem's ObejectViewer can load .mdl's and export them to .obj's which is readable in any 3d software.

A Noobcake
01-29-2011, 10:45 AM
Any reason one wouldn't use Nem's ObjectViewer instead of the MDL Decompiler? I have yet to get ConnonFodder's app to work. I keep getting either "unable to load model" error or "Extra App ID set to 211, but no SteamAppId". This is with the app in the specified location for the tutorial and refreshed content in the SDK. Nem's ObejectViewer can load .mdl's and export them to .obj's which is readable in any 3d software.

Disable the "Steam File Access" thing to fix it.

SgtR007_1
01-29-2011, 05:41 PM
Hey all, I'm new to modeling but finally finished my first hat. I'm pretty happy with the end result, but am having some trouble with shadows and shading in-game. Basically, the model looks fine until the hat comes off on death, at which point it rolls around (appropriately). While it's rolling, the model will alternate between normal shading and a very dark shading. I assumed it was a problem with the physics model, but I've redesigned the phy model several times, in different ways, with the same result. Anyone know how to correct this?
http://i38.photobucket.com/albums/e104/sgtr007/shadow.jpg

P.S. This tutorial was fantastic.

HellJumper
01-29-2011, 05:46 PM
Hey all, I'm new to modeling but finally finished my first hat. I'm pretty happy with the end result, but am having some trouble with shadows and shading in-game. Basically, the model looks fine until the hat comes off on death, at which point it rolls around (appropriately). While it's rolling, the model will alternate between normal shading and a very dark shading. I assumed it was a problem with the physics model, but I've redesigned the phy model several times, in different ways, with the same result. Anyone know how to correct this?
http://i38.photobucket.com/albums/e104/sgtr007/shadow.jpg

P.S. This tutorial was fantastic.

In your .qc file there is a line called $illumposition "<some numbers here>"

Delete that line and recompile it.

To check to see if it worked, open HLMV > load your model > check the "illumposition checkbox" > check to see that the marker is inside the hat.

Cheers.

Also, thank you for using correct grammar in your post. It gets annoying when I have 100 questions on youtube that are: "how i instal blender?"

Also, you said thanks. Out of about 10,000 people who looked at this tutorial, about 8000 people asked questions, 5000 actually attempted a model, 2000 people got to the point of compiling, 1000 people got that to work, 20-30 people showed me their creations, and about 3-4 people said thanks.

Edit: I answered your question within 5 minutes of posting it.

SgtR007_1
01-29-2011, 06:04 PM
That worked! Thanks so much again. If you're interested in seeing how everything turned out, enjoy:

http://i38.photobucket.com/albums/e104/sgtr007/render.jpg

I'm about to start work on the flamethrower replacement to round out the pack. Modeling is turning into an addictive hobby.

HellJumper
01-29-2011, 07:27 PM
That worked! Thanks so much again. If you're interested in seeing how everything turned out, enjoy:

I'm about to start work on the flamethrower replacement to round out the pack. Modeling is turning into an addictive hobby.

I like it! I like it a lot!

Modeling is a fun hobby! :) I, for one, am studying / majoring in 2 things that have absolutely nothing to do with modeling.

ReznorsRage
01-29-2011, 08:59 PM
Disable the "Steam File Access" thing to fix it.

Thanks Noobcake but yeah, I've tried that. When I un-check the Steam File Access I get the "unable to load model" error. I finally got it to work though, yay for me! I read on another forum that ConnonFodder's app can be a bit buggy in Vista. So I dusted off my XP and have had smooth sailing since.

Still, any reason why one shouldn't use Nem's ObejectViewer (http://nemesis.thewavelength.net/index.php?p=45)?

New question: Is this the best place for showing off my models/sketches for help and revisions or should I make a new post else where?

HellJumper
01-29-2011, 09:49 PM
Thanks Noobcake but yeah, I've tried that. When I un-check the Steam File Access I get the "unable to load model" error. I finally got it to work though, yay for me! I read on another forum that ConnonFodder's app can be a bit buggy in Vista. So I dusted off my XP and have had smooth sailing since.

Still, any reason why one shouldn't use Nem's ObejectViewer (http://nemesis.thewavelength.net/index.php?p=45)?

New question: Is this the best place for showing off my models/sketches for help and revisions or should I make a new post else where?

Never used Nem's model viewer myself, so I won't be able to give you my opinion.

As for showcasing. Here is just fine! Although, you could post it in this subforum as its own thread. That's pretty conventional here. I think there is also one large thread in the art subforum, but I never post there since only 4-5 people actually read that.

SgtR007_1
01-30-2011, 01:43 AM
I just put this together super quickly today to contribute to the Medieval Update collaboration: I want to add a fire/smoke effect and submit it as a pyro secondary, but for now it's a Jarate replacement.

http://i38.photobucket.com/albums/e104/sgtr007/render-1.jpg

The tentative name is "Yon Satchel of Faeces" lol. I can't believe I made virtual poop in a bag. Is it possible to put particle effects on weapons?

A Noobcake
01-30-2011, 02:10 AM
I just put this together super quickly today to contribute to the Medieval Update collaboration: I want to add a fire/smoke effect and submit it as a pyro secondary, but for now it's a Jarate replacement.

http://i38.photobucket.com/albums/e104/sgtr007/render-1.jpg

The tentative name is "Yon Satchel of Faeces" lol. I can't believe I made virtual poop in a bag. Is it possible to put particle effects on weapons?

It should be possible, but it most likely won't work in first person.

Edit: I also have a problem with GUIStudioMDL that noone seems to want to help me with. Think you could help me out?

SgtR007_1
01-30-2011, 02:11 PM
So I finally started work on the last item making up my Pyro Picasso Pack, the "Pray 'n' Spray". It's a bit hard to see without the textures, but basically the fuel for the flamethrower comes from a can of spray pain locked into a motorized clamp at the end of the weapon.
http://i38.photobucket.com/albums/e104/sgtr007/1st_render_1.jpg
http://i38.photobucket.com/albums/e104/sgtr007/1st_render.jpg
http://i38.photobucket.com/albums/e104/sgtr007/1st_render_2.jpg

I'm not sure if I like how bulky it is in the front end. What are your guys' thoughts/suggestions? I'll probably redesign the handle eventually but I'm already at my poly limit so I have to think that through.

HellJumper
01-30-2011, 02:34 PM
Nice, I like the general shape of it. Just make sure to use "edgesplit" modifiers to get the smoothing correct.

A Noobcake
01-30-2011, 03:14 PM
I think it looks a bit too clustered in first person view, you may want to work a bit more on just that. But the model itself is great, props for making something that good!

mreeuwij
01-31-2011, 03:16 AM
Also, thank you for using correct grammar in your post. It gets annoying when I have 100 questions on youtube that are: "how i instal blender?"

Also, you said thanks. Out of about 10,000 people who looked at this tutorial, about 8000 people asked questions, 5000 actually attempted a model, 2000 people got to the point of compiling, 1000 people got that to work, 20-30 people showed me their creations, and about 3-4 people said thanks.

Edit: I answered your question within 5 minutes of posting it.

On correct grammar, sorry if my "dutch" accent made you cringe (if there is such a thing in written language) ;).

And about "saying thanks", saw you in game about a week ago I think, and asked if you where the one on this tread, and after confirming I complimented yah. And yes, my dutch accent is horrible, sorry about that :P.

HellJumper
01-31-2011, 11:31 AM
On correct grammar, sorry if my "dutch" accent made you cringe (if there is such a thing in written language) ;).

And about "saying thanks", saw you in game about a week ago I think, and asked if you where the one on this tread, and after confirming I complimented yah. (/me = DataStorm) And yes, my dutch accent is horrible, sorry about that :P.

Oh, haha. I wasn't bashing your grammar, in fact, I was doing the contrary. I was applauding you for it. I'm now even more amazed that English speaking people have more trouble than you do.

Also, non-American accents are usually more awesome. I once played a L4D2 game with a UK guy, a French guy, and a person from Canada all at once. The voices were GREAT :cool:

Action Kazimer
01-31-2011, 05:47 PM
Heya, Jumper. Just wondering, if you had a sec, if you might be able to help me out with getting a new weapon model compiled and into the game.

I'm working on a quick sniper rifle replacement and just trying to get it in-game at this point. It's compiling just fine, but there's no model showing up in the game or the model viewer.

The model's meant to replace the Sydney Sleeper. I copied the idle and phymodels into the new weapons' folder, skinned it to the weapon bone, etc.

I've got hats figured out, and I kinda just jumped into this; not really sure if the same school of thought applies.


I've attached my .qc file for what it's worth. No rush on getting back to me. I appreciate all the help you've doled out on this and other forums.


Thanks!


$cd "C:\Users\Action Kazimer\Desktop\TF2 Modeling Information\Models\Sniper\Weapons\NEW WEAPONS\AR-15\smd"
$modelname "weapons/c_models/c_dartgun.mdl"
$model "Body" "c_dartgun_reference.dmx.smd"
$cdmaterials "models\weapons\c_items\"
$cdmaterials ""
$hboxset "default"
$hbox 0 "weapon_bone" -3.917 -5.725 -17.309 4.731 10.380 51.901
// Model uses material "models/weapons/c_items/c_dartgun.vmt"
// Model uses material "models/weapons/v_sniperrifle/v_sniperrifle_scope.vmt"
$attachment "muzzle" "weapon_bone" 0.00 3.90 51.90 rotate -90.00 -0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.00 4.69 3.14 rotate -0.00 34.23 0.00
$surfaceprop "metal"
$illumposition 2.174 0.407 0.555
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

$mass 8.5
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

HellJumper
01-31-2011, 05:53 PM
Heya, Jumper. Just wondering, if you had a sec, if you might be able to help me out with getting a new weapon model compiled and into the game.

I'm working on a quick sniper rifle replacement and just trying to get it in-game at this point. It's compiling just fine, but there's no model showing up in the game or the model viewer.

The model's meant to replace the Sydney Sleeper. I copied the idle and phymodels into the new weapons' folder, skinned it to the weapon bone, etc.

I've got hats figured out, and I kinda just jumped into this; not really sure if the same school of thought applies.


I've attached my .qc file for what it's worth. No rush on getting back to me. I appreciate all the help you've doled out on this and other forums.


Thanks!


$cd "C:\Users\Action Kazimer\Desktop\TF2 Modeling Information\Models\Sniper\Weapons\NEW WEAPONS\AR-15\smd"
$modelname "weapons/c_models/c_dartgun.mdl"
$model "Body" "c_dartgun_reference.dmx.smd"
$cdmaterials "models\weapons\c_items\"
$cdmaterials ""
$hboxset "default"
$hbox 0 "weapon_bone" -3.917 -5.725 -17.309 4.731 10.380 51.901
// Model uses material "models/weapons/c_items/c_dartgun.vmt"
// Model uses material "models/weapons/v_sniperrifle/v_sniperrifle_scope.vmt"
$attachment "muzzle" "weapon_bone" 0.00 3.90 51.90 rotate -90.00 -0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.00 4.69 3.14 rotate -0.00 34.23 0.00
$surfaceprop "metal"
$illumposition 2.174 0.407 0.555
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {

$mass 8.5
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

Hm...

Ok let's troubleshoot. First off, open your "c_dartgun_reference.dmx.smd" with notepad ++ and copy and paste the first 20 lines here using the tags.

Secondly, change your .qc file to this:
[CODE]$cd "C:\Users\Action Kazimer\Desktop\TF2 Modeling Information\Models\Sniper\Weapons\NEW WEAPONS\AR-15\smd"
$modelname "weapons/c_models/c_dartgun.mdl"
$model "Body" "c_dartgun_reference.dmx.smd"
$cdmaterials "models\weapons\c_items\"
$hboxset "default"
$hbox 0 "weapon_bone" -3.917 -5.725 -17.309 4.731 10.380 51.901
$attachment "muzzle" "weapon_bone" 0.00 3.90 51.90 rotate -90.00 -0.00 0.00
$attachment "eject_brass" "weapon_bone" -0.00 4.69 3.14 rotate -0.00 34.23 0.00
$surfaceprop "metal"
$sequence idle "c_dartgun_reference.dmx.smd" fps 30.00
$collisionmodel "c_dartgun_reference.dmx.smd" {

$mass 8.5
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}

Action Kazimer
01-31-2011, 05:59 PM
Gotcha. Changed my .qc and here's the c_dartgun_reference.dmx.smd

version 1
nodes
0 "weapon_bone" -1
end
skeleton
time 0
0 0.000000 -1.772578 -15.121245 0.000000 -0.000000 0.000000
end
triangles
models/weapons/c_items/c_dartgun.bmp
0 -1.160400 -2.950061 -19.692467 -0.986276 -0.125997 0.106697 0.770600 -0.896300 1 0 1.000000
0 -0.916400 -4.521361 -19.804268 -0.988345 -0.146292 0.042098 0.770500 -0.943100 1 0 1.000000
0 -0.894600 -4.199961 -19.000767 -0.984296 -0.139399 0.108300 0.747700 -0.932000 1 0 1.000000
models/weapons/c_items/c_dartgun.bmp
0 -0.000500 -1.594161 -15.311567 -0.022400 -0.036499 0.999083 0.628200 -0.883200 1 0 1.000000
0 -0.470400 -1.844861 -15.330566 -0.022400 -0.036499 0.999083 0.636400 -0.869100 1 0 1.000000
0 -0.000500 -1.903961 -15.322767 -0.022400 -0.036499 0.999083 0.634600 -0.882900 1 0 1.000000
models/weapons/c_items/c_dartgun.bmp
0 -0.000500 -1.594161 -15.311567 -0.022400 -0.036499 0.999083 0.628200 -0.883200 1 0 1.000000
0 -0.479700 -1.535061 -15.319366 -0.022400 -0.036499 0.999083 0.628400 -0.870700 1 0 1.000000

HellJumper
01-31-2011, 06:11 PM
Gotcha. Changed my .qc and here's the c_dartgun_reference.dmx.smd

version 1
nodes
0 "weapon_bone" -1
end
skeleton
time 0
0 0.000000 -1.772578 -15.121245 0.000000 -0.000000 0.000000
end
triangles
models/weapons/c_items/c_dartgun.bmp
0 -1.160400 -2.950061 -19.692467 -0.986276 -0.125997 0.106697 0.770600 -0.896300 1 0 1.000000
0 -0.916400 -4.521361 -19.804268 -0.988345 -0.146292 0.042098 0.770500 -0.943100 1 0 1.000000
0 -0.894600 -4.199961 -19.000767 -0.984296 -0.139399 0.108300 0.747700 -0.932000 1 0 1.000000
models/weapons/c_items/c_dartgun.bmp
0 -0.000500 -1.594161 -15.311567 -0.022400 -0.036499 0.999083 0.628200 -0.883200 1 0 1.000000
0 -0.470400 -1.844861 -15.330566 -0.022400 -0.036499 0.999083 0.636400 -0.869100 1 0 1.000000
0 -0.000500 -1.903961 -15.322767 -0.022400 -0.036499 0.999083 0.634600 -0.882900 1 0 1.000000
models/weapons/c_items/c_dartgun.bmp
0 -0.000500 -1.594161 -15.311567 -0.022400 -0.036499 0.999083 0.628200 -0.883200 1 0 1.000000
0 -0.479700 -1.535061 -15.319366 -0.022400 -0.036499 0.999083 0.628400 -0.870700 1 0 1.000000

Aha... just what I thought. Your material wasn't applied correctly. I'm assuming you exported with milkshape?

If so, just follow these steps:

Open Milkshape
Import your "c_dartgun_reference.dmx.smd"
Go to the materials tab
Double click the material listed there
Look down to where it says the name of the material in an editable textbox, and change the name of the material to "c_dartgun.tga"
Check to make sure the name of the texture (above the <none> button) is "c_dartgun.tga". If it isn't click it, find your texture. If your .vmt is called "c_dartgun.vmt", then your applied texture must be "c_dartgun.tga"
Once that's done export the .smd and recompile


You can open the new .smd with notepad ++ and paste the first 20 lines again so I can check to make sure it worked.

Also, I noticed you were using the exact same name as the Sydney Sleeper's texture. This is bad form. You should make your own separate texture with a different name and use that. When the texture is applied to the .mdl, the model file will know what texture it needs, and will find that. You can use the same name, but it's preferred you use a separate one, especially if you plan on submitting it to Valve.

Action Kazimer
01-31-2011, 06:35 PM
Oh man. I'm actually using Max, but for some reason TOTALLY glossed over the whole VTF/VMT creation. I'll generate those and see if it fixes things. Should I edit my .qc to point to those or should I stick with the edited one you provided?

Thanks for working with me!

HellJumper
01-31-2011, 06:40 PM
Oh man. I'm actually using Max, but for some reason TOTALLY glossed over the whole VTF/VMT creation. I'll generate those and see if it fixes things. Should I edit my .qc to point to those or should I stick with the edited one you provided?

Thanks for working with me!

Ah, I know a little bit about 3Dsmax, so I can help you with applying textures, but if you know how to do that, then that's perfect.

As for the .qc, if you'll notice, it's not actually pointing to anywhere! That's because all the .qc needs is the filepath to where your textures are. The exact name is stored in the .smd/mdl file. So if you applied a "c_example.tga" to the model in 3dsmax, and export it to .smd, then all you need to do is make sure that your .vmt is named "c_example.vmt". Make sure the .vmt / .vtf are in the folder you specified in the .qc: in this case the "models\weapons\c_items\" folder.

Action Kazimer
01-31-2011, 06:56 PM
Interesting. I matched up the applied TGA with the VMT (both named AR15.) and there's still no model appearing.

You mentioned an MDL earlier; do I need an MDL for my new rifle geometry or will just the SMD suffice? I went back to my work folder for my hat and saw that there was no MDL, just the stuff that I had decompiled at the beginning of the process.

I'm gonna take a little break for now; I'm more or less just spit-balling what I think might be wrong at this point. Again, thanks a lot for going back and forth with me on this.


Talk soon!

HellJumper
01-31-2011, 07:47 PM
Interesting. I matched up the applied TGA with the VMT (both named AR15.) and there's still no model appearing.

You mentioned an MDL earlier; do I need an MDL for my new rifle geometry or will just the SMD suffice? I went back to my work folder for my hat and saw that there was no MDL, just the stuff that I had decompiled at the beginning of the process.

I'm gonna take a little break for now; I'm more or less just spit-balling what I think might be wrong at this point. Again, thanks a lot for going back and forth with me on this.


Talk soon!

Well, the game is reading the .mdl file, but the .qc is using the .smd file to compile. It's basically turning the smd file into an mdl file. What exactly is the problem now?

Is the model still not showing up?

Action Kazimer
01-31-2011, 07:59 PM
Yeah, still same problem.

HellJumper
01-31-2011, 08:25 PM
Yeah, still same problem.

Did you recompile the .smd with the new material applied? Open the .smd with notepad and paste the first 20 lines here again.

Also, check to make sure your filepaths are correct (in the .vmt / .qc / where your files are located).

SgtR007_1
02-01-2011, 12:12 AM
Update on my flamethrower replacement:

I reworked the clamp mechanism on the spraypaint using an idea I picked up from, ironically, a real-life homemade flamethrower. This time around, I simplified the whole front end by using a bike handbrake. Then, that gave me the idea of my grip redesign using a handlebar. The end result I think is much more pleasing on the eye and much less cluttered. I also placed the propane tank shield-thingy back onto the model, as I felt like there was two much negative space under the barrel. Keep the suggestions coming!

http://i38.photobucket.com/albums/e104/sgtr007/2nd_render.jpg

http://i38.photobucket.com/albums/e104/sgtr007/2nd_render_1.jpg

By the way, if anyone has any good ideas for names for any of the three items I'm making for this pack (or a name for the pack itself), I'm always open to suggestions! My working names so far were:

The Pyro Picasso Pack
Hat: "Buckethead" or "Pyro's Palette"
Melee: "Rick Roller"
Primary: "Pray 'n' Spray"

mreeuwij
02-01-2011, 05:21 AM
What bout "The Biodetergant" for primary?

instead of red flames, its green flames or green Gass, leaving the enemy coughing, and taking lots of dmg.

+ does +15% damage
+ has a "bleed" coughing after, taking 4 hp per second for 8 seconds.
- no airblasting
- does NO damage to buildings
- does coughing damage to teammates (just not the primary damge, but the bleed "coughing, taking 4 hp per second for 6 seconds.
- as its no fire, axtinguisher crits don't work with it.

SgtR007_1
02-01-2011, 10:11 AM
Thanks for the suggestion. Those stats though are a huuuuge downgrade from the current weapon. I was thinking actually of suggesting to Valve that the alt-fire give a jarate-like effect in the cone radius that basically "paints" the victims, obscuring vision with a really dense drippy liquid mask effect and increasing damage taken from fire.

mreeuwij
02-01-2011, 11:53 AM
Thanks for the suggestion. Those stats though are a huuuuge downgrade from the current weapon. I was thinking actually of suggesting to Valve that the alt-fire give a jarate-like effect in the cone radius that basically "paints" the victims, obscuring vision with a really dense drippy liquid mask effect and increasing damage taken from fire.

well, +15% damage and then 8x4 = 32 damage afterwards, I'd say its pretty OP. But to let it be a "gas" it doesn't do damage to buildings. No airblasting cos its a spray can, not a big pressure bottle feeding it.

But you might flare the gas maybe... then it krit-explodes ;)

HellJumper
02-01-2011, 02:43 PM
Don't forget edgesplits D:

Also, I really wish Valve valued the input of contributors a little more. Not to say that they don't, but I think that if someone is willing to spend 10+ hours working on a model they should at least have some say in what the weapon/item does. Sadly, that's not the case, and most of the time they just tack on lazy "+bleeding" or "-movement, +damage" effects :/

ReznorsRage
02-01-2011, 07:41 PM
Quick question, does anyone know where to locate the Gunboats in the gcf files? I can't seem to find them.

SgtR007_1
02-01-2011, 07:47 PM
+15% damage and then 8x4 = 32 damage afterwards, I'd say its pretty OP
Well, the Backburner has 60 afterburn damage and higher DPS from the effect, as well as +15% damage overall and guaranteed crits from behind. So, you'd need at least that PLUS more to make it worth using.

Don't forget edgesplits D:
I've been trying... what settings do you use? I find that if I turn the angle up too high (>140) I get weird shadow artifact.

Quick question, does anyone know where to locate the Gunboats in the gcf files? I can't seem to find them.
They're under models > weapons > c_models as c_rocketboots

HellJumper
02-01-2011, 08:20 PM
Well, the Backburner has 60 afterburn damage and higher DPS from the effect, as well as +15% damage overall and guaranteed crits from behind. So, you'd need at least that PLUS more to make it worth using.


I've been trying... what settings do you use? I find that if I turn the angle up too high (>140) I get weird shadow artifact.


They're under models > weapons > c_models as c_rocketboots

I almost never use an automatic angle setting. To get just the settings you want, you should always manually add sharp edges. When you add the edgesplit modifier, you can turn off the "from edge angle" button and turn on the "from marked sharp" button.

Next, go into edit mode, select a loop or a string of vertices where you want that edge to be sharp, press ctrl+e and select "mark sharp". Voila.

Keep up the good work btw!

SgtR007_1
02-01-2011, 10:07 PM
http://i38.photobucket.com/albums/e104/sgtr007/2nd_render_3.jpg

Ah, thanks for the tip! Is this more what you had in mind? I'm worried some of it may be too boxy...

HellJumper
02-01-2011, 11:01 PM
^ that's so much better!

ReznorsRage
02-01-2011, 11:50 PM
Update on my flamethrower replacement:

I reworked the clamp mechanism on the spraypaint using an idea I picked up from, ironically, a real-life homemade flamethrower. This time around, I simplified the whole front end by using a bike handbrake. Then, that gave me the idea of my grip redesign using a handlebar. The end result I think is much more pleasing on the eye and much less cluttered. I also placed the propane tank shield-thingy back onto the model, as I felt like there was two much negative space under the barrel.

My working names so far were:

The Pyro Picasso Pack
Hat: "Buckethead" or "Pyro's Palette"
Melee: "Rick Roller"
Primary: "Pray 'n' Spray"


MUCH more pleasing to the eye indeed! I totally agree with your statement of too much negative space. Everything just flows much better with the bicycle break, the clamp looked awkward.

As genius as this looks I did want to ask how the bicycle ties into the rest of your theme. Buckethead (Fantastic name by the way- love the band!) and the Rick Roller go hand in hand with the painters theme. As for the Pray 'n' Spray (again, great name!) the spray paint can definitely works but the handle and break wouldn't really be associated with painting. Not a huge deal really, just a thought.

Also, thanks for the location, I was looking for gunboats and not using my super powers of observation.:D

ReznorsRage
02-02-2011, 12:34 AM
Two more things!

First off, I thought a bit about what would work well with the painters theme and came up with some pics to help along my train of thought... again, this is just a thought, probably more of a ramble of a mad man but here it is none the less.

The Pray 'n' Spray could be altered to look like an airless sprayer. The handle could be that of the airless paint gun while the propane tank could be swapped out with the body of the airless compressor. Couple things that are synonymous with airless sprayers are the 2 tubes that distribute the paint (fuel in this case) through its system, the gun and the shape/color(usually orange) of the tip of the gun.

2 down sides, complete remodel and it renders your spray paint can useless.

http://static.zoovy.com/img/paintspray/W310-H275-Bffffff/G/graco_ultra_max_ii_490_stand_mount_airless_paint_s prayer.jpghttp://www.empoweredequipment.com/images/440impact.jpg

http://www.bozzle.com/ImagesCustom/spraTitan.gifhttp://www.paint-airless.com/piston_1.jpg

http://lib.store.yahoo.net/lib/gleempaint/g102finger-wtip.jpghttp://www.pressurewashersdirect.com/images/al2235_200.jpg

ReznorsRage
02-02-2011, 12:51 AM
They're under models > weapons > c_models as c_rocketboots

I wanted to make a quick correction because couldn't find the boots in that location. They're actually a texture file, not a mdl like I thought. Here's the location if ever someone would need it.

materials > models > weapons > c_items > c_rocketboots_demo

HellJumper
02-02-2011, 01:52 AM
I wanted to make a quick correction because couldn't find the boots in that location. They're actually a texture file, not a mdl like I thought. Here's the location if ever someone would need it.

materials > models > weapons > c_items > c_rocketboots_demo

Yes, technically they are located in the materials folder in the GCF for a reason that involves some FAT32 drive that couldn't handle the size of TF2 anymore. Valve had to move some files around, etc. But when you do compile a model for the gunboats, the .mdl still goes in the models/weapons/c_models/ folder. The actual filename is c_rocketboots_soldier.mdl

It also doesn't have it's own folder like most of the other items do. The only other two items that do that are jarate and the wrangler.

SgtR007_1
02-03-2011, 01:41 AM
Thanks for the feedback, Reznor. I honestly don't think I have it in me to start the model all over. :X I did contemplate using a power painter type setup originally, but I didn't think it would be recognizable enough. As for the handle/brake, you're right, it has nothing to do with painting. I just needed some sort of contraption to squeeze the spray paint nozzle and that was the best I could come up with. :P

ReznorsRage
02-03-2011, 02:36 AM
I think that's wise, SgtR. The whole charm in the Pray'n'Spray is the spray paint can and the simplicity of it. It was merely a thought in the wee hours of the morning. While at work today I thought about it and came to the conclusion that the bike brake would work just fine. Its inventive and I think that is what valve is looking for. Besides, why is there barb wire on the Axtinguisher? Sure it hurts but more over, its an aesthetic quality that aids in the overall look. Can't wait to see it textured!

ReznorsRage
02-09-2011, 08:05 PM
Does anyone know where to find the Character Select screen or what it would be called while browseing through GCFScape? I'm pulling all kinds of things out of my materials file for reference but haven't seen anything yet. Looking for a higher rez than what I can get from print screen.

mreeuwij
02-09-2011, 08:16 PM
There are some huds out there that actually adjust them.. forgot which etc, but if you find them, you at least have an idea wich files it could be.

HellJumper
02-13-2011, 12:47 PM
Before I actually make a new thread about this...
http://www.youtube.com/watch?v=-X5QGx2TP_8

HellJumper
02-14-2011, 01:01 AM
[Thread merged]

HellJumper
02-14-2011, 01:02 AM
[Reserved Post]

Ls777
02-14-2011, 06:32 AM
Oh sweeeeeet youve done it again, im gonna be waiting for that text version ;)
i might actually get off my lazy butt and make something ^_^

infinity3141592
02-14-2011, 06:50 AM
Thank you soooo much for making a tutorial for 2.56. I've been wanting to finish my models, but all the buttons in 2.56 were in a different layout.

Duo Blackroze
02-14-2011, 08:06 AM
[i need to find this again. i have too many things floating around in my head i need to see made]

mreeuwij
02-14-2011, 08:18 AM
awww, I wanted to give rep, but it said:

You must spread some Reputation around before giving it to HellJumper777 again.

I report a bug here on the forum, not nuff ppl to give rep to...

A Noobcake
02-14-2011, 11:45 AM
HAVE MY BABIES!

Edit: Also, thanks. It seemed like you appreciated that word in the 2.49 thread. :)

HellJumper
02-14-2011, 06:16 PM
To everyone above ^
I really appreciate your thanks! I'll make sure to get cracking on that picture based side tutorial when I get the chance. I'm going to ask Eram if he can sticky this and unsticky the old one since this is a more comprehensive tutorial.

greenblur
02-17-2011, 12:17 PM
I've hexed the ushanka IDST, IDST, zjplayer\items\heavy\heavy_ushanka.mdl  D @ 4@9B᛺?AB@N3A    p  p    H  <  |     $ p $ $          ♥@ <  <      X .;I ; ; ;oI8mI7mI8 ? .3 . X    (  Au0.A@ @  < A  l !  (  ` ݔ ^ @ 9B᛺?AB@N3A   L>L> ?     parts\dmx\heavy_ushanka_reference.dmx    @8)A l ♥        t    cloth bip_head default @idle idle body models/player/items/heavy/heavy_ushanka \models\player\items\heavy\

Unchecked all boxes, but it still won't decompile.

HellJumper
02-17-2011, 01:21 PM
I've hexed the ushanka IDST, IDST, zjplayer\items\heavy\heavy_ushanka.mdl  D @ 4@9B᛺?AB@N3A    p  p    H  <  |     $ p $ $          ♥@ <  <      X .;I ; ; ;oI8mI7mI8 ? .3 . X    (  Au0.A@ @  < A  l !  (  ` ݔ ^ @ 9B᛺?AB@N3A   L>L> ?     parts\dmx\heavy_ushanka_reference.dmx    @8)A l ♥        t    cloth bip_head default @idle idle body models/player/items/heavy/heavy_ushanka \models\player\items\heavy\

Unchecked all boxes, but it still won't decompile.

Ok, so let's try trouble shooting this:

Are you extracting ALL the necessary files from the GCF? This includes the .mdl file as well as the associated files (vvd, etc)
Once you have those extracted, are you putting them in your "input" folder?
Make sure to HEX the .mdl (which you did) and SAVE it
Open mdldecompiler, uncheck all the boxes, and select the hexed .mdl file from the input folder. Now choose the output folder to output the decompiled files to


If it's still not working, we can try some other things or I can send you the decompiled hat if you want. I don't know what is causing the problem with mdl decompiler. If you did it the exact same way, it should work.

mreeuwij
02-17-2011, 02:30 PM
Regards to blender, I opened some extra panels... but how can one totally remove them? getting ridiculous, I have to restart blender to get rid of 'm. That there is no close... and I cant so far find any about how to close panels... (yes, about how to make more.... sure... :S).

Lol, noob here with blender :D

and btw: thnx :P

greenblur
02-17-2011, 02:36 PM
Ok, so let's try trouble shooting this:

Are you extracting ALL the necessary files from the GCF? This includes the .mdl file as well as the associated files (vvd, etc)
Once you have those extracted, are you putting them in your "input" folder?
Make sure to HEX the .mdl (which you did) and SAVE it
Open mdldecompiler, uncheck all the boxes, and select the hexed .mdl file from the input folder. Now choose the output folder to output the decompiled files to


If it's still not working, we can try some other things or I can send you the decompiled hat if you want. I don't know what is causing the problem with mdl decompiler. If you did it the exact same way, it should work.

I've already done all of that. I'll try going through the steps again. If not I'd thank you for an already decompiled model.

HellJumper
02-17-2011, 02:38 PM
Regards to blender, I opened some extra panels... but how can one totally remove them? getting ridiculous, I have to restart blender to get rid of 'm. That there is no close... and I cant so far find any about how to close panels... (yes, about how to make more.... sure... :S).

Lol, noob here with blender :D

and btw: thnx :P

I'm not at a computer that uses blender right now, but off the top of my head, I'm pretty sure all you do is right click on the border and click "join" or some similar option. Once I get back home for the day I'll verify by testing it out.

greenblur
02-17-2011, 02:41 PM
I've tried all of that, even with a fresh copy from the gcf. It still doesn't work.

mreeuwij
02-17-2011, 02:42 PM
lol, seen that in vids of older versions... no longer there in 2.56 AAAAGH, its a bug.... lol

/edit: nvm, found finally how... dragg the upper right triangle thingy onto another panel...

HellJumper
02-17-2011, 02:46 PM
I've tried all of that, even with a fresh copy from the gcf. It still doesn't work.

Interesting... and you are using the most recent version of mdldecompiler? Is the actual .exe in your bin/ep1 folder? I think I mentioned in the video that you must place the .exe files there for the program to work properly. Can you perhaps link me to a screenshot of what's going wrong? Include in the screenshot the folder with the files, mdldecompiler running, and the error message.

Again, once I get back to my home PC I can send you the decompiled ushanka files if you want.

lol, seen that in vids of older versions... no longer there in 2.56 AAAAGH, its a bug.... lol

ah... sorry bout that. I'll try and see what I can do when I get back.

mreeuwij
02-17-2011, 03:31 PM
its dragging the triangle in upper right corner over the other panel and drop.

edited the post after I found..

HellJumper
02-17-2011, 04:12 PM
its dragging the triangle in upper right corner over the other panel and drop.

edited the post after I found..

Glad that you got it working. I guess it is different from how you used to do it in 2.49b. Still getting used to the new (and better!) layout of 2.56a =)

Edit: I'm back, and GreenBlur, if you still are having trouble, you can download the decompiled ushanka here (http://dl.dropbox.com/u/10100459/For%20Download/ushanka.zip).

Crazydude606
02-19-2011, 07:05 AM
while turning my QC into an mdl, this happened


ERROR: c:\users\richard\desktop\pyro pack\hot man's coolie\output\pyro_coolie.qc(1♥1): - bad command $mass

ERROR: Aborted Processing on 'player\items\pyro\pyro_chicke♥n.mdl'

how do i fix this?
and why is it a "bad command $mass"

Ls777
02-19-2011, 08:38 AM
Glad that you got it working. I guess it is different from how you used to do it in 2.49b. Still getting used to the new (and better!) layout of 2.56a =)

Edit: I'm back, and GreenBlur, if you still are having trouble, you can download the decompiled ushanka here (http://dl.dropbox.com/u/10100459/For%20Download/ushanka.zip).

This is old (for the alpha) but still useful:
http://www.blenderguru.com/whered-that-button-go/

HellJumper
02-19-2011, 01:27 PM
while turning my QC into an mdl, this happened


ERROR: c:\users\richard\desktop\pyro pack\hot man's coolie\output\pyro_coolie.qc(1♥1): - bad command $mass

ERROR: Aborted Processing on 'player\items\pyro\pyro_chicke♥n.mdl'

how do i fix this?
and why is it a "bad command $mass"

You don't turn the .qc into the .mdl. The QC tells GUIstudioMDL how to compile the .smd into the .mdl

Semantics aside, I think I know the problem, but can you copy/paste the QC file here so I can see it? Use the [CODE] tags.

Also, @ls777, that's very nifty, thanks! (+rep if I could give anymore to you today)

Crazydude606
02-21-2011, 06:10 AM
$cd "C:\Users\Richard\Desktop\Pyro Pack\Hot Man's Coolie\output"
$modelname "player\items\pyro\pyro_chicken.mdl"
$model "Body" "coolie.smd"
$cdmaterials "\models\player\items\pyro\"


$surfaceprop "plastic"
$illumposition -0.193 0.056 7.216
$sequence idle "idle" loop fps 30.00

$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}



thats it. hope its fine.

HellJumper
02-21-2011, 02:34 PM
$cd "C:\Users\Richard\Desktop\Pyro Pack\Hot Man's Coolie\output"
$modelname "player\items\pyro\pyro_chicken.mdl"
$model "body" "coolie.smd"
$cdmaterials "\models\player\items\pyro\"
$hboxset "default"
$hbox 0 "bip_head" -5.529 -11.041 -8.136 5.529 0.000 4.110
$surfaceprop "plastic"
$illumposition -0.193 0.056 7.216
$sequence idle "idle" loop fps 30.00

$collisionmodel "coolie.smd" {

$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}



thats it. hope its fine.

Just what I thought. You are missing the collision model line. I fixed your .qc (the additions are in yellow above, strike-through are things you do not need). In the future, what you can do is download the sourcefiles used in the video so you can compare it to my .qc file. The link is in the video description or from the main page on this thread.

Note: Those hitbox numbers were arbitrarily generated. You may need to fiddle around with them and recompile till your get just the hitbox size you want. The HLMV is great for this.

Crazydude606
02-23-2011, 02:37 AM
thanks but....when trying to do the QC thingy again (can't remember name) it came up with this

AppFramework : Unable to load module C:\Program Files (x86)\Steam\steamapps\crazydude606\sourcesdk\bin\o rangebox\bin\filesystem_steam.dll!
Unable to load C:\Program Files (x86)\Steam\steamapps\crazydude606\sourcesdk\bin\o rangebox\bin\filesystem_steam.dll

nordahl154
02-23-2011, 11:36 AM
Blender? More like BLARRGGHH!
Seriously, use something else.

HellJumper
02-23-2011, 11:54 AM
Blender? More like BLARRGGHH!
Seriously, use something else.

Reported for a useless response. If you don't have any questions or constructive feedback, please don't bother posting.

thanks but....when trying to do the QC thingy again (can't remember name) it came up with this

AppFramework : Unable to load module C:\Program Files (x86)\Steam\steamapps\crazydude606\sourcesdk\bin\o rangebox\bin\filesystem_steam.dll!
Unable to load C:\Program Files (x86)\Steam\steamapps\crazydude606\sourcesdk\bin\o rangebox\bin\filesystem_steam.dll

Did you place GUIstudioMDL in your bin/ep1/bin folder? Also did you set the filepaths that the program needs? The README that ships with the program explains how to do that.

Crazydude606
02-23-2011, 12:11 PM
i did all that, but i think i forgot to place in ep1 bin folder
thx

oh no.....damnit not again. i suck at this

ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'player\items\pyro\pyro_chicken.mdl'

markis
02-23-2011, 04:04 PM
i have confusing lighting in tf2 too :/, model exported from sketchup to blender as OBJ. poly's are a bit different scale, so meybe thats causing wrong lighting, or meybe i need to get rid of those triangles, or meybe i missing something,or meybe its impossible to delete those "necessary" lines, or meybe i forget to press something, or meybe i'm an idiot :D
{2th image is just shade smooth for collusion model}
http://www.flickr.com/photos/i74s/5471833917/sizes/l/in/photostream/

HellJumper
02-23-2011, 04:19 PM
i have confusing lighting in tf2 too :/, model exported from sketchup to blender as OBJ. poly's are a bit different scale, so meybe thats causing wrong lighting, or meybe i need to get rid of those triangles, or meybe i missing something,or meybe its impossible to delete those "necessary" lines, or meybe i forget to press something, or meybe i'm an idiot :D
{2th image is just shade smooth for collusion model}
http://www.flickr.com/photos/i74s/5471833917/sizes/l/in/photostream/

I dunno. Can I see your .qc and .vmt files? Just copy paste them here. Also, why are you using sketchup?

i did all that, but i think i forgot to place in ep1 bin folder
thx

oh no.....damnit not again. i suck at this

ERROR: cannot find bone bip_head for bbox
ERROR: Aborted Processing on 'player\items\pyro\pyro_chicken.mdl'


Looks to me like the bone wasn't applied properly. Are you sure you parented the bone to the model? Check to make sure.

Also, do me a favor: Open your .smd file (the exported one) withe notepadd++ (right click > open with > notepad++) and copy/paste the first 20 lines here [code].

Also, you don't suck at this, you are just new at this. There is a big difference.

markis
02-24-2011, 09:27 AM
I dunno. Can I see your .qc and .vmt files? Just copy paste them here. Also, why are you using sketchup?


$modelname RA/RA.mdl
$cdmaterials "models/RA"
$scale 200
$surfaceprop plastic
$staticprop
$body mybody "RA.smd"
$sequence idle "RA" fps 1
$collisionmodel "RA_phys.smd"

(scale so big because im to lazy to make it bigger)

"VertexLitGeneric"
{
"$basetexture" "Models/RA/RA"
}

mm sketchup mutch faster easier for simple models, ofc blender mutch more powerful but believe me sketchup great to ;D anyway i think it's model fault..

HellJumper
02-24-2011, 04:13 PM
$modelname RA/RA.mdl
$cdmaterials "models/RA"
$scale 200
$surfaceprop plastic
$staticprop
$body mybody "RA.smd"
$sequence idle "RA" fps 1
$collisionmodel "RA_phys.smd"

(scale so big because im to lazy to make it bigger)

"VertexLitGeneric"
{
"$basetexture" "Models/RA/RA"
}

mm sketchup mutch faster easier for simple models, ofc blender mutch more powerful but believe me sketchup great to ;D anyway i think it's model fault..

Well from the looks of things the qc file has a scale of 200, that may be influencing the shading.

The .vmt looks quite simple. I'm not sure what could be causing the problem.

Crazydude606
02-25-2011, 03:26 AM
well, i tried parenting, but i could'nt make out the button you said i had to press to parent. so i tried grouping, which it turns out, did'nt work

and heres the first 20 lines of my .smd
version 1
nodes
0 "root" -1
end
skeleton
time 0
0 0 0 0 0 0 0
end
triangles
coolie.tga
0 6.335981 10.776034 -7.574604 0.149968 0.943724 -0.294717 0.000000 0.000000 0
0 4.095411 10.750409 -8.536794 0.092227 0.943052 -0.319559 1.000000 0.000000 0
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 1.000000 1.000000 0
coolie.tga
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 0.000000 0.000000 0
0 8.345734 10.806646 -6.193817 0.201880 0.944456 -0.259224 1.000000 0.000000 0
0 6.335981 10.776034 -7.574604 0.149968 0.943724 -0.294717 1.000000 1.000000 0
coolie.tga
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 0.000000 0.000000 0
0 10.047437 10.841067 -4.447494 0.245949 0.945280 -0.214331 1.000000 0.000000 0

HellJumper
02-25-2011, 08:02 PM
well, i tried parenting, but i could'nt make out the button you said i had to press to parent. so i tried grouping, which it turns out, did'nt work

and heres the first 20 lines of my .smd
version 1
nodes
0 "root" -1
end
skeleton
time 0
0 0 0 0 0 0 0
end
triangles
coolie.tga
0 6.335981 10.776034 -7.574604 0.149968 0.943724 -0.294717 0.000000 0.000000 0
0 4.095411 10.750409 -8.536794 0.092227 0.943052 -0.319559 1.000000 0.000000 0
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 1.000000 1.000000 0
coolie.tga
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 0.000000 0.000000 0
0 8.345734 10.806646 -6.193817 0.201880 0.944456 -0.259224 1.000000 0.000000 0
0 6.335981 10.776034 -7.574604 0.149968 0.943724 -0.294717 1.000000 1.000000 0
coolie.tga
0 0.308540 15.051765 3.256956 -0.005097 0.999878 -0.014710 0.000000 0.000000 0
0 10.047437 10.841067 -4.447494 0.245949 0.945280 -0.214331 1.000000 0.000000 0

Just what I thought. Your bone wasn't applied properly. Go back and figure out what I did. If needed, watch it in HD with full screen so you can see EXACTLY what I'm doing. Basically: Select the hat first, then select your armature. Press ctrl+p and choose "Armature Deform with Empty Groups". Now make sure to assign the vertices of the hat to that vertex group. Just go over that part in the video once more.

White_Chocolate
02-28-2011, 09:02 PM
Bumping because I am at work and want to find this easily when I get home.

HellJumper
02-28-2011, 09:12 PM
Bumping because I am at work and want to find this easily when I get home.

Haha, no worries man! It's a sticky :)

Trotim
03-01-2011, 02:17 AM
Blender is bad and you should use 3dsmax. :D

Still a great source of information for people who still use it, I guess.

Ls777
03-01-2011, 06:05 AM
Blender is bad and you should use 3dsmax. :D

Still a great source of information for people who still use it, I guess.

Stick with your program and we will stick with ours ^_^

HellJumper
03-01-2011, 08:25 AM
Blender is bad and you should use 3dsmax. :D

Still a great source of information for people who still use it, I guess.

Autodesk provides some of the worst support to their legal customers. As a university student I was given a 3-year license to 3dsmax 2010, and it expired last month. I activated the software in August, and according to their "database" my 3-year license expired. So basically what they were telling me was that I had the 2010 version in 2008. Contacting them proved useless since they responded with some generic cookie cutter response, and I got fed up with their garbage.

If they want to be jerks to their legal customers, then that's what open source (and better) software is for.

Please keep posts in this thread to questions regarding blender. Thanks.

SgtR007_1
03-05-2011, 11:15 AM
Now that I'm done with those Medieval Update models, I'm back on my Picasso Pack. I wanted to add jigglebones to the handle-chinstrap of the paintcan hat. I suspect that will require only a single bone at the connection point to the bucket, since the handle itself is rigid. Is it possible to do that in Blender or do I need to really need to work in a different program? I really know nothing about manipulating bones.

P.S. I got my Pray 'n' Spray model unwrapped and into the game. I am thinking of adding some bike streamers or something else to the front end underbarrel to fill in some of that space, but not sure if it's needed. I kind of like the look now but sure as hell don't wanna start texturing until I'm sure I'm done with the model. :X
http://i38.photobucket.com/albums/e104/sgtr007/hlmvspray.jpg

Oh that reminds me, how would I go about adding the pilot light animated textures back to the model?

HellJumper
03-05-2011, 01:31 PM
Now that I'm done with those Medieval Update models, I'm back on my Picasso Pack. I wanted to add jigglebones to the handle-chinstrap of the paintcan hat. I suspect that will require only a single bone at the connection point to the bucket, since the handle itself is rigid. Is it possible to do that in Blender or do I need to really need to work in a different program? I really know nothing about manipulating bones.

P.S. I got my Pray 'n' Spray model unwrapped and into the game. I am thinking of adding some bike streamers or something else to the front end underbarrel to fill in some of that space, but not sure if it's needed. I kind of like the look now but sure as hell don't wanna start texturing until I'm sure I'm done with the model. :X
http://i38.photobucket.com/albums/e104/sgtr007/hlmvspray.jpg

Oh that reminds me, how would I go about adding the pilot light animated textures back to the model?

I haven't actually ever tried getting jiggle bones to work in blender. I always used 3dsmax, but the basic process was to add bones in a sequence and then make sure to append the jiggle bone lines in the qc file.

And the pilot light textures? What are those?

SgtR007_1
03-05-2011, 03:12 PM
And the pilot light textures? What are those?
The flame effect at the tip of the flamethrower that is part of the weapon itself. There apparently is an extra material that is applied to the model, but I'm not sure how to implement it in my reskin.

As for the jigglebones, I can't imagine I would need more than one bone. Maybe I'll just try it in 3Dsmax since no one seems to have used Blender or Milkshape for it.

HellJumper
03-05-2011, 04:39 PM
The flame effect at the tip of the flamethrower that is part of the weapon itself. There apparently is an extra material that is applied to the model, but I'm not sure how to implement it in my reskin.

As for the jigglebones, I can't imagine I would need more than one bone. Maybe I'll just try it in 3Dsmax since no one seems to have used Blender or Milkshape for it.

Ah. I haven't actually made a flamethrower replacement myself, so I wouldn't actually know how that particle effect is attached. I'm pretty sure it's similar to how the arrow on the huntsman works (which I did--it's just an edit in the qc file), but to be sure, why don't you ask Hideous (http://steamcommunity.com/id/hideous/)? He made a flamethrower replacement not too long ago for the medieval update. I'm sure he'd help you.

Hideous
03-05-2011, 05:09 PM
I see you're linking me here. Anyway, what I did was just copy the pilotlight part over from my reference flamethrower, and poof it worked. Just make sure you have the right $cdmaterials command in your QC file.

Ls777
03-06-2011, 06:06 AM
bannned

Are you kidding me? Not again... Man are the mods out to get you :(

mreeuwij
03-07-2011, 07:11 PM
yeah, saw that and tried to talk with 'm but he was too annoyed... as he was already angry bout other things, I doubt he comes back here, maybe he continues on tf2mappers.... but I'm on too many forums to add that one to my regulars.

AbeX300
03-07-2011, 07:11 PM
Are you kidding me? Not again... Man are the mods out to get you :(

I actually have the eager to close down my custom weapon tutorial because of this... :mad:

mreeuwij
03-07-2011, 07:18 PM
may I ask where you'd go with it? or just stop?

AbeX300
03-07-2011, 07:20 PM
may I ask where you'd go with it? or just stop?

If I can't find a place to put my tutorial in, then it shall be held within my computer (in other words, stop). But if I can, I would hope the forum would be sane with the bans...

mreeuwij
03-07-2011, 07:50 PM
hmm, I wouldn't know, the forums I'm on are not bout modeling or mapping etc... I'd say polycount or the same site as what helljumper would go, but it wont attract much attention there.

markis
03-09-2011, 04:22 PM
Well from the looks of things the qc file has a scale of 200, that may be influencing the shading.

The .vmt looks quite simple. I'm not sure what could be causing the problem.

it was bad collision model, in blender coliusion model was named not ra_phys, but just ra so that's way lighting was strange ;) (in case someone will have same problem)

HellJumper
03-10-2011, 12:00 AM
it was bad collision model, in blender coliusion model was named not ra_phys, but just ra so that's way lighting was strange ;) (in case someone will have same problem)

Excellent. Glad you fixed that problem.

ReznorsRage
03-10-2011, 02:14 AM
So I've started modeling my hat for the Spy pack I'm working on but am trying to figure out if I should have edge of the new poly's float in front of the head mesh or if it should rest inside of the head.

I looked at the Demo with afro for reference and the afro's edge is floating in front of the head mesh. I am weary of doing this because I don't want to cause any unsightly shadows around the Spy's face. Is it bad to intersect separate poly's for some reason?

HellJumper
03-10-2011, 08:29 AM
So I've started modeling my hat for the Spy pack I'm working on but am trying to figure out if I should have edge of the new poly's float in front of the head mesh or if it should rest inside of the head.

I looked at the Demo with afro for reference and the afro's edge is floating in front of the head mesh. I am weary of doing this because I don't want to cause any unsightly shadows around the Spy's face. Is it bad to intersect separate poly's for some reason?

I might be misunderstanding the question, but from what I read you are asking whether or not it is OK to have intersecting polygons. The answer is yes. Most of the time this will not cause any problems, and if you believe it is causing problems you can use the boolean modifier to get rid of any intersecting parts. You also want to make sure that non-manifold edges are not visible (i.e. all of your faces are normalized correctly, and the one sided polys are in a place where the player can't see them.

Ls777
03-10-2011, 03:44 PM
I might be misunderstanding the question, but from what I read you are asking whether or not it is OK to have intersecting polygons. The answer is yes. Most of the time this will not cause any problems, and if you believe it is causing problems you can use the boolean modifier to get rid of any intersecting parts. You also want to make sure that non-manifold edges are not visible (i.e. all of your faces are normalized correctly, and the one sided polys are in a place where the player can't see them.

yay!
welcome back :)

ReznorsRage
03-10-2011, 05:14 PM
. i.e. all of your faces are normalized correctly, and the one sided polys are in a place where the player can't see them.

Cool, thanks for the reply, you nailed it perfectly. All of my normals are facing outwards... Are you just referring to face normals position or the smoothing of normals? I'm trying to figure out how to get the smooth normals match the player normals but having a little troube (Will this even mater once in game or will the server apply the correct normal smoothing?)

I am modeling in Maya as its what I am most familiar with (didn't want to tackle learning new software on top of the mod), what does the boolean modifier do so I can figure out its counterpart in Maya?

HellJumper
03-10-2011, 07:01 PM
Cool, thanks for the reply, you nailed it perfectly. All of my normals are facing outwards... Are you just referring to face normals position or the smoothing of normals? I'm trying to figure out how to get the smooth normals match the player normals but having a little troube (Will this even mater once in game or will the server apply the correct normal smoothing?)

I am modeling in Maya as its what I am most familiar with (didn't want to tackle learning new software on top of the mod), what does the boolean modifier do so I can figure out its counterpart in Maya?

I'm not familiar with Maya, but I'm sure the smoothing groups work in similar ways. Just make sure that when you are done modeling, all normals are correctly facing outwards (ie. the model isn't see-through), and that you have properly applied smoothing groups. To demonstrate what I mean about smoothing, take for instance this picture:

http://dl.dropbox.com/u/10100459/edgesplit_690.jpg

Edgesplit is a Blender term, so don't worry about it. Basically think about the third picture has having 3 smoothing groups: 1 for the top circle, 1 for the bottom, and 1 that encompasses the side. Once all your smoothing is complete, export the model and continue as normal (you may want to explore automatic smoothing options--I think Autodesk products have a autosmooth by 30 degrees option).

Also, a regular forum contributor here, Mnemo (http://forums.steampowered.com/forums/showthread.php?t=1109465), runs a 3DsMax tutorial, and if I'm unable to help you with Maya, he might be able to fill in for me.

ReznorsRage
03-11-2011, 02:26 AM
Once all your smoothing is complete, export the model and continue as normal (you may want to explore automatic smoothing options--I think Autodesk products have a autosmooth by 30 degrees option).

Sweet deal! I played with some of the smoothing options that didn't increase the poly count and here are the results (green for easy viewing). The Soft Edge with 30 Degrees left a few edges around the nose and chin hard. Although I like the shadows under the bandana better I think I'll use last option called Average Normals. Not really sure why or how it decides the angle but it does produce a better render. Go with what looks good right?!:)

http://bradyoo.com/extras/tf2/renders/mask/3DMask_edges.jpg

HellJumper
03-11-2011, 11:31 AM
Sweet deal! I played with some of the smoothing options that didn't increase the poly count and here are the results (green for easy viewing). The Soft Edge with 30 Degrees left a few edges around the nose and chin hard. Although I like the shadows under the bandana better I think I'll use last option called Average Normals. Not really sure why or how it decides the angle but it does produce a better render. Go with what looks good right?!:)

http://bradyoo.com/extras/tf2/renders/mask/3DMask_edges.jpg

Looks very nice! I think you should show me a thing or too about organic modeling since I absolutely suck at it :)

ReznorsRage
03-14-2011, 10:03 PM
Looks very nice! I think you should show me a thing or too about organic modeling since I absolutely suck at it :)

Hah, thanks man. Its not too much different that hard surface, just have to be more familiar with anatomy is all (hmmm, not that that's easy). Just start with a box and start adding edges.:) It helps that I'm using the Spy's head as reference to make sure the geometry doesn't break through too.

I've run into a little bit of a snag in design and need to see what the Spy's mouth animations look like. I know zilch on commands but know how to create an item room server. Anyone know how to console command the animations in a private room on TF2? I'm also hoping there is a way to look at the front in 3rd person without hitting "G" and trying to spin the camera around real fast. Is there a way to create a camera to view from?

HellJumper
03-14-2011, 10:20 PM
Hah, thanks man. Its not too much different that hard surface, just have to be more familiar with anatomy is all (hmmm, not that that's easy). Just start with a box and start adding edges.:) It helps that I'm using the Spy's head as reference to make sure the geometry doesn't break through too.

I've run into a little bit of a snag in design and need to see what the Spy's mouth animations look like. I know zilch on commands but know how to create an item room server. Anyone know how to console command the animations in a private room on TF2? I'm also hoping there is a way to look at the front in 3rd person without hitting "G" and trying to spin the camera around real fast. Is there a way to create a camera to view from?

Not that I know of. I think the Valve Developer wiki might have the console commands for that stuff. I know they exist though.

mreeuwij
03-15-2011, 03:20 AM
to view yourself, on any map, in console:

sv_cheats 1
thirdperson
(in game, move to the height/angle you want to look with the mouse)
thirdperson_mayamode
(in game, use the mouse to turn the character around, your angle will stay the same and move with the char)

no idea for the facial's. In game they are induced by the game for situational stuff... like firing, taunting, killing etc.

ReznorsRage
03-15-2011, 10:35 PM
to view yourself, on any map, in console:

sv_cheats 1
thirdperson
(in game, move to the height/angle you want to look with the mouse)
thirdperson_mayamode
(in game, use the mouse to turn the character around, your angle will stay the same and move with the char)

no idea for the facial's. In game they are induced by the game for situational stuff... like firing, taunting, killing etc.

Fantastic! I'll keep looking around for animation triggers but for now, you've helped me immensely. Thank you.

mreeuwij
03-16-2011, 06:41 PM
I forgot bout the "cam commands", check my other post bout this in another tread (which was way more suitable for it):

http://forums.steampowered.com/forums/showthread.php?p=21295872#post21295872

SgtR007_1
03-20-2011, 07:51 AM
Awesome, mreeuwij, that helps me very much as well.

GG_butters
03-20-2011, 02:29 PM
Thanks, it works really well.

HellJumper
03-20-2011, 04:05 PM
Thanks, it works really well.

You are absolutely welcome! Can you show me some screenshots of what you have made? You can post them right on this thread if you want :D

GG_butters
03-20-2011, 04:55 PM
You are absolutely welcome! Can you show me some screenshots of what you have made? You can post them right on this thread if you want :D

http://i452.photobucket.com/albums/qq250/Boblee1234/asd.jpg

http://i452.photobucket.com/albums/qq250/Boblee1234/awdw.jpg

I am a decent modeler since I have done it for a while for no real good reason, but I am terrible at applying textures, and positioning weapons in the correct spot.

Phaser Rave
03-22-2011, 06:43 PM
Thanks for the help! I had been able to compile my model to source, but for some reason it wouldn't attach to the bip_head bone. Your video showed me how (after several tries).
http://www.gamebanana.com/skins/108136

HellJumper
03-22-2011, 08:13 PM
Thanks for the help! I had been able to compile my model to source, but for some reason it wouldn't attach to the bip_head bone. Your video showed me how (after several tries).
http://www.gamebanana.com/skins/108136

Well, glad I could help! I do recommend that you use tf2mods.net (www.tf2mods.net)for mod uploads. It has a cleaner UI, and a much nicer community :)

ReznorsRage
03-24-2011, 08:57 PM
Blender noob question, I am finished modeling in Maya and wanted to take advantage of some of the features you talked about in your Blender tutorial (Auto AO is bad a**). I see that you're able to rotate around the Y axis so effortlessly but when i try I can only rotate around Z. Is this a user preference change?

Edit: It seems to me that it's rotating from the center of the world not the camera view.

HellJumper
03-24-2011, 09:52 PM
Blender noob question, I am finished modeling in Maya and wanted to take advantage of some of the features you talked about in your Blender tutorial (Auto AO is bad a**). I see that you're able to rotate around the Y axis so effortlessly but when i try I can only rotate around Z. Is this a user preference change?

Edit: It seems to me that it's rotating from the center of the world not the camera view.

http://dl.dropbox.com/u/10100459/view.jpg

That picture shows the option to rotate/move/scale to the global environment or other options.

To rotate with respect to a certain axis, just select the object, press r, then press x, y, or z for the axis you want to rotate around. You can also scale an object on two axes by pressing shift+x,y, or z to exclude the chosen axis.

Ls777
03-25-2011, 01:44 PM
Well, glad I could help! I do recommend that you use tf2mods.net (www.tf2mods.net)for mod uploads. It has a cleaner UI, and a much nicer community :)

Thanks for that site, i hate the banana

GG_butters
03-26-2011, 06:37 PM
What does it mean when GUIstudio says Error to many indices?

HellJumper
03-26-2011, 06:49 PM
What does it mean when GUIstudio says Error to many indices?

I don't know. Can you post the log here?

SgtR007_1
03-27-2011, 12:44 AM
http://i38.photobucket.com/albums/e104/sgtr007/ingame3.jpg
http://i38.photobucket.com/albums/e104/sgtr007/ingame2.jpg
http://i38.photobucket.com/albums/e104/sgtr007/ingame1.jpg

Finally had some time to get back to my Picasso set. I threw together a super quick and dirty compile of the flamethrower replacement, and I'm pretty pleased with it. Sorry for the low-light screenies. I think I'm going to change the tank under the gun for the final version, and have a few other tweaks as well before working on the texture. The paintcan and roller are essentially done, but I may touch up those textures a bit too.

As a side note: I got the pilot light and flame effects in the right spots and working correctly, but I have a weird issue where the world model points down about 30 degrees when firing. The view model stays in place like it's supposed to. Anyone seen weird shifting in space of their model when firing? If so, how do I fix it? :X

HellJumper
03-27-2011, 12:59 AM
Not sure why the model is pointing downward when you fire it. Have you tried talking to Hideous? I've never made a flamethrower replacement myself.

SgtR007_1
03-27-2011, 01:14 AM
Here's the positioning glitch I was referring to. This only happens with the world model, not the view model. Ignore the busted hat rotation, I'm not sure what I did to cause that either. :cool:
http://i38.photobucket.com/albums/e104/sgtr007/glitch1.jpg
http://i38.photobucket.com/albums/e104/sgtr007/glitch2.jpg

SgtR007_1
03-27-2011, 01:16 AM
I'll get in touch with Hideous and see if he encountered this problemo.

HellJumper
03-27-2011, 01:29 AM
I'll get in touch with Hideous and see if he encountered this problemo.

Alright, sorry I'm unable to help at the moment. I'm quite unsure of the problem, and I'm swamped in my university work right now. But I really like the look of it!

GG_butters
03-27-2011, 12:36 PM
If you are doing the wooden_machete aka the Trailsman shiv, and it doesn't have a cdmaterial path in the .qc do you have to create it yourself?

$cd "C:\Users\username\Desktop\sugarcane\output"
$modelname "weapons\c_models\c_wood_machete\c_wood_machete.mdl"
$model "Body" "sugarcane.smd"

$hboxset "default"
$hbox 0 "weapon_bone" -0.867 -1.604 -9.760 0.779 5.668 27.228
// Model uses material "models/weapons/c_items/c_wood_machete.vmt"
$surfaceprop "metal"
$illumposition 8.734 -0.044 2.032
$sequence idle "idle" fps 30.00
$collisionmodel "sugarcane.smd" {

$mass 1.6
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}

ReznorsRage
03-27-2011, 12:50 PM
http://i38.photobucket.com/albums/e104/sgtr007/ingame1.jpg

Dude! This is looking great. I'm actually glad you didn't change the bicycle brake, it has a nice shape and the functionality of it is well thought out. Magnifique!

HellJumper
03-27-2011, 02:23 PM
If you are doing the wooden_machete aka the Trailsman shiv, and it doesn't have a cdmaterial path in the .qc do you have to create it yourself?

$cd "C:\Users\username\Desktop\sugarcane\output"
$modelname "weapons\c_models\c_wood_machete\c_wood_machete.mdl"
$model "Body" "sugarcane.smd"

$hboxset "default"
$hbox 0 "weapon_bone" -0.867 -1.604 -9.760 0.779 5.668 27.228
// Model uses material "models/weapons/c_items/c_wood_machete.vmt"
$surfaceprop "metal"
$illumposition 8.734 -0.044 2.032
$sequence idle "idle" fps 30.00
$collisionmodel "sugarcane.smd" {

$mass 1.6
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}

Yes of course. How else does the .smd know where the materials are? Use this .qc file instead.


$cd "C:\Users\username\Desktop\sugarcane\output"
$modelname "weapons\c_models\c_wood_machete\c_wood_machete.mdl"
$model "Body" "sugarcane.smd"
$cdmaterials "\models\weapons\c_items\"

$hboxset "default"
$hbox 0 "weapon_bone" -0.867 -1.604 -9.760 0.779 5.668 27.228

$surfaceprop "metal"
$illumposition 0 0 0
$sequence idle "idle" fps 30.00
$collisionmodel "sugarcane.smd" {

$mass 1.6
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}

SgtR007_1
03-27-2011, 02:52 PM
Thanks, ReznorsRage. Hopefully I'll finish it up this week.

HellJumper, does Hideous frequent these forums regularly or should I try a diff forum?

HellJumper
03-27-2011, 03:27 PM
Thanks, ReznorsRage. Hopefully I'll finish it up this week.

HellJumper, does Hideous frequent these forums regularly or should I try a diff forum?

He's not on these forums too often. Just add him on steam: http://steamcommunity.com/id/hideous/

GG_butters
03-27-2011, 06:07 PM
Yes of course. How else does the .smd know where the materials are? Use this .qc file instead.


$cd "C:\Users\username\Desktop\sugarcane\output"
$modelname "weapons\c_models\c_wood_machete\c_wood_machete.mdl"
$model "Body" "sugarcane.smd"
$cdmaterials "\models\weapons\c_items\"

$hboxset "default"
$hbox 0 "weapon_bone" -0.867 -1.604 -9.760 0.779 5.668 27.228

$surfaceprop "metal"
$illumposition 0 0 0
$sequence idle "idle" fps 30.00
$collisionmodel "sugarcane.smd" {

$mass 1.6
$inertia 1.00
$damping 0.00
$rotdamping 4.00
}


I love you.

HellJumper
03-27-2011, 07:00 PM
I love you.

Did it work?

GG_butters
03-27-2011, 08:06 PM
Did it work?

Yeah It did thank you so much.

HellJumper
03-27-2011, 08:33 PM
Yeah It did thank you so much.

You are absolutely welcome. Feel free to post screenshots of your work here. I always love when people showcase their work. Oh, and don't forget to submit it to valve!

greenblur
03-27-2011, 09:36 PM
Can you post the screenshots or each step soon? That's my preferred learning style.

And can you include how to make weapons?

HellJumper
03-27-2011, 10:43 PM
Can you post the screenshots or each step soon? That's my preferred learning style.

And can you include how to make weapons?

Yeah, I have to get around to doing that. I'm currently swamped with university work. Weapons are just the same. Instead of replacing a hat, replace a weapon. The steps are all the same except for the bone. Instead of using bip_head, use weapon_bone.

Whisker Biscuit
03-28-2011, 04:32 PM
Since I'm just starting out with Blender, I have a noob-esque question: Will the default hat of a class (Soldier, Engy, Sniper, etc) interfere with the process you took in the video, or will it be replaced? I can't really test it at the moment, and I might as well ask all of my nooby questions now.

Second, thinking long term of course, if I liked my hat and believed that it would be worthy to send to Valve, how would you do that?

HellJumper
03-28-2011, 05:10 PM
Since I'm just starting out with Blender, I have a noob-esque question: Will the default hat of a class (Soldier, Engy, Sniper, etc) interfere with the process you took in the video, or will it be replaced? I can't really test it at the moment, and I might as well ask all of my nooby questions now.

Second, thinking long term of course, if I liked my hat and believed that it would be worthy to send to Valve, how would you do that?

No question is a noob question.

1) The game engine takes care of removing the character's default hat when you equip it. You can technically model your hat right on top of the default hat, but some people like to remove the hat from the character model in blender so that it doesn't get in the way.

To remove the character's hat, just import the character model, go into edit mode, hover your cursor over the hat, press "L" to select all the connected vertices of the hat, and delete them. If you are confused by this, don't worry yet. Watch the video and go through all of the related tutorials. All the links are in the video description.

2) If you make a model, always submit it to VALVe. You never know... I for one thought most of my other submitted models were better than the capotain, but VALVe took that one over all my other submissions. So even if you think a model is bad you can submit it anyway.

To submit your model do it through the official TF2 contribute site: http://www.teamfortress.com/contribute/

If you need help when you get to that stage, don't hesitate to ask.

GG_butters
03-28-2011, 08:49 PM
The last two .mdls i decompiled, when I open the qc, the cdmaterials was missing, what does that mean?

HellJumper
03-28-2011, 09:32 PM
The last two .mdls i decompiled, when I open the qc, the cdmaterials was missing, what does that mean?

It just means that the decompiler isn't working properly. You have to remember that the decompiler is made by a community member and thus is prone to glitches. You are going to have to catch those errors and fix them yourself. If the qc doesn't have a cdmaterials line, put one in there.

greenblur
03-29-2011, 09:41 AM
Not that I think about it you could probably just take screen shots of the video add some subtitles.