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#2386 | |
![]() Join Date: Jun 2010
Reputation: 104
Posts: 262
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Any thoughts?? **Update: When looking at Replay's the Weapon does indeed show up but the adverse effect seems to be true with the Lamp mod. That and when going third person the demo model is gone altogether... Last edited by ReznorsRage: 02-24-2013 at 12:05 AM. |
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#2387 |
![]() Join Date: Jun 2010
Reputation: 104
Posts: 262
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St. Patty's Pack - Ripped from the hands of a Leprechaun
Thanks for the help KRosen. Items are up and running on the Workshop!
St. Patty's Pack - Ripped from the hands of a Leprechaun The Walloping Shillelagh and the Cauldron n Coins ST. PATTY'S is just around the corner and I need your votes! I've created a new melee, Walloping Shillelagh and misc. item, Cauldron n Coins with a slight on how the Demo came to acquire such items. Take a look at my collection below and spread the joy with your friend's. http://steamcommunity.com/sharedfile.../?id=129787975 And heres a few bonus shots: Last edited by ReznorsRage: 02-27-2013 at 12:06 AM. |
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#2388 | |
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Join Date: Feb 2013
Reputation: 14
Posts: 6
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Those look really nice! |
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#2389 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 10
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Sorry if this question has already been asked but how do you get a weapon model to be aligned properly with the character?
I have a medigun that I made, have all the necessary bones, textures, ect. but when I compile it and import it into the game(replacing the default medigun) the medic ends up holding it side ways, it's like it needs to be rotated. I've tried modifying the mesh and bones in blender in both edit mode and object mode, which I believe was a previously mentioned solution some where in this thread, but neither worked. Also currently when I load the model up the hose is just flat and sticking out it doesn't loop into the backpack, was hoping someone could help me fix that too, might be due to my using the main weapon model for the idle loop. This is my QC code as of right now, have a feeling I might need to add something to it but I'm not sure. $cd "C:\Users\Kevin\Documents\%tf2 items\creations\The re-gene\compile" $modelname "weapons/the_re_gene/the_re_gene.mdl" $model "body" "the_re_gene.smd" $cdmaterials "models\weapons\the_re_gene" $texturegroup skinfamilies { {"the_re_gene_glass.vmt" "the_re_gene.vmt" } {the_re_gene_glass.vmt" "the_re_gene_blue.vmt" } } $hboxset "default" $attachment "muzzle" "weapon_bone_L" 0.00 -0.79 29.34 rotate -90.00 -0.00 0.00 $surfaceprop "metal" $sequence idle "the_re_gene" fps 30.00 $collisionmodel "the_re_gene.smd" { $mass 10.9 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } I would be very grateful for any help that can be offered. |
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#2390 |
![]() Join Date: Jun 2012
Reputation: 48
Posts: 303
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I have a question:
I aligned the origin of my weapon to the origin of the grid, and it is (instead of being a laser pointer in the pyro's hand) a circle on the view. I can only assume that this is because I have no bones in the model, but I was told by a friend that when exporting, blender removes bones. Could anyone help me greatly by explaining how to align the weapon to the pyro's hand? |
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#2391 | ||
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
Quote:
SMD files certainly retain bone data. |
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#2392 |
![]() Join Date: Jan 2012
Reputation: 0
Posts: 10
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Turns out I do need to rotate the bones in blender, more specifically I need to rotate the weapon bone and just the weapon bone, so now I have the fun task of constantly rotating the bone until it aligns properly.
Of course then I'll need to figure out why the hose isn't looping into the backpack. |
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#2393 |
![]() Join Date: Jun 2012
Reputation: 48
Posts: 303
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Well in that case, can you explain which bones I should put and in which direction to make my weapon align correctly to either the flare gun or flamethrower?
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#2394 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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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): |
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#2395 |
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Join Date: Aug 2012
Reputation: 0
Posts: 4
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So I don't have the wrench icon
So, we talked on steam (My Steam name:The Skyfoogle) and as I said, I have blender 2.66 and when I import the heavy weapons guy model I dont get that wrench button. (see? http://s1162.beta.photobucket.com/us...tml?sort=3&o=0)
Did I miss something? |
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#2396 |
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Join Date: Aug 2012
Reputation: 0
Posts: 4
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Omg I feel so stupid, I just had to right click the heavy model to get the wrench icon. Sorry to disturb you. I'm gonna post questions here when I get "stuck" again. Sorry once again!
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#2397 |
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Join Date: Aug 2012
Reputation: 0
Posts: 4
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Yes, so. When i try to bake the textures I get this message:"No objects or images found to bake to":
http://s1162.beta.photobucket.com/us...tml?sort=3&o=0 |
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#2398 |
![]() Join Date: Jun 2012
Reputation: 48
Posts: 303
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Excuse me for being so new to modeling, but how do you assign the bones?
Also, as a test I exported it, but I can't figure out how to change the export location. Last edited by entertainer: 03-11-2013 at 01:29 PM. |
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#2399 | ||
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
Quote:
As for export locations, refer to this image:
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