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Old 05-17-2011, 11:09 AM   #406
NINJAA003
 
 
 
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I'm not sure if this has been mentioned anywhere in this thread, but in the video, you say that all hats use the bip_head bone. The vast majority of them do in fact use this bone.

However, soldier hats should use the prp_helmet bone, as some of the soldiers animations should have his hat or helmet moving around, but this movement is controlled only by the prp_helmet bone.

Just thought I'd mention it.

From what I've watched so far this is a pretty good tutorial. I've previously only used 3ds max, and felt like learning to use blender, so I'm only watching the actual modelling part.
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Old 05-17-2011, 11:41 AM   #407
supernoob25
 
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Ok I the vmt's are named exactly like the tga's but the textures still don't show, and in the FAQ HJ said something about the qc and vmt paths where do I put those in? I put those in the tf\materials and the tf\models file but it didn't work could someone please tell me where to put those files?
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Old 05-17-2011, 01:39 PM   #408
HellJumper
 
 
 
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Quote:
Originally Posted by NINJAA003 View Post
I'm not sure if this has been mentioned anywhere in this thread, but in the video, you say that all hats use the bip_head bone. The vast majority of them do in fact use this bone.

However, soldier hats should use the prp_helmet bone, as some of the soldiers animations should have his hat or helmet moving around, but this movement is controlled only by the prp_helmet bone.

Just thought I'd mention it.

From what I've watched so far this is a pretty good tutorial. I've previously only used 3ds max, and felt like learning to use blender, so I'm only watching the actual modelling part.
Thanks for mentioning that. I knew the sniper had his "prp_hat" bone, but was unaware of the soldier's "prp_helmet" bone.

Quote:
Originally Posted by supernoob25 View Post
Ok I the vmt's are named exactly like the tga's but the textures still don't show, and in the FAQ HJ said something about the qc and vmt paths where do I put those in? I put those in the tf\materials and the tf\models file but it didn't work could someone please tell me where to put those files?
Let's troubleshoot. The first thing I'm going to need you to do is post your .qc file here. Copy the text in the .qc file and paste it here with the [CODE] tags so you get something like this:

Code:
Lots of code here!
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Old 05-17-2011, 01:50 PM   #409
supernoob25
 
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Quote:
Originally Posted by HellJumper View Post
Thanks for mentioning that. I knew the sniper had his "prp_hat" bone, but was unaware of the soldier's "prp_helmet" bone.



Let's troubleshoot. The first thing I'm going to need you to do is post your .qc file here. Copy the text in the .qc file and paste it here with the [CODE] tags so you get something like this:

Code:

here you go.

Code:
$cd "C:\Users\sam\Desktop\tf2 projects\import"
$modelname "player/items/engineer/japan_hachimaki.mdl"
$model "body" "Spectator's Sattelite.smd"
$cdmaterials "\models\player\items\all_class\"
$texturegroup skinfamilies
{
	{"Spectator's Satt.vmt"
 "spectators sattelite AO.vmt"
}
 	{"Spectator's Satt.vmt"
 "spectators sattelite AO blu.vmt"
}
 }
$hboxset "default"
$hbox 0 "bip_head" -3.848  -8.174  -4.950  3.845  0.529  3.925
// Model uses material "Spectator's Satt.vmt"
// Model uses material "spectators sattelite AO.vmt"
// Model uses material "spectators sattelite AO blu.vmt"
$surfaceprop "metal"

$sequence idle "idle" fps 30.00
$collisionmodel "Spectator's Sattelite.smd" {

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

Last edited by supernoob25: 05-17-2011 at 01:55 PM.
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Old 05-17-2011, 01:59 PM   #410
HellJumper
 
 
 
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Code:
$cd "C:\Users\sam\Desktop\tf2 projects\import"
$modelname "player/items/engineer/japan_hachimaki.mdl"
$model "body" "Spectator's Sattelite.smd"
$cdmaterials "\models\player\items\all_class\"
$texturegroup skinfamilies
{
	{"Spectator's Satt.vmt"
 "spectators sattelite AO.vmt"
}
 	{"Spectator's Satt.vmt"
 "spectators sattelite AO blu.vmt"
}
 }
$hboxset "default"
$hbox 0 "bip_head" -3.848  -8.174  -4.950  3.845  0.529  3.925
// Model uses material "Spectator's Satt.vmt"
// Model uses material "spectators sattelite AO.vmt"
// Model uses material "spectators sattelite AO blu.vmt"
$surfaceprop "metal"

$sequence idle "idle" fps 30.00
$collisionmodel "Spectator's Sattelite.smd" {

	$mass 5.0
	$inertia 1.00
	$damping 0.00
	$rotdamping 0.00
}
OK, I've highlighted some things in yellow.
  1. What is your .qc file doing in your import folder?
  2. It's bad form to have spaces in filenames.
  3. If this is your first model, there is no reason at all to be using more than one material for your model. In fact, a hat only needs one material. Plus, the texturegroup is set up wrong. See this to figure out how to set it up correctly.
  4. You don't need comment code, it's not necessary.
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Old 05-17-2011, 02:35 PM   #411
supernoob25
 
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Quote:
Originally Posted by HellJumper View Post
Code:
$cd "C:\Users\sam\Desktop\tf2 projects\import"
$modelname "player/items/engineer/japan_hachimaki.mdl"
$model "body" "Spectator's Sattelite.smd"
$cdmaterials "\models\player\items\all_class\"
$texturegroup skinfamilies
{
	{"Spectator's Satt.vmt"
 "spectators sattelite AO.vmt"
}
 	{"Spectator's Satt.vmt"
 "spectators sattelite AO blu.vmt"
}
 }
$hboxset "default"
$hbox 0 "bip_head" -3.848  -8.174  -4.950  3.845  0.529  3.925
// Model uses material "Spectator's Satt.vmt"
// Model uses material "spectators sattelite AO.vmt"
// Model uses material "spectators sattelite AO blu.vmt"
$surfaceprop "metal"

$sequence idle "idle" fps 30.00
$collisionmodel "Spectator's Sattelite.smd" {

	$mass 5.0
	$inertia 1.00
	$damping 0.00
	$rotdamping 0.00
}
OK, I've highlighted some things in yellow.
  1. What is your .qc file doing in your import folder?
  2. It's bad form to have spaces in filenames.
  3. If this is your first model, there is no reason at all to be using more than one material for your model. In fact, a hat only needs one material. Plus, the texturegroup is set up wrong. See this to figure out how to set it up correctly.
  4. You don't need comment code, it's not necessary.
1: The .qc file is in there because it wouldn't compile when in outport and when I do compile with the.qc file in outport I get this
Code:
ERROR: c:\users\sam\desktop\tf2 projects\output\Spectator's Sattelite.qc(17): - could not load file 'C:\Users\sam\Desktop\tf2 projects\import/Spectator's Sattelite.smd'
ERROR: Aborted Processing on 'player/items/engineer/japan_hachimaki.mdl'
2: Sorry about that I thought that didn't matter thank you for the heads up
3:Ok is this better?

Code:
$texturegroup "spectators_sattelite_AO"
{
	{ "spectators_sattelite_AO" }
	{ "spectators_sattelite_AO_blu" }
}
4: Sorry again, I thought that was important
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Old 05-17-2011, 02:50 PM   #412
HellJumper
 
 
 
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Quote:
Originally Posted by supernoob25 View Post
1: The .qc file is in there because it wouldn't compile when in outport and when I do compile with the.qc file in outport I get this
Code:
ERROR: c:\users\sam\desktop\tf2 projects\output\Spectator's Sattelite.qc(17): - could not load file 'C:\Users\sam\Desktop\tf2 projects\import/Spectator's Sattelite.smd'
ERROR: Aborted Processing on 'player/items/engineer/japan_hachimaki.mdl'
2: Sorry about that I thought that didn't matter thank you for the heads up
3:Ok is this better?

Code:
$texturegroup "spectators_sattelite_AO"
{
	{ "spectators_sattelite_AO" }
	{ "spectators_sattelite_AO_blu" }
}
4: Sorry again, I thought that was important
The $cd "C:\Users\sam\Desktop\tf2 projects\import" line tells the compiler where all your sourcefiles are. They should be located in your output folder. Can you tell me what files are currently in your input folder and what files are in your output folder?

What you have is better, but it should be like this:

Code:
$texturegroup skinfamilies
{
	{ "spectators_sattelite_AO" }
	{ "spectators_sattelite_AO_blu" }
}
What this is saying is that you have 2 "skins" one for red team called "spectators_sattelite_AO" and one for blue team called "spectators_sattelite_AO_blu".

So where do you stand as of now? You have the positioning correct, but the model's textures aren't showing up?
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Old 05-17-2011, 03:00 PM   #413
supernoob25
 
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Quote:
Originally Posted by HellJumper View Post
The $cd "C:\Users\sam\Desktop\tf2 projects\import" line tells the compiler where all your sourcefiles are. They should be located in your output folder. Can you tell me what files are currently in your input folder and what files are in your output folder?

What you have is better, but it should be like this:

Code:
$texturegroup skinfamilies
{
	{ "spectators_sattelite_AO" }
	{ "spectators_sattelite_AO_blu" }
}
What this is saying is that you have 2 "skins" one for red team called "spectators_sattelite_AO" and one for blue team called "spectators_sattelite_AO_blu".

So where do you stand as of now? You have the positioning correct, but the model's textures aren't showing up?
1: what i have in output is this:

anims folder
idle.smd
japan_hachimaki.dmx.smd
mdldecompiler.qc
phymodel.smd
Spectator's_Sattelite.qc
spectators_sattelite_AO.vmt
spectators_sattelite_AO_blue.vmt
spectators_sattelite_AO.vtf
spectators_sattelite_AO_blu.vtf

2: ok ill set it up right away and look in the model viewer for any change brb

EDIT: no change in the texture

and heres whats in the import folder:

mdldecompiler.qc
idle.smd
japan_hachimaki.dmx.smd
phymodel.smd
Spectator's_Sattelite.smd
spectators_sattelite_AO.tga
spectators_sattelite_AO_blu.tga
spectators_sattelite_AO.vmt
spectators_sattelite_AO_blu.vmt
spectators_sattelite_AO.vtf
spectators_sattelite_AO_blu.vtf
Spectator's_sattelite_AO.qc

Last edited by supernoob25: 05-17-2011 at 03:08 PM.
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Old 05-17-2011, 03:06 PM   #414
HellJumper
 
 
 
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Quote:
Originally Posted by supernoob25 View Post
1: what i have in output is this:

anims folder
idle.smd
japan_hachimaki.dmx.smd
mdldecompiler.qc
phymodel.smd
Spectator's_Sattelite.qc
spectators_sattelite_AO.vmt
spectators_sattelite_AO_blue.vmt
spectators_sattelite_AO.vtf
spectators_sattelite_AO_blu.vtf

2k ill set it up right away and look in the model viewer for any change brb
Everything looks good except that you have two .qc files. If you aren't using the mdldecompiler.qc, you don't need it and can delete it.
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Old 05-17-2011, 03:27 PM   #415
supernoob25
 
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Quote:
Originally Posted by HellJumper View Post
Everything looks good except that you have two .qc files. If you aren't using the mdldecompiler.qc, you don't need it and can delete it.
ok I did that I have to go now be right back tommorow bye
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Old 05-17-2011, 06:35 PM   #416
=DarkStar=
 
 
 
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I have a question. How I cut a model? I have something like this:

http://i905.photobucket.com/albums/a...g?t=1305682435

Im triying to do the little head of the sweet tooth truck

http://images.wikia.com/twikimetal/e...weetTooth2.jpg

If someone can help me Im will be very glad.

Also I have problems with the uper part of the circle, clips a little any way to put them together automatically?

Last edited by =DarkStar=: 05-17-2011 at 06:56 PM.
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Old 05-18-2011, 08:05 AM   #417
supernoob25
 
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Ok i'm back and the texture still isn't showing i've positioned it where I want it though
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Old 05-18-2011, 10:26 AM   #418
HellJumper
 
 
 
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Quote:
Originally Posted by =DarkStar= View Post
I have a question. How I cut a model? I have something like this:

http://i905.photobucket.com/albums/a...g?t=1305682435

Im triying to do the little head of the sweet tooth truck

http://images.wikia.com/twikimetal/e...weetTooth2.jpg

If someone can help me Im will be very glad.

Also I have problems with the uper part of the circle, clips a little any way to put them together automatically?
Sorry, I don't use the cut tool :/

Quote:
Originally Posted by supernoob25 View Post
Ok i'm back and the texture still isn't showing i've positioned it where I want it though
OK, I'm going to need you to do something for me. Open your .smd with notepad++ (right click the smd and open it with notepad++), and copy / paste the first 20 lines of that file here. Remember the [CODE] tags.
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Old 05-18-2011, 10:41 AM   #419
supernoob25
 
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here you go

Code:
version 1
nodes
  0 "bip_head" -1
end
skeleton
time 0
  0 0.000000 69.051826 -1.264724 -2.975074 -0.000000 0.000000
end
triangles
Spectator's Satt.bmp
0 2.775367 78.970779 -0.117561 0.347309 0.863602 -0.365470 0.753239 -2.240328 1 0 1.000000
0 4.705260 77.835358 -0.966556 0.347309 0.863602 -0.365470 0.762563 -2.253279 1 0 1.000000
0 4.410532 77.788246 -1.357963 0.347309 0.863602 -0.365470 0.759587 -2.255015 1 0 1.000000
Spectator's Satt.bmp
0 2.532760 79.031212 0.260252 -0.173237 0.792742 0.584422 0.984171 -2.935019 1 0 1.000000
0 2.882271 79.356400 -0.077247 -0.173237 0.792742 0.584422 0.857134 -2.957770 1 0 1.000000
0 2.862654 79.361679 -0.090237 -0.173499 0.792826 0.584231 0.856828 -2.941046 1 0 1.000000
Spectator's Satt.bmp
0 2.532760 79.031212 0.260252 -0.173237 0.792742 0.584422 0.984171 -2.935019 1 0 1.000000
0 2.566131 79.022232 0.282325 -0.173237 0.792742 0.584422 0.984477 -2.951743 1 0 1.000000
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Old 05-18-2011, 11:09 AM   #420
HellJumper
 
 
 
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Quote:
Originally Posted by supernoob25 View Post
here you go

Code:
version 1
nodes
  0 "bip_head" -1
end
skeleton
time 0
  0 0.000000 69.051826 -1.264724 -2.975074 -0.000000 0.000000
end
triangles
Spectator's Satt.bmp
0 2.775367 78.970779 -0.117561 0.347309 0.863602 -0.365470 0.753239 -2.240328 1 0 1.000000
0 4.705260 77.835358 -0.966556 0.347309 0.863602 -0.365470 0.762563 -2.253279 1 0 1.000000
0 4.410532 77.788246 -1.357963 0.347309 0.863602 -0.365470 0.759587 -2.255015 1 0 1.000000
Spectator's Satt.bmp
0 2.532760 79.031212 0.260252 -0.173237 0.792742 0.584422 0.984171 -2.935019 1 0 1.000000
0 2.882271 79.356400 -0.077247 -0.173237 0.792742 0.584422 0.857134 -2.957770 1 0 1.000000
0 2.862654 79.361679 -0.090237 -0.173499 0.792826 0.584231 0.856828 -2.941046 1 0 1.000000
Spectator's Satt.bmp
0 2.532760 79.031212 0.260252 -0.173237 0.792742 0.584422 0.984171 -2.935019 1 0 1.000000
0 2.566131 79.022232 0.282325 -0.173237 0.792742 0.584422 0.984477 -2.951743 1 0 1.000000
OK, just what I thought. You'll notice that the texture didn't apply properly. Go back into blender and re-export your model with the texture applied correctly. Firstly, rename the texture to something without punctuation or spaces. So in this case you could have spectatorSatt.bmp. Then in blender select your model and go to the materials panel. Shift+click the little "X" button:



That will clear the applied material. Now click the "new" button and in the text box type your newly named texture "spectatorSatt.bmp" and press enter. Now go into the UV window for your model and go to image > open > select your new texture "spectatorSatt.bmp" and apply it. Now export your model like you normally would. When you are done, open your newly created .smd model with notepad++ and copy/paste the first 20 lines here [CODE] so I can see if you did it correctly.
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