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#406 |
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Guest
Posts: n/a
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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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#407 |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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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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#408 | ||
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
Quote:
Code:
Lots of code here! |
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#409 | |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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Quote:
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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#410 |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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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
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#411 | |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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Quote:
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' 3:Ok is this better? Code:
$texturegroup "spectators_sattelite_AO"
{
{ "spectators_sattelite_AO" }
{ "spectators_sattelite_AO_blu" }
}
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#412 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
What you have is better, but it should be like this: Code:
$texturegroup skinfamilies
{
{ "spectators_sattelite_AO" }
{ "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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#413 | |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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Quote:
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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#414 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
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#415 |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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#416 |
![]() Join Date: Sep 2010
Reputation: 0
Posts: 23
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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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#417 |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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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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#418 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
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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#419 |
![]() Join Date: Apr 2010
Reputation: 2
Posts: 132
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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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#420 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
![]() 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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