Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > Community Content / Contribution Project > Other

Reply
 
Thread Tools Display Modes
Old 06-22-2011, 09:42 AM   #541
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Silenzio544 View Post
Damn. I was weighting my gun and the mesh was getting all distorted when it animated, then when I got all the parts properly weighted (or at least I thought so), the mesh no longer moves. What exactly happened? Here's hoping someone can help.
It may be that the bone someone got unassigned or that you exported the .smd without animations-- again, I don't really know what could possibly be happening :[
HellJumper is offline   Reply With Quote
Old 06-22-2011, 11:21 AM   #542
Silenzio544
 
Join Date: May 2010
Reputation: 11
Posts: 47
Actually, never mind. I believe I detached a part of the mesh or something like that; got past it. :3

I have to admit, the fact that no one's around to help me with animation means I have to go through a lot of trial-and-error and more frustration than I'd like to admit, but it also means that I figure things out for myself. I'll definitely be making a tutorial series on Youtube once I get everything just right.

Last edited by Silenzio544: 06-22-2011 at 01:31 PM.
Silenzio544 is offline   Reply With Quote
Old 06-22-2011, 02:11 PM   #543
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Silenzio544 View Post
Actually, never mind. I believe I detached a part of the mesh or something like that; got past it. :3

I have to admit, the fact that no one's around to help me with animation means I have to go through a lot of trial-and-error and more frustration than I'd like to admit, but it also means that I figure things out for myself. I'll definitely be making a tutorial series on Youtube once I get everything just right.
Trial and error was how I first had to learn too. There weren't any tutorials as specific as mine D:
HellJumper is offline   Reply With Quote
Old 06-23-2011, 05:46 AM   #544
Silenzio544
 
Join Date: May 2010
Reputation: 11
Posts: 47
Quote:
Originally Posted by HellJumper View Post
Trial and error was how I first had to learn too. There weren't any tutorials as specific as mine D:
That's why I want to make one. Reskinning weapons to alternate animations is something that's done a lot with Counter-Strike: Source, yet no resources really exist on that subject. :3
Silenzio544 is offline   Reply With Quote
Old 06-23-2011, 07:58 AM   #545
Monsiéur Rabbit
 
 
 
Guest
Posts: n/a
I've started to learn 3D-modelling a little with Blender and I tried opening TF2-models, but it says that .smd files are not supported, even though I have installed the add-on for blender (http://developer.valvesoftware.com/w...nder_SMD_Tools <-- as they say instruct there and Blender version is 2.58)

So what am I doing wrong?
  Reply With Quote
Old 06-23-2011, 09:53 AM   #546
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Monsiéur Rabbit View Post
I've started to learn 3D-modelling a little with Blender and I tried opening TF2-models, but it says that .smd files are not supported, even though I have installed the add-on for blender (http://developer.valvesoftware.com/w...nder_SMD_Tools <-- as they say instruct there and Blender version is 2.58)

So what am I doing wrong?
2.58 ? That must be the newest version. The author of the smd tools script may not have updated his script to work with the latest version. Just use an older version (check the original post for information on that).
HellJumper is offline   Reply With Quote
Old 06-23-2011, 01:42 PM   #547
Monsiéur Rabbit
 
 
 
Guest
Posts: n/a
Quote:
Originally Posted by HellJumper View Post
2.58 ? That must be the newest version. The author of the smd tools script may not have updated his script to work with the latest version. Just use an older version (check the original post for information on that).
Just tried 2.57 and still the same issue.. :/
  Reply With Quote
Old 06-23-2011, 04:22 PM   #548
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Monsiéur Rabbit View Post
Just tried 2.57 and still the same issue.. :/
Sorry, but the amount of people who tell me they can't get smd tools to work is pretty ridiculous.

See this post about getting 2.56 with a working script.
HellJumper is offline   Reply With Quote
Old 06-25-2011, 05:50 PM   #549
Virgoth098
 
Join Date: Jun 2010
Reputation: 0
Posts: 33
Ok, i need the .vga files for the backbiter billycock and the hunstman arrow, where can i find those?
Virgoth098 is offline   Reply With Quote
Old 06-25-2011, 06:48 PM   #550
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Virgoth098 View Post
Ok, i need the .vga files for the backbiter billycock and the hunstman arrow, where can i find those?
What is a .vga? Surely you meant .smd or .obj?
HellJumper is offline   Reply With Quote
Old 06-25-2011, 08:48 PM   #551
Virgoth098
 
Join Date: Jun 2010
Reputation: 0
Posts: 33
Whoops, i meant .tga not .vga

Ok, im using 3ds max 2012, and when i import the .smd file for lets say, the huntsman arrow, a menu appears asking for me to select the bitmap image file for c_arrow.tga. I'm assuming that this means the actual texture for the arrow. Where can i find this?
Virgoth098 is offline   Reply With Quote
Old 06-25-2011, 08:59 PM   #552
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Virgoth098 View Post
Whoops, i meant .tga not .vga

Ok, im using 3ds max 2012, and when i import the .smd file for lets say, the huntsman arrow, a menu appears asking for me to select the bitmap image file for c_arrow.tga. I'm assuming that this means the actual texture for the arrow. Where can i find this?
Ah... Well you can sniff through the GCF to find the .vtf (the texture file) and then using VTFedit you can export the .vtf to .tga which will give you what you want.

Texture Locations in the Team Fortress 2 Materials GCF:
Billycock: materials/models/player/items/spy/derby_hat.vtf
Arrow: materials/models/weapons/w_arrow/w_arrow.vtf

Extract those vtf files to wherever and export them to .tga via the program VTFedit (link to this program in OP).
HellJumper is offline   Reply With Quote
Old 06-25-2011, 09:05 PM   #553
Virgoth098
 
Join Date: Jun 2010
Reputation: 0
Posts: 33
+1 Thanks!
EDIT:
I cant find the .vtf file, its all .vtw,.vvd,.phy and .vtx, =[
EDIT2:
Heh, whoops, im an idiot, I figured it out.

Last edited by Virgoth098: 06-25-2011 at 09:16 PM.
Virgoth098 is offline   Reply With Quote
Old 06-25-2011, 09:38 PM   #554
HellJumper
 
 
 
Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
Quote:
Originally Posted by Virgoth098 View Post
+1 Thanks!
EDIT:
I cant find the .vtf file, its all .vtw,.vvd,.phy and .vtx, =[
EDIT2:
Heh, whoops, im an idiot, I figured it out.
Heh, glad you figured it out (wrong GCF )
HellJumper is offline   Reply With Quote
Old 06-27-2011, 12:30 PM   #555
SgtR007_1
 
Join Date: Jan 2011
Reputation: 53
Posts: 68
Hey HJ, have you ever had trouble getting both the world- and viewmodel views of a c_model to line up without clipping? For some reason, despite lining up my model perfectly with the degreaser model in Blender, when I export/compile either the viewmodel clips, the worldmodel clips, or both. I've checked idle.smd as well as made sure my object position data was zero'd in Blender. I am using the bones as they came imported with the degreaser. Any thoughts?
SgtR007_1 is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > T - Z > Team Fortress 2 > Community Content / Contribution Project > Other


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -7. The time now is 12:54 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.