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#541 |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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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 :[
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#542 |
![]() Join Date: May 2010
Reputation: 11
Posts: 47
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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. |
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#543 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
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#544 |
![]() Join Date: May 2010
Reputation: 11
Posts: 47
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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
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#545 |
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Guest
Posts: n/a
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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? |
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#546 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
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#547 |
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Just tried 2.57 and still the same issue.. :/
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#549 |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 33
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Ok, i need the .vga files for the backbiter billycock and the hunstman arrow, where can i find those?
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#550 |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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#551 |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 33
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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? |
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#552 | |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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Quote:
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). |
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#553 |
![]() Join Date: Jun 2010
Reputation: 0
Posts: 33
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+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. |
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#554 |
![]() Join Date: Oct 2010
Reputation: 4201
Posts: 5,848
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#555 |
![]() Join Date: Jan 2011
Reputation: 53
Posts: 68
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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?
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