SappingSoup~ 21 jan 2013 à 1h40
Tough Guy's Toque texture problem?
I'm guessing that there's something wrong about the texture of that hat:
http://img685.imageshack.us/img685/7971/captura2jz.png
http://img832.imageshack.us/img832/2203/capturazaj.png

Any idea?
Thanks.
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Pte Jack 21 jan 2013 à 10h13 
Seems to work fine for me, Check your camera settings. Looks like you might have too much light and no AO. Have you turned lighting off on the map?

http://imgur.com/KpcLNig

http://imgur.com/iMddKKP
Dernière modification de Pte Jack; 21 jan 2013 à 10h15
SappingSoup~ 21 jan 2013 à 10h30 
But I think those aren't the correct texures for the hat, look at the wiki:
http://img17.imageshack.us/img17/7766/capturaxx.png

Anyway, thanks for the help Pte Jack.
R234 21 jan 2013 à 10h34 
That reminds me of another thread... Let's see...

EDIT:

There's the one:
http://steamcommunity.com/app/1840/discussions/0/846940248337176507/undefined
Maybe the texture has the same problem as the Ouback Intellectual's. Looking into it...

EDIT2:

http://i.imgur.com/a0Qv8OI.jpg
Some pretty heavy aliasing around the edges, and the pompom's still black, but I can see I'm on the right track here...
Dernière modification de R234; 21 jan 2013 à 10h56
SappingSoup~ 21 jan 2013 à 10h55 
Ah, so I have to paint the dark areas with white?
R234 21 jan 2013 à 11h00 
The paintable areas should be white, yes. Think you can do that yourself? 'Cause I'm fixing it too, I might just post you a link for the fixed VTFs afterwards.
SappingSoup~ 21 jan 2013 à 11h02 
R234 a écrit :
That reminds me of another thread... Let's see...

EDIT2:

http://i.imgur.com/a0Qv8OI.jpg
Some pretty heavy aliasing around the edges, and the pompom's still black, but I can see I'm on the right track here...

Wow, that looks pretty much good now!

And yeah, I think now I can do it by myself. Many thanks mate!
Dernière modification de SappingSoup~; 21 jan 2013 à 11h03
SappingSoup~ 21 jan 2013 à 11h11 
Sorry, but another question please...

http://img10.imageshack.us/img10/6273/capturafs.png

What I have to paint white here '-' ?
R234 21 jan 2013 à 11h29 
The layer mask represents what should be painted. I'm done with them anyway:
http://i.imgur.com/951g0ul.jpg

I'll see if I can remember how to post on my usual content hosting site, you'll be able to load them and see what I mean.

EDIT:

http://www.freewebs.com/ssasde/toughguytuquefixedvtfs.zip
Whoop dee doo, done! For other people who might not know where these go, it's SourceFilmmaker/game/tf/materials/models/player/items/heavy.
Dernière modification de R234; 21 jan 2013 à 11h36
SappingSoup~ 21 jan 2013 à 11h35 
Many thanks! You are credit to SFM!
Pte Jack 21 jan 2013 à 14h48 
Ok, how does one know if an item is paintable or not? When I read this I went looking for the hat. I found it as the heavy_Winter_Cap or something like that. When I brought the item into SFM, It looked the same as what SappingSoup had posted in his uploads and there is no mention of a touque or tough guy in the model search??? OOOOOOHHHH, I am SO confused!!!! ...lol
R234 21 jan 2013 à 16h36 
An easy way of knowing if a hat should be paintable is to check the official TF2 wiki, here:
http://wiki.teamfortress.com/wiki/Main_Page
Hats that are paintable will have all variations shown in a table, like so:
http://wiki.teamfortress.com/wiki/Tough_Guy%27s_Toque
While unpaintable ones will only have a table for styles, if any:
http://wiki.teamfortress.com/wiki/Apparatchik%27s_Apparel
If there's anything missing from the wiki that would be useful to us SFM users, it's the item's filename(s). They often differ from their display name. The Tough Guy's Toque for example is called heavy_stocking_cap.mdl...

Also, as to why some paintable items have bugged textures in SFM, I'm not entirely sure. The VTFs appear to be directly from TF2 proper, so from what I can tell they behave differently in the actual game. I don't know if there's a better fix than to change the actual texture to comply with SFM's method of painting hats, but it's the only one I know of, and it works just fine so... ;)
Pte Jack 21 jan 2013 à 23h02 
I guess one of the problems is that as TF2 moved forward various changes were made to the source engine to accomodate the changes. From what I understand the engine behind SFM is almost base TF2, it's not the most recent engine under the hood. Therefore limited capabilities and the requirement to tweak things to get them to work. Now I may be wrong on this, but that is my understanding from what I've been able to find and read.
Anthony_python 22 jan 2013 à 4h42 
Pte Jack a écrit :
I guess one of the problems is that as TF2 moved forward various changes were made to the source engine to accomodate the changes. From what I understand the engine behind SFM is almost base TF2, it's not the most recent engine under the hood. Therefore limited capabilities and the requirement to tweak things to get them to work. Now I may be wrong on this, but that is my understanding from what I've been able to find and read.

to my knowledge it is the base of tf2, if it was updated then we would be able to equip hats and other weapons/misc. with ease, just like the ingame item test, i mean it's not like that it is hard to put those on your tf2 models just a bit annoying having to repeat it alot, also it would not be a bad idea if valve also synced tf2 with sfm, concidering the fact some things are not in sfm still, so we have to put them in manully.
Dernière modification de Anthony_python; 22 jan 2013 à 4h43
Pte Jack 22 jan 2013 à 6h10 
Yes, it would be nice if SFM would pull directly from the gcfs or vpks of the various games. It is really taking up space on my hard drives keeping two or three copies of the game files. One for the game itself, then one for SFM proper and if reskinning or remodeling, one in the usermod area.

But then again, this is a Beta product. Maybe, with luck, all (or most) our expectations and desires will be met as the program develops.
Anthony_python 22 jan 2013 à 12h34 
yes it is in beta, but still valve could spend just a bit more time to make small changes to allow us to free some space on are hard drive, and to reduce time outside of SFM to get other models to work, so what would be also intreasting if they added like a workshop for SFM (I hope they will) so we could download/upload, model's, maps, textures, scenes, etc. just like L4D2. "small changes make a big differnce, not just big things." stephen henson
Dernière modification de Anthony_python; 22 jan 2013 à 12h35
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