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Smash Panda 21. juni 2014 kl. 16:07
Skin families/ weapon firing problems
Sorry to ask some more questions so soon but I ran into a few more snags with my item.

First when testing my item in the item test map, I found that the skin families weren't working properly. The textures would not change depending on the team. Instead texture remained consistent. I found that the only way to change this was to export my model from blender again to an SMD with one of the two textures selected. Below is my QC file.

Secondly I seem to be having problems with firing my weapon. My weapon is a food item for the heavy. When I load it in game the weapon is in the right position. The only problem is when I click the fire button nothing happens. The heavy doesn't eat it. So I am not sure what is wrong.

Again sorry to ask for more help so soon I just had a lot of free time today to work on this project.

Let me know if I need to provide more info.
QC File $cd "C:\Users\Derek\Dropbox\Steam Workshop Projects\Banana Bar Project\Banana Bar\Output" $modelname "weapons/c_models/c_bananabar/c_bananabar.mdl" $model "body" "c_bananabar.smd" $cdmaterials "models\weapons\c_items\" $cdmaterials "" $texturegroup skinfamilies { { "models/weapons/c_items/c_bananabar_red.vmt" } { "c_bananabar_blue.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -6.447 -1.950 -5.716 8.755 3.488 4.665 // Model uses material "models/weapons/c_items/c_bananabar_red.vmt" // Model uses material "c_bananabar_blue.vmt" $surfaceprop "default" $illumposition -0.526 1.154 0.769 $sequence idle "idle" fps 30.00 $collisionmodel "c_bananabar.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }
Sidst redigeret af Smash Panda; 21. juni 2014 kl. 16:09
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HellJumper 21. juni 2014 kl. 18:34 
There is a lot to go over here. Let me answer this later today or tomorrow. Remind me.
Smash Panda 22. juni 2014 kl. 16:28 
Hey no pressure, answer when ever you want. It's not that important. It's just a fun project I have been working on in my spare time. So don't worry about it :)
HellJumper 22. juni 2014 kl. 18:17 
Well first of all, a team colored sandwich replacement can be really hard to do if you are new at this stuff. First of all, you only need to apply 1 texture (the red one) to your model in Blender before exporting. The other texture will be taken care of in the QC file.

Are you also familiar with bodygroups? When the heavy eats the sandwich, it replaces the model with one that has a bite in it. So you'll need 2 models actually. As for the animation missing in-game, I don't know why that is happening. Are you using the testitem map? That feature is really bugged.

Here is a revised QC:
$cd "C:\Users\Derek\Dropbox\Steam Workshop Projects\Banana Bar Project\Banana Bar\Output" $modelname "weapons/c_models/c_bananabar/c_bananabar.mdl" $model "body" "c_bananabar.smd" $bodygroup bites { studio "c_bananabar.smd" studio "c_bananabar_bites.smd" } $cdmaterials "models\weapons\c_items\" $texturegroup "skinfamilies" { { "c_bananabar_red" } { "c_bananabar_blue" } } $hboxset "default" $hbox 0 "weapon_bone" -6.447 -1.950 -5.716 8.755 3.488 4.665 $surfaceprop "default" $illumposition -0.526 1.154 0.769 $sequence idle "idle" fps 30.00 $collisionmodel "c_bananabar.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }

I've never made a sandwich replacement, so this QC might not work. I would have to test it out myself, but you can try. Make a smd called c_bananabar_bites.smd that has a bite in it. Then check in the HLMV if the bodygroup worked.
Smash Panda 23. juni 2014 kl. 16:45 
Ok great thanks I will test out this QC then. I used the Itemtest map. So I will test it in the HLMV as well.
Smash Panda 24. juni 2014 kl. 11:25 
Well everything worked great! I created a bite model and used the QC you provided. The bodygroup looks good as well as the skin families. One thing I did notice though was HLMV was using really low resolution textures for my model. In game it looks great but for some reason HLMV is lowering the resolution. I have done some looking around on the web and could find very much. So do you know of any other programs I can use to grap a decent shot of my model for the backpack Icon?

Do you know of any other ways to test my item other than the itemtest map? I am still having that animation problem.

Also should I create a LOD for my model? I based it off the fishcake which is 1240 tris and has no LODs. My model is 1400 tris. What do you thank?
Sidst redigeret af Smash Panda; 24. juni 2014 kl. 14:35
HellJumper 24. juni 2014 kl. 14:57 
https://wiki.teamfortress.com/wiki/Help:Model_Viewer#Graphics_card_settings

This explains how to get high res for the HLMV.

As for testing, the best way to do it is to simply replace an in-game item and join a local server. I.e. you can compile your model as c_sandwich.mdl in the C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\weapons\c_models\c_sandwich\ folder. In-game, the sandwich will automatically be replaced with your model. Make sure to create the c_sandwich folder in your tf files if it doesn't exist.
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