GRUPO DE STEAM
Blender Tutorial Community BlenderTuts
GRUPO DE STEAM
Blender Tutorial Community BlenderTuts
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Mostrando 381-390 de 513 aportaciones
6
Decompiling Necrolyte per HellJumper tutorial.. having issues..
7
how to make weapon parts move
I don't work with custom animations, but you can just use the in-game animations.

Modeling / Exporting a weapon is a very similar process to hat making. The key difference lies in the fact that instead of using the bone rig of the character model, we will be using the bones of a pre-existing weapon that we want to replace. So for example, if we wanted to make a Sandman replacement, we wouldn't import the scout model, but rather the Sandman model to see what bones it comes with. The following is a process on how to export a weapon from Blender (c_models):

  • Start a fresh, blank blender scene.
  • Extract a model that you want to replace from the team fortress 2 materials GCF (tf/models/weapons/c_models). Make sure to grab the .mdl file and any associated file (.vvd, .phy, etc)
  • Hex the extracted .mdl file by opening the file with notepad++ and changing the "IDST0" to "IDST,".
  • Decompile the hexed model file to get your weapon smd file.
  • Import the weapon smd into Blender.
  • Make your model without altering the imported decompiled model, and when you are ready, superimpose your model directly on top of the decompiled weapon. Make sure the properties of your model are all normal (you can check this by pressing "n" and making sure your scaling is all 1 and your positions are all 0. If they aren't just make sure you change them, and then reposition your model in edit mode).
  • Delete the decompiled weapon and assign the remaining bones to your model via the vertex groups panel. You can check to see that you assigned each bone to the appropriate vertex group via weight-paint mode. Melee weapons usually only have 1 bone whereas more complicated weapons will have a variety of bones that may or may not be shared between different groups of vertices. It is probably advisable to start with something simple like a melee weapon and work your way up to a more complicated model such as the huntsman (complicated!)
  • Now that you have assigned the bones to your model, the process is the same as exporting a hat.


For more complicated weapons, you just assign your model to multiple bones. The flaregun is a good example: Most of the model is assigned to weapon_bone, but the trigger and barrel are assigned to other bones. When you compile your model, the engine will use the animations for the flaregun, and the parts corresponding to your model will animate automatically. Custom animations are much harder since you'll need to create animation smds and then have the engine recognize them via the QC file.
2
Enchantress: Aghanim's Spear of Nature
6
Decompiling Necrolyte per HellJumper tutorial.. having issues..
4
Who can read error messages?
2
my eyepatch keeps showing up on the floor and wont "Stick" to model
2
Blender 2.68a SMD tools export help
6
Transparent?
Mostrando 381-390 de 513 aportaciones