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From: InteractiveBUD
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  • i'm stuck in the GCFScape part, i'm searching for the .vtf & .vmt files, but i found only .mdl .phy .vtx and .vvd files, that i can't open with vtfedit, what i have to do?

  • Uh, I have no sourcedk folder... Please help? :c

  • @cavrianer Download source SDK in steam under tools, also make sure to install it by starting it up and letting it finish "Copying Files"

  • @Thoopje Forgive me, but I need more details. Can't find it. I'm stupid, yes.

  • @cavrianer When in steam go to the top of your gamelist, above there it should say 'All Games' click that, and change it to tools Source SDK should be in there

  • SON, I AM DISSAPOINT Y U NO SHOW HAT IN TF2 BRAH

  • hey, can u please help me,i downloaded the smd files then i extracted them and i did get a py file,please can u help me i can't go further pls ;(

  • Hey, i cant open the MDLdecompiler it says im missing a dll on my computer, PLEASE HELP :-(

  • @TheMrZidane10 Woops needed to install Source SDK first :p

  • @TheMrZidane10 If you download Speedy PC Pro, it lists programs that can help find the extention needed under Tools. (ex. lists programs for RAR)

  • I have got the same problem, i searched for the SDK folder, but its not there. When i open steammaps i only see the TF2 map, not the SDK. Do i have to download it from somewhere?

    Great Tutorial btw :)

  • @InteractiveBUD

    Help! I don't sourcesdk folder. What do I do?

  • @TheFormalRabbit Me neither. I don't even have the Bin.

  • I love this! thanks=D

  • ok problem solved i download older blender version :)

  • i have windows visual c++ runtime library error anyone can help me pls? :)

  • wait what bone is for weps (spy knife)

  • @xBraydenator I just used the right hand bone, I read thats what was used for spy guns so i though it would do knives as well. Cant tell you if it works though because MDL Decompiler wont work.

  • @xBraydenator There is actually a weapon bone which you can use. What I did was decompile the Eternal Reward's mdl, hide the model, but leave it's bone, model my own and attach it to the bone, then delete the old Eternal Reward model.

  • You are hero ;)

  • Not everyine has fucking source sdk -_-

  • @jonatan007lbp Then get it?

  • @jonatan007lbp buy valve game then u have it like we do :)

  • Hmm, during compiling, I get, "WARNING: AppFramework : Unable to load module p4lib.dll!" at the very beginning, but the rest compiles fine. When I load the model in SDK, It loads fine, except for the texturing, which just seems to load a default pink-and-black checkerboard. Any ideas?

  • thanks alot! a made a nice hat, but i still don't know how the adding to steam workshop procedure goes :/

  • @666CoDFREAK It's pretty simple. In this tutorial I showed you guys how to replace an in-game model, but if you want to make a standalone model, all you have to do is change one line in the QC: $modelname "[name].mdl"

    All you do is make a unique name rather than making a model with the same mdl name as in the GCF. Compile as normal, and then submit your compiled files to the workshop. I did this initially because the testitem map didn't exist when I made this video.

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  • lol hella complex even for begginers this is hard

  • Whenever I attempt to access the user preferences Bleder stops working. Please help.

  • This is an AMAZING and comprehensive video! Thanks for taking your time to give us blender noobs a hope in tf2 character item modelling, and maybe even more!

    I just have one quick question: at about 9:55 you mention a special button that, like an 'x-ray' shows the rest of the vertices. In the latest blender, that button isn't located there, and I'd like to use it as I'm reaching about minute 17 and having a little difficulty with the smoothing.

    Thanks!

  • @TheHeroofCourage No problem. I don't know what the latest version of blender is, but the button I pressed is only visible when you go into edit mode.

  • @InteractiveBUD Thanks so much! It worked - and on behalf of all your viewers, thanks for continuously putting aside time to answer our questions. Thank You!

  • @InteractiveBUD Also, sorry to bother you, but when I hold down middle mouse and move my mouse, it moves a lot different to yours. It's a lot harder to actually see what I want, and I'm sure I'm not holding down shift or any other key

  • Hey, great tutorial very clear and a pleasant voice, I just have one question

    When making more complex hats/weapons do you suggest to keep on building them from the basic shapes and modifying those or are there better modelling techniques e.g. nurbs etc

  • I dont get it, i looked at the files you looked at for the GCFScape part, but not a single VTF or VMT, what changed?

  • When I go into my SDK folder try to run those files,

    MDL decompiler doesn't work because

    "The procedure entry point Q_AppendSlash could not be located in the dynamic link library vstdlib.dll"

    And the GUIstudioMDL because,

    "One or both of your SDK tool paths are not correctly set up yet. Use "Config" menu to set the location of the "bin" folder for each SDK version."

    please help me

  • I dont have the source sdk thingy when i go into username

  • sir can u like make it sasyre i like this vid but its confusing so like can u u know um make a short and easy totorial like what to download plz reply!

  • this works for steam workshop?

  • i cant seem to find the clip with depth button, the icon isnt showing up

  • nice tutorial, i have one question: which files should i upload at the workshop? which are in the folders materials and models?

  • note to self:NEVER WATCH EVANGELION THEN TRY TO LEARN A 1 HOUR TUTORIAL,YOUR MIND WILL BE RAPED

  • can't i just skip some of the downloading parts and just use gimp, vtfedit and blender

  • umm,what is a QC file and how do i load it on the GUIstudiomdl program and yea, im on the start menu whne you use it the first time

  • im making a pair of new glasses for the demo, what bone do i parent it to? the same as the hats?

  • i downloaded the smd files but after extraction i got a py file. i have no fucking clue was a py file is.

  • When I downloaded Blender 2.56a and the new version i try to load it but it wont and says im missing some sort of python file, can t

  • I have followed all of the steps so far, but at 5:32, I have no I/E SMD Tools please help.

  • @Bizarrestraw The latest version may have been renamed. Check to see if it has a new name like "Valve Tools", "Source SMD", etc...

  • @InteractiveBUD audiosync broken at about 39 th minute

  • @xvadercraftx I mentioned that in the description at the bottom. During the journey to youtube, the video's audio got out of sync by about 1 second. It's nothing huge, though.

  • @Bizarrestraw It's there, you just need to follow the link in the FAQ in HJ's guide on SPUF and make sure you download the version of the script compatable with the version of Blender you downloaded.

  • Uh, my AO is purple, any way I can fix that?

  • To get Source SDK, in steam go to view then tools then scroll down and double click source SDK. Easy.

  • for some reason the vtfedit wont open the files you directed me to... now what?

  • i dont have a souceSDK folder... plz help

  • @IXPwnSauceXI Install the source SDK first. Then run it at least once.

  • @InteractiveBUD oh wow *face-palm* thanks :3

  • @InteractiveBUD What do you mean by run it once? I've downloaded SourceSDK, run it, been watching models, but all of the models are missing from the folders. The folders are there, but no models. Are there anywhere I can download them manually?

  • i find only VTX and VVD file in hats folder, i missed something?

  • Hey, I tried installing mdllecompiler.exe, but I came up witht his error:

    "The program can't start because vstdlin.dll is missign from your computer. Try reinstalling the program to fix this problem."

    Help, anyone?

  • @Raicuda You have to have the MDLDECompiler.exe in the right folder. Usually you want to throw that sucker in ~Steam\steamapps\[your username]\sourcesdk\bin\ep1\bi­n\

  • after i make the uv and import it it comes up transparent. what did i do wrong?

  • Hey guys I'm trying to make a hat for the Soldier but when I import the Soldier SMD into Blender he already has the helmet on and I can't find a way to remove it. Is there a solution for this?

  • @srgajo If the soldier's helmet is a separate mesh from the rest of his body, holding the L key and right clicking like you normally would to select a vertex or whatnot will select all connected elements (vertices, faces, etc.). Either that, or good old fashioned selection by hand in edit mode.

    I don't know if this is actually how Valve works with the hats (i.e. deleting/replacing the default helmet) but this should work for just modeling to the correct shape.

  • unstated but assumed:

    You must have the source sdk for the tf2 materials like the heavy he used.

    To get the sdk, you must first have a source based game (like tf2) installed, then r=left click the "all games" drop down box and select tools.

    Then double click the "source sdk" item

    Then click through the initial installation

    Then wait for the 2gb download

    Then run it once to set it up

    Then close it when it starts

    Congrats, you now have the sdk files c:

  • @MasterChaoko umm...i already explained all that? lol

  • Does the decompiler crash for anyone else when you click extract? It keeps doing that to me

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  • I'm making night vision goggles for the spy, the goggles are entirely black except for the lenses, which are green. But for the lenses I used different objects, and then parented them to the goggles. Do I still need to give my goggles seams if I already have the colors down?

    I also have the lenses glowing, to do this I put three separate green spot lights inside each lens. Will I be able to import the lights as part of the goggles?

  • @Wafflesmart I can't say for sure how Valve makes their glow, but I highly doubt the spot lights will work or be accepted by Valve. Spotlights for this purpose would likely cause too much of a strain on real time renders ingame.

    Instead of actual lights, I'd look into illumination maps, and whether valve uses them or not. Illumination maps are like texture maps that control the brightness of light that appears to be emanating from a surface, rather than the color. Look into that for a glow.

  • @Wafflesmart Illumination maps could be possible, theoretically, for tf2 items I believe. I mean, the ambassador uses a normal map from what I've noticed. That's how the designs appear so intricate on the barrel and wood handle, without shoving the polycount up to unacceptable levels. However, as far as I can tell, the ambassador is the only ingame item that uses a normal map. Either Valve is wary about accepting designs that seem too intricate or just no one else has found a reason to use one.

  • why is my heavy green and not pink?

  • @DiosEnox What version of blender did you install?

  • @Wafflesmart the newest one

  • also, after i zoom in and out for a while trying to edit my weapon, it stops letting me zoom in any further. Any thoughts on that?

  • @puddleglum56 Do you mean how when you zoom in very close to an object, Blender slows your zooming in further to a slower than a sleeping snail? :D

    Solution:

    Shift+F puts you (in object mode) into fly mode. Zoom using the mouse wheel, pan by moving your mouse outside the little rectangle corners, and truck left/right/up/down by holding down the middle mouse button. If your mouse doesn't have a middle button, I suppose holding down whatever key you use to zoom would work. Hit Escape to return.

  • i cannot seem to find the tf2 character models...I went to what you said and in my username file/folder and did not have the soucesdk content folder...what did i do wrong

  • @puddleglum56 You must install and open the SDK Tool on Steam before that folder is created.

  • can u make a tutorial how to make tf2 weapons?

    

  • Awesome video man, alot better than other tuts when people talk like your an idiot and cant pause and rewind the vid. watched it full though first just to see whats going on now i will be using it as a reference though my entire modeling process.

  • D:

    It broke.

    My hat looks weird and i tried undoing it and now the textures and baking is gone, and the fucking form is deshaped!

    D:

    YOU RUINED MY WHOLE AFTERNOON!

    I WORKED ON THIS FUCKING LONG AND NOW ITS GONE, FUCKED UP COMPLETELY!

  • @miauw62 bro, calm down D:

  • @miauw62 Calm down dude. I understand your frustration, but if you really want to submit something and get better at this, either rewatch the video or send a polite, specific request for information here in the comments. I had some file/error message problems, posted a comment to that issue, and HellJumper answered my question soon after. I tried his suggestion, realized it was something simple I missed, and solved the issue. Try that for a helpful reply.

  • I don't have the directory

    C:\Program Files\Steam\steamapps\USERNAME­\team fortress 2\tf\materials\models\player\i­­tems\heavy

    why?

  • ANYONE HELP ME D: !

  • i dont have a Source SDK why? :(

  • @joepw802 ok,i use to have that problem,now i will teach u :D. steam://run/211 press that link to download source sdk.after ur done downloading,goto steam,library,select "tools",then scroll down to source sdk.double click,then steam will download source sdk again for some random reason :/.after that,source sdk should appear in steam-steam apps-username.

  • @maplefreakist soz mate dont use that link juse google "download source sdk" and press the first link :/ for some reason i couldnt post the link >:O

  • @maplefreakist thank you :)

  • @joepw802 sure mate i felt the pain ^_^

  • 2.61*

    

  • Could anyone help me ? i don't know why but i don't have the SMD tools thing in the blender 2.6 i got SMD/DMX its that the same ?

  • @darkdeade Yeah I have exactly the same problem

  • @darkdeade its the same.

  • OK, it is team colored, this is what is in my QC:

    $cdmaterials "models\player\items\heavy\"

    $texturegroup skinfamilies

    { { "bodyred" } { "bodyblue" }

    }

    And the directory containing my vtf/vmt files:

    C:\Program Files\Steam\steamapps\ironange­l2k2\team fortress 2\tf\materials\models\player\i­tems\heavy

    Are they actually in the wrong place? Is the naming significant at all? If so, how?

  • new problem: I got the model to compile properly, but now the texture is just a black and purple default skin. What did I do wrong?

  • @AnonJuggerbot I think that's Valve's default texture when the desired one can't be read for some reason. Maybe check the file paths and compare what your model is trying to read from and whether or not the correct texture is there or is corrupted somehow. My best guess.

  • Never mind, fffffffff

    line 21 of my QC, hidden in a bunch of commands:

    $body body "Red Menace.dmx"

  • character limit

    Is something wrong with my QC file? Should I have a DMX file somewhere in there? What is going on?

  • Alright, I have a problem. Multiple, in fact.

    1: I can't access the steam forum because it is taking DAYS to activate my steam forum account. I know you have nothing to do with this but its preventing me from asking you on the forums, so that is why I am asking here.

    2: My QC file says nothing about any DMX files, but when I try to compile my model, the first thing studiomdl does is run and try and find one. It, of course, fails, since there are no DMX files in the folder I am compiling from.

  • Okay, the ambient occlusion doesn't matter so much, because the render displays the texture normally. Having trouble compiling it all to test in game. I navigate to the cache files using GCFScape and find a pyro hat, but they aren't .vtf files, they're all .vtx, so VTFEdit comes up with 'error loading image' :S

  • I've learnt so much just watching the first 30 minutes, enough to make my own pyro straw hat! I can't seem to get the ambient occlusion baking to work though. The unwrapped stuff shows nice black and white gradients like you get, but the hat is still black all over :S I've tried recalculating normals and flipping direction.. am I missing something?

  • Awesome video!

    I'm working on an item for the Spy to replace the Invis Watch (it goes on the left wrist). The Spy's Invis Watch is not seen in the 3rd person model, only the 1st person view. I'm assuming there's no way to replace the Invis Watch model with mine in the 1st person view, correct? Is there a way to do it in the 3rd person view? I don't know where to get the Spy model, I suppose mapping it to the wrist bone would work...

  • @RobertWeekes Well here's my advice. I've never actually made a watch replacement, so I'm not sure what bone(s) it will use. Decompile the cloak and dagger c model to see what bones it comes with (c_models are always better than default weapons because of ease of use). Then model your own watch and parent your model to the originally decomiled bones. After you export, compile like you normally would. Hope this helps.

  • can you create tutorial about how to create an static props? or just only this tutorial

  • @AwesomeRudi51 Everything in this tutorial applies. The only differences would be the following:

    Instead of decompiling a hat, decompile a static prop similar to the one you are making.

    Then model whatever and assign your model to the decompiled bone

    Export as you normally would, but make sure that in your QC file you have the $staticprop line

  • @InteractiveBUD quick question

    i want to make a hat or helmet but its from one of my fave games (mega man)

    does it void any copyright? :T

  • @JAYWALKERS3000 I know I wasn't the one you asked, but I'm all but certain that yes, Valve would have to get special permission from Megaman's publisher/developer/etc to use this hat. That sounds like a bunch of work for one hat on Valve's part. Since they've already stated that submissions that require less integration on their part have a better chance of being accepted, sorry to say I doubt your hat would be accepted, unless Valve opted for this work.

  • I can't seem to change the amount of vertices a shape has... Help!

  • @TheNerdFormat Go to blender.org and navigate to their online wiki/manual. It's very descriptive and clear on different editing techniques in edit mode.

  • help!in add ons i cant import-export smd tools...

  • @maplefreakist Look at the FAQs.

  • @Idet1000 thx,but FAQs for blender?i already posted a thread in blender forums,no replies yet >:O

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  • Nice tutorial

  • I've got my model in the model viewer, but only some of the texture shows up while other parts are completly black or see through. How do I fix this?

  • No one seems to have a fix for this. Is there one?

  • The biggest problem I have encountered is that model viewer crashes as soon as it opens and thus I cannot view the model.

  • I don't have half life 2. This is a problem because those folders you mentioned, and all their content, do not exist.

  • How do you make a weapon? Like model the v_model and w_model?

  • Firstly you have to install sourcesdk to have it into your folder

  • and wat is sourcesdk???i dont haf that in my username folder

  • @maplefreakist It's a downloadable tool :)

  • @Rarrasdas i see,thx dude :D

  • Also, how would I submit this to steam workshop? Plz reply ASAP.

  • How would I make a hat that goes in the action section because I'm making mine so that once every minute you can press H and all enemy spies turn White (even disguised and invisible ones) and everything else turns transparent so you can see them.

    Any idea how I would do this?

    Ps: it's for the sniper If it makes a difference

    PPS: can you make a weapon tutorial please I love your work!

  • @SJJLStudios Well first of all, keep in mind that we, as outside submitters, have no control over the actual attributes of an object. That's purely Valve and their playtesting that decides that. Plus, this sounds horribly game breaking with a huge potential for abuse. Just my opinion.

    I think when you submit (they have a link on the tf2 website I believe), you have an option to send a message with your submission. Don't know for sure.

  • What about animation I had an idea of fish hat that moves like Holy Mackrel

  • @nublezb I've wondered about animations myself, and how they work export wise. My best suggestion would be to decompile the mackerel model and investigate the QC file. I think that controls animations? I'm pretty certain that's where jigglebone commands go, at least, so animations are probably there also. Or maybe the mackerel's animations are simply some jigglebone settings. If so, just follow the link given in the tutorial.

  • Sir, you are FUCKING incredible!

  • MDLD* My bad.

    =

  • On the mldlcompiler, it keeps saying "Unable to load model". Help?

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  • WHY BLENDER!!! WHY THE HELL BLENDER!!!

  • I left you a like even though I have nooo idea what happened haha

  • dude smd isnt on mine, wtf?Import-Export: SMD Tools is not on mine, please help

  • @Quanose1 The same happened to me, check if you put it in the right folder.

  • 1 freggin hour?!!!!!????

  • I cant export UV layout in 2.61

    its exporting 0Kb file

  • @aaaaaavast Use 2.60 ^^

  • @Rarrasdas i tryed this earlier and it didnt work

    it show error about C++ and runtime o_O

  • I dont have the modelsrc in my sourcesdk_content folder and because I dont have it.

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  • Im your 500th like :)

  • I don't have the sourcesdk file. I don't know what to do about that.

  • How can you turn around your camera around the head? Mine goes really weird :(

  • @superknalfantastisch It's in the user preferences. There should be a view rotation option, and I have mine set to trackball instead of turntable. Just fish around the user preferences till you find it.

  • @InteractiveBUD Thank you so much

  • And how do I change my camera? It's center is always in the hat, it's freaking annoying :D

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  • Hi I was wondering if you could to a mac tutorial for this because i tried to follow but I did not see some of the things you explained. I'm trying to learn how to model and im kinda lost. If you could help I would greatly appreciate it

  • @MrSouleater43 Its probably impossible to compile for tf2 on a mac, although you could probably model fine.

  • how do i open the model, when i press smd it has no model thing

  • can you make one for blender 2.61

  • @derpineerIII 2.61 is almost the same as 2.5 there shouldn't be any issues.

  • do you know how to make glass?

  • how do i get the model in the folder when opening scout?

  • At 0:06:03 doesnt find "Studio MDL data" And i have already make sure that i got all files in the right place what a .... is wrong!!!

  • it doesnt show studiomdl data and i did exacly what you did

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  • @megaimpactx51 start Source SDK one time then try =)

  • do i have to get that beta one or does it not matter"

  • help i don't have the sourcesdk_content folder!???

  • i dont have the Ep1>bin folder, on bin in source sdk, cn i put the gui studio and decompiler in there?

  • I need help with MDLDecompiler. I keep getting this error: "The procedure entry point Q_AppendSlash could not be located in the dynamic link library vstdlib.dll."

  • @insanitor37 Refresh the SDK content. (This question is answered in the FAQ)