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?
@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
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?
@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.
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?
@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.
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.
@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
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!
@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.
@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?
@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\
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.
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.
@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
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.
@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.
@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.
@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.
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?
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.
@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.
@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.
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.
@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.
@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.
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
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."
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?
ConteDePatiernis 57 minutes ago
Uh, I have no sourcedk folder... Please help? :c
cavrianer 1 day ago
@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 23 hours ago
@Thoopje Forgive me, but I need more details. Can't find it. I'm stupid, yes.
cavrianer 18 hours ago
@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
Thoopje 13 hours ago
SON, I AM DISSAPOINT Y U NO SHOW HAT IN TF2 BRAH
antieye555 2 days ago
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 ;(
crazyboy4evers 3 days ago
Hey, i cant open the MDLdecompiler it says im missing a dll on my computer, PLEASE HELP :-(
TheMrZidane10 4 days ago
@TheMrZidane10 Woops needed to install Source SDK first :p
TheMrZidane10 4 days ago
@TheMrZidane10 If you download Speedy PC Pro, it lists programs that can help find the extention needed under Tools. (ex. lists programs for RAR)
MrPokeApe 7 hours ago
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 :)
LeonardWoody 4 days ago
@InteractiveBUD
Help! I don't sourcesdk folder. What do I do?
TheFormalRabbit 5 days ago
@TheFormalRabbit Me neither. I don't even have the Bin.
cavrianer 5 days ago
I love this! thanks=D
thekohan12 5 days ago
ok problem solved i download older blender version :)
skvscz 6 days ago
i have windows visual c++ runtime library error anyone can help me pls? :)
skvscz 1 week ago
wait what bone is for weps (spy knife)
xBraydenator 1 week ago in playlist Favorite videos
@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.
dj66800 1 week ago
@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.
Braekyn 5 days ago
You are hero ;)
wizzypsp 1 week ago
Not everyine has fucking source sdk -_-
jonatan007lbp 1 week ago
@jonatan007lbp Then get it?
teddster77 1 week ago
@jonatan007lbp buy valve game then u have it like we do :)
wizzypsp 1 week ago
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?
Braekyn 1 week ago
thanks alot! a made a nice hat, but i still don't know how the adding to steam workshop procedure goes :/
666CoDFREAK 1 week ago
@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.
InteractiveBUD 1 week ago
Comment removed
666CoDFREAK 1 week ago
Comment removed
666CoDFREAK 1 week ago
lol hella complex even for begginers this is hard
McdonaldsHashbrown 1 week ago
Whenever I attempt to access the user preferences Bleder stops working. Please help.
TheDiceyProduction 1 week ago
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 1 week ago
@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 1 week ago
@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!
TheHeroofCourage 1 week ago
@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
TheHeroofCourage 1 week ago
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
keyskthaw 1 week ago
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?
Phillipf8 1 week ago
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
Nopenopenopeism 1 week ago
I dont have the source sdk thingy when i go into username
LoneWolfHowling1 1 week ago
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!
hdml180 1 week ago
this works for steam workshop?
masterx123 1 week ago
i cant seem to find the clip with depth button, the icon isnt showing up
alun2lee 1 week ago
nice tutorial, i have one question: which files should i upload at the workshop? which are in the folders materials and models?
TSP0024 1 week ago
note to self:NEVER WATCH EVANGELION THEN TRY TO LEARN A 1 HOUR TUTORIAL,YOUR MIND WILL BE RAPED
alun2lee 1 week ago
can't i just skip some of the downloading parts and just use gimp, vtfedit and blender
Crossmike2 1 week ago
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
alun2lee 2 weeks ago
im making a pair of new glasses for the demo, what bone do i parent it to? the same as the hats?
ffh8666 2 weeks ago
i downloaded the smd files but after extraction i got a py file. i have no fucking clue was a py file is.
NoQuestions4sked 2 weeks ago
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
BlakeSandStalker 2 weeks ago
I have followed all of the steps so far, but at 5:32, I have no I/E SMD Tools please help.
Bizarrestraw 2 weeks ago
@Bizarrestraw The latest version may have been renamed. Check to see if it has a new name like "Valve Tools", "Source SMD", etc...
InteractiveBUD 2 weeks ago
@InteractiveBUD audiosync broken at about 39 th minute
xvadercraftx 2 weeks ago
@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.
InteractiveBUD 2 weeks ago
@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.
Glorgathon23 1 week ago
Uh, my AO is purple, any way I can fix that?
MightyDigivee 3 weeks ago
To get Source SDK, in steam go to view then tools then scroll down and double click source SDK. Easy.
azmcalg 3 weeks ago
for some reason the vtfedit wont open the files you directed me to... now what?
manpuke 3 weeks ago
i dont have a souceSDK folder... plz help
IXPwnSauceXI 3 weeks ago
@IXPwnSauceXI Install the source SDK first. Then run it at least once.
InteractiveBUD 3 weeks ago 2
@InteractiveBUD oh wow *face-palm* thanks :3
xBraydenator 3 weeks ago
@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?
Ezzpen 3 weeks ago
i find only VTX and VVD file in hats folder, i missed something?
ConteDePatiernis 3 weeks ago
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 4 weeks ago
@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\
Aldonargo 3 weeks ago
after i make the uv and import it it comes up transparent. what did i do wrong?
puddleglum56 4 weeks ago
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 4 weeks ago
@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.
moviemaker1986 3 weeks ago
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 1 month ago
@MasterChaoko umm...i already explained all that? lol
maplefreakist 4 weeks ago
Does the decompiler crash for anyone else when you click extract? It keeps doing that to me
Wafflesmart 1 month ago
Comment removed
Wafflesmart 1 month ago
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 1 month ago
@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.
moviemaker1986 3 weeks ago
@moviemaker1986
moviemaker1986 3 weeks ago
@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.
moviemaker1986 3 weeks ago
why is my heavy green and not pink?
DiosEnox 1 month ago
@DiosEnox What version of blender did you install?
Wafflesmart 1 month ago in playlist Liked videos
@Wafflesmart the newest one
DiosEnox 1 month ago
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 1 month ago
@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.
moviemaker1986 3 weeks ago
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 1 month ago
@puddleglum56 You must install and open the SDK Tool on Steam before that folder is created.
srgajo 1 month ago
can u make a tutorial how to make tf2 weapons?
Nobodyy147 1 month ago
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.
forsaken20071 1 month ago
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 1 month ago
@miauw62 bro, calm down D:
simonix542 1 month ago
@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.
moviemaker1986 3 weeks ago
I don't have the directory
C:\Program Files\Steam\steamapps\USERNAME\team fortress 2\tf\materials\models\player\items\heavy
why?
MrGibbsOfficial 1 month ago
ANYONE HELP ME D: !
darkdeade 1 month ago
i dont have a Source SDK why? :(
joepw802 1 month ago
@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 1 month ago
@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 1 month ago
@maplefreakist thank you :)
joepw802 1 month ago
@joepw802 sure mate i felt the pain ^_^
maplefreakist 1 month ago
2.61*
darkdeade 1 month ago
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 1 month ago
@darkdeade Yeah I have exactly the same problem
ToothpasteKing 1 month ago in playlist Favorite videos
@darkdeade its the same.
maplefreakist 1 month ago
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?
AnonJuggerbot 1 month ago
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 1 month ago
@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.
moviemaker1986 3 weeks ago
Never mind, fffffffff
line 21 of my QC, hidden in a bunch of commands:
$body body "Red Menace.dmx"
AnonJuggerbot 1 month ago
character limit
Is something wrong with my QC file? Should I have a DMX file somewhere in there? What is going on?
AnonJuggerbot 1 month ago
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.
AnonJuggerbot 1 month ago
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
PolitesKane 1 month ago in playlist Liked videos
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?
PolitesKane 1 month ago in playlist Liked videos
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 1 month ago
@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.
InteractiveBUD 1 month ago
can you create tutorial about how to create an static props? or just only this tutorial
AwesomeRudi51 1 month ago
@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 1 month ago
@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 1 month ago
@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.
moviemaker1986 3 weeks ago
I can't seem to change the amount of vertices a shape has... Help!
TheNerdFormat 1 month ago
@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.
moviemaker1986 3 weeks ago
help!in add ons i cant import-export smd tools...
maplefreakist 1 month ago
@maplefreakist Look at the FAQs.
Idet1000 1 month ago in playlist Favorite videos
@Idet1000 thx,but FAQs for blender?i already posted a thread in blender forums,no replies yet >:O
maplefreakist 1 month ago
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TSP0024 1 month ago
Nice tutorial
chipmunk9998 1 month ago
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?
Boo97388 1 month ago
No one seems to have a fix for this. Is there one?
AnonJuggerbot 1 month ago
The biggest problem I have encountered is that model viewer crashes as soon as it opens and thus I cannot view the model.
AnonJuggerbot 1 month ago
I don't have half life 2. This is a problem because those folders you mentioned, and all their content, do not exist.
AnonJuggerbot 1 month ago
How do you make a weapon? Like model the v_model and w_model?
TZLingard 1 month ago
Firstly you have to install sourcesdk to have it into your folder
Werderfreaker 1 month ago
and wat is sourcesdk???i dont haf that in my username folder
maplefreakist 1 month ago
@maplefreakist It's a downloadable tool :)
Rarrasdas 1 month ago
@Rarrasdas i see,thx dude :D
maplefreakist 1 month ago
Also, how would I submit this to steam workshop? Plz reply ASAP.
SJJLStudios 1 month ago
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 1 month ago
@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.
moviemaker1986 3 weeks ago
What about animation I had an idea of fish hat that moves like Holy Mackrel
nublezb 1 month ago
@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.
moviemaker1986 3 weeks ago
Sir, you are FUCKING incredible!
MasterShake789 1 month ago
MDLD* My bad.
=
masteraar57 1 month ago
On the mldlcompiler, it keeps saying "Unable to load model". Help?
masteraar57 1 month ago
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masteraar57 1 month ago
WHY BLENDER!!! WHY THE HELL BLENDER!!!
903harman 1 month ago
I left you a like even though I have nooo idea what happened haha
Mrkeyandlock 1 month ago
dude smd isnt on mine, wtf?Import-Export: SMD Tools is not on mine, please help
Quanose1 1 month ago
@Quanose1 The same happened to me, check if you put it in the right folder.
TheNorwegianBrute 1 month ago
1 freggin hour?!!!!!????
Quanose1 1 month ago
I cant export UV layout in 2.61
its exporting 0Kb file
aaaaaavast 1 month ago in playlist Liked videos
@aaaaaavast Use 2.60 ^^
Rarrasdas 1 month ago
@Rarrasdas i tryed this earlier and it didnt work
it show error about C++ and runtime o_O
aaaaaavast 1 month ago in playlist Liked videos
I dont have the modelsrc in my sourcesdk_content folder and because I dont have it.
ALLAirsoft1 1 month ago
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ALLAirsoft1 1 month ago
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ALLAirsoft1 1 month ago
Im your 500th like :)
kalzorath 1 month ago
I don't have the sourcesdk file. I don't know what to do about that.
ShapeShifter795 1 month ago
How can you turn around your camera around the head? Mine goes really weird :(
superknalfantastisch 1 month ago
@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 1 month ago
@InteractiveBUD Thank you so much
superknalfantastisch 1 month ago
And how do I change my camera? It's center is always in the hat, it's freaking annoying :D
superknalfantastisch 1 month ago
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superknalfantastisch 1 month ago
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 2 months ago
@MrSouleater43 Its probably impossible to compile for tf2 on a mac, although you could probably model fine.
halcober 1 month ago
how do i open the model, when i press smd it has no model thing
megaimpactx51 2 months ago
can you make one for blender 2.61
derpineerIII 2 months ago
@derpineerIII 2.61 is almost the same as 2.5 there shouldn't be any issues.
halcober 1 month ago
do you know how to make glass?
mercz37 2 months ago
how do i get the model in the folder when opening scout?
megaimpactx51 2 months ago
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!!!
Cyberz0mb13 2 months ago in playlist Favorite videos
it doesnt show studiomdl data and i did exacly what you did
megaimpactx51 2 months ago
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megaimpactx51 2 months ago
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megaimpactx51 2 months ago
@megaimpactx51 start Source SDK one time then try =)
Cyberz0mb13 2 months ago in playlist Favorite videos
This has been flagged as spam show
@Cyberz0mb13 how do i get the model in the folder when opening scout?
megaimpactx51 2 months ago
do i have to get that beta one or does it not matter"
megaimpactx51 2 months ago
help i don't have the sourcesdk_content folder!???
TheMrJaagoo 2 months ago
i dont have the Ep1>bin folder, on bin in source sdk, cn i put the gui studio and decompiler in there?
LiLMontizzle 2 months ago
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 2 months ago
@insanitor37 Refresh the SDK content. (This question is answered in the FAQ)
InteractiveBUD 2 months ago