1. Post #15241
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Made this the other day as my first hat, uploaded it a few days ago didn't remember we had a thread for this kind of stuff:

    http://steamcommunity.com/sharedfile...tails/?id=3390

    Screenshot: http://cloud.steampowered.com/ugc/61...3861E52320ABC/

    Reindeer/rudolph pyro hat, heh
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  2. Post #15242
    Gold Member
    Fire's Avatar
    October 2005
    1,520 Posts
    Quick question from a complete noob:

    Do you guys model by making multiple objects and then joining them together, or working with a single object and just making the topology flow adding verts where needed until you get what you're looking for?

    I've also seen where people make a really high res mesh, then normal map it onto a low res "cage". I don't quite understand that either; I understand normal maps, but the cage process confuses me
    Anyone?
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  3. Post #15243
    itty bitty silly pretty little pony
    Mellowbloom's Avatar
    September 2011
    6,847 Posts
    I will test everything now!! Thanks for the info again!
    Oh gawd:



    Okay i guess this doesn't go well :C
    (In thirdperson the particles are not showing up, after going in firstperson this happens)

    Valve; would you kindly fix that?
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  4. Post #15244
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    To answer your first question, I usually do the single object method, but with my second dragon I made multiple objects and joined them together. As for the high res mesh onto a low res "cage" I have never tried that...
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  5. Post #15245

    October 2011
    42 Posts
    To answer your first question, I usually do the single object method, but with my second dragon I made multiple objects and joined them together. As for the high res mesh onto a low res "cage" I have never tried that...
    he was talking about normal projection mapping, valve doesn't like it for the most part because it doesn't look right in the game from what i understand.
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  6. Post #15246
    Jumento MD's Avatar
    March 2010
    56 Posts
    Wip for a targeted mini-dispenser to people at AW.

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  7. Post #15247
    Gold Member
    Jetamo's Avatar
    June 2008
    6,945 Posts
    I look at the emporium, and what do I see?

    Nothing but people making hats for people! I will deny this trend, and make...

    HATS FOR DISPENSERS.

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  8. Post #15248
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    I look at the emporium, and what do I see?

    Nothing but people making hats for people! I will deny this trend, and make...

    HATS FOR DISPENSERS.

    But I'm making Dragons for people... :(

       seriously I have not made a single hat since the mumblin devil   
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  9. Post #15249
    Gold Member
    AlfieSR's Avatar
    April 2009
    4,527 Posts
    We should ask VALVe to fix this. It really break awesome looking items :I
    But since the Jarate don't have a taunt I guess you can release it with the particle, you're a lucky man on that part
    Taunt items do the same thing, I think.
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  10. Post #15250
    COSTA's Avatar
    October 2010
    1,679 Posts
    I was gonna ask Larolaro to autograph my Machina but then I found out he didn't make the Machina.

    I'm an idiot.

    A sad idiot.
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  11. Post #15251
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    Taunt items do the same thing, I think.
    We all remember the fiasco with my halberd right?

       It's still not dragon sweat dammit   
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  12. Post #15252
    Dennab
    September 2011
    10,298 Posts
    Late response, but oh man - that was the second skin (and second mod) that I ever made for TF2. Dang, the memories.
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  13. Post #15253
    Mariner's Avatar
    March 2011
    677 Posts


    Maybe can someone help me then?
    That reminds me, do you need me to resend the LODs I made for that a while back? I remember sending you a finished copy a few months ago but I don't know if you still have it.
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  14. Post #15254
    Ask me about my pony player models!
    Constructor's Avatar
    July 2011
    10,058 Posts
    Fucking blender y u no export uv layout
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  15. Post #15255
    DeanWinchester's Avatar
    May 2010
    3,679 Posts
    Fucking blender y u no export uv layout
    It does?
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  16. Post #15256
    Ask me about my pony player models!
    Constructor's Avatar
    July 2011
    10,058 Posts
    Exports an empty file for me.
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  17. Post #15257
    Petachepas's Avatar
    April 2011
    2,615 Posts
    That reminds me, do you need me to resend the LODs I made for that a while back? I remember sending you a finished copy a few months ago but I don't know if you still have it.
    Yeah, i have. Bufff, good thing i didnīt complete the sharing. Do you want percentaje too? =D

    EDIT: No, i donīt. Send me the LODS again
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  18. Post #15258

    October 2011
    67 Posts
    Hey, a little question about the now named "Claus' Cap",

    Agree for Smaller Hat, Disagree for Bigger One.



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  19. Post #15259
    Cbast's Avatar
    September 2009
    644 Posts
    We all remember the fiasco with my halberd right?

       It's still not dragon sweat dammit   
    Or this :



    But the first one who experienced this was someone who made a melee weapon for the pyro with bees particle.
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  20. Post #15260
    Gold Member
    Fire's Avatar
    October 2005
    1,520 Posts
    To answer your first question, I usually do the single object method, but with my second dragon I made multiple objects and joined them together. As for the high res mesh onto a low res "cage" I have never tried that...
    Which one had the higher quality result? Which one was easier and faster to do? (Unwrapping included)

    he was talking about normal projection mapping, valve doesn't like it for the most part because it doesn't look right in the game from what i understand.
    But isn't that what he does here? http://www.teamfortress.com/post.php?id=6483
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  21. Post #15261
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,799 Posts
    Or this :



    But the first one who experienced this was someone who made a melee weapon for the pyro with bees particle.
    Me and Idletard had this problem 2 years ago or so, when making the Elephant Gun.

    Suprising it hasn't been fixed yet.
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  22. Post #15262
    Ask me about my pony player models!
    Constructor's Avatar
    July 2011
    10,058 Posts
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  23. Post #15263

    October 2011
    67 Posts
    Okay, I'll go with the big cap:

    Base Color Test:



    Tell me what i should change...
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  24. Post #15264
    Gold Member
    Frying Dutchman's Avatar
    November 2009
    3,201 Posts
    bigger ball on the end, maybe more detailed and puffy

    Beard could also have "flakes" like the Soldiers mutton chops and Pyros beard thing.
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  25. Post #15265
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    Which one had the higher quality result? Which one was easier and faster to do? (Unwrapping included)
    I'll let you know when I finish unwrapping my dragon.

    Overall I think using separate meshes is better for quality but then joining them is gonna be a pain to UV
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  26. Post #15266
    Skizot's Avatar
    August 2009
    506 Posts


    my old hat, probably gonna submit it and the beard.i have fixed the stretching at the bottom already, and it's completely textured.



    the beard, in case anyone was wondering, looks great with other hats!
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  27. Post #15267

    October 2011
    67 Posts
    bigger ball on the end, maybe more detailed and puffy

    Beard could also have "flakes" like the Soldiers mutton chops and Pyros beard thing.
    No worries, I just tried some base colours. I'll surely texture some detail.
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  28. Post #15268
    Cbast's Avatar
    September 2009
    644 Posts
    Okay, I'll go with the big cap:

    Base Color Test:



    Tell me what i should change...
    The pictures format. Please no more bitmap, my bandwidth is dying here.
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  29. Post #15269
    Petachepas's Avatar
    April 2011
    2,615 Posts
    Bells replacement for pyroīs granades. I need some one that can assign each of them to their bones (i can send a PM with the obj. file. The bells are at the scale they have to be, they just need to be placed where the first grey strap of the granades is and assign them to their bones. Then doing the qc. file)




    Also, how can i do that? I have the body, and i select the vertex of each bell adn i assign a bone to those vertex. Then i write "bells.smd" instead of "grenades_bodygroup" in the qc. file, as i do with melee weapons. The folders are already created, but it gives me error. Why?

    The QC. file:

    Created command line: "C:\Program Files (x86)\Steam\steamapps\alvaro585\sourcesdk\bin\oran gebox\bin\studiomdl.exe" -game "c:\program files (x86)\steam\steamapps\alvaro585\team fortress 2\tf" -nop4 -nox360 "C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile\pyro.qc"

    qdir: "c:\users\alberto\desktop\tf2 modelos\pyro\compile\"
    gamedir: "c:\program files (x86)\steam\steamapps\alvaro585\team fortress 2\tf\"
    g_path: "C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile\pyro.qc"
    Building binary model files...
    Working on "pyro.qc"
    SMD MODEL C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile/pyro_reference.dmx.smd
    ERROR: c:\users\alberto\desktop\tf2 modelos\pyro\compile\pyro.qc(6): - Unknown replace model 'pyro_reference'
    ERROR: Aborted Processing on 'player/pyro.mdl'
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  30. Post #15270
    Skizot's Avatar
    August 2009
    506 Posts
    Bells replacement for pyroīs granades. I need some one that can assign each of them to their bones. (compiling job)




    Also, how can i do that? I have the body, and i select the vertex of each bell adn i assign a bone to those vertex. Then i write "bells.smd" instead of "grenades_bodygroup" in the qc. file, as i do with melee weapons. The folders are already created, but it gives me error. Why?

    The QC. file:
    that's not the qc that's what it exports. show what's in "C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile\pyro.qc"
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  31. Post #15271
    Petachepas's Avatar
    April 2011
    2,615 Posts
    that's not the qc that's what it exports. show what's in "C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile\pyro.qc"
    QC. file "pyro.qc" (itīs the qc. you get when decompiling "pyro.mdl" with a samll change):

    Code:
    $cd "C:\Users\Alberto\Desktop\TF2 Modelos\Pyro\Compile"
    $modelname "player/pyro.mdl"
    $model "pyro" "pyro_reference.dmx.smd"
    $lod 11
     {
      replacemodel "pyro_reference.dmx" "lod1_pyro_reference.dmx"
    }
    $lod 22
     {
      replacemodel "pyro_reference.dmx" "lod2_pyro_reference.dmx"
    }
    $lod 33
     {
      replacemodel "pyro_reference.dmx" "lod3_pyro_reference.dmx"
    }
    $lod 44
     {
      replacemodel "pyro_reference.dmx" "lod4_pyro_reference.dmx"
    }
    $lod 55
     {
      replacemodel "pyro_reference.dmx" "lod5_pyro_reference.dmx"
    }
    $shadowlod
    {
      replacemodel "pyro_reference.dmx" "lod6_pyro_reference.dmx"
    }
    $model "head" "pyro_head_bodygroup.dmx.smd"
    $lod 11
     {
      replacemodel "pyro_head_bodygroup.dmx" "lod1_pyro_head_bodygroup.dmx"
    }
    $lod 22
     {
      replacemodel "pyro_head_bodygroup.dmx" "lod2_pyro_head_bodygroup.dmx"
    }
    $lod 33
     {
      replacemodel "pyro_head_bodygroup.dmx" "lod3_pyro_head_bodygroup.dmx"
    }
    $lod 44
     {
      replacemodel "pyro_head_bodygroup.dmx" "lod4_pyro_head_bodygroup.dmx"
    }
    $lod 55
     {
      replacemodel "pyro_head_bodygroup.dmx" "lod5_pyro_head_bodygroup.dmx"
    }
    $shadowlod
    {
      replacemodel "pyro_head_bodygroup.dmx" "lod6_pyro_head_bodygroup.dmx"
    }
    $model "head" "UnknownModelName.smd"
    $lod 11
     {
      replacemodel "UnknownModelName" "lod1_UnknownModelName"
    }
    $lod 22
     {
      replacemodel "UnknownModelName" "lod2_UnknownModelName"
    }
    $lod 33
     {
      replacemodel "UnknownModelName" "lod3_UnknownModelName"
    }
    $lod 44
     {
      replacemodel "UnknownModelName" "lod4_UnknownModelName"
    }
    $lod 55
     {
      replacemodel "UnknownModelName" "lod5_UnknownModelName"
    }
    $shadowlod
    {
      replacemodel "UnknownModelName" "lod6_UnknownModelName"
    }
    $model "grenades" "cascabeles_pyro.smd"
    $lod 11
     {
      replacemodel "grenades_bodygroup.dmx" "lod1_grenades_bodygroup.dmx"
    }
    $lod 22
     {
      replacemodel "grenades_bodygroup.dmx" "lod2_grenades_bodygroup.dmx"
    }
    $lod 33
     {
      replacemodel "grenades_bodygroup.dmx" "lod3_grenades_bodygroup.dmx"
    }
    $lod 44
     {
      replacemodel "grenades_bodygroup.dmx" "lod4_grenades_bodygroup.dmx"
    }
    $lod 55
     {
      replacemodel "grenades_bodygroup.dmx" "lod5_grenades_bodygroup.dmx"
    }
    $shadowlod
    {
      replacemodel "grenades_bodygroup.dmx" "lod6_grenades_bodygroup.dmx"
    }
    $model "grenades" "UnknownModelName.smd"
    $lod 11
     {
      replacemodel "UnknownModelName" "lod1_UnknownModelName"
    }
    $lod 22
     {
      replacemodel "UnknownModelName" "lod2_UnknownModelName"
    }
    $lod 33
     {
      replacemodel "UnknownModelName" "lod3_UnknownModelName"
    }
    $lod 44
     {
      replacemodel "UnknownModelName" "lod4_UnknownModelName"
    }
    $lod 55
     {
      replacemodel "UnknownModelName" "lod5_UnknownModelName"
    }
    $shadowlod
    {
      replacemodel "UnknownModelName" "lod6_UnknownModelName"
    }
    $poseparameter body_pitch -45.00 45.00 360.00
    $poseparameter body_yaw -45.00 45.00 360.00
    $cdmaterials "models\player\pyro\"
    $cdmaterials "models\effects\pyro\"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
    	{"models/player/pyro/pyro_red.vmt"
     "pilotlight.vmt"
    }
     	{"pyro_blue.vmt"
     "pilotlight.vmt"
    }
     	{"pyro_red_invun.vmt"
     "pilotlight.vmt"
    }
     	{"pyro_blue_invun.vmt"
     "pilotlight.vmt"
    }
     }
    // Model uses material "models/player/pyro/pyro_red.vmt"
    // Model uses material "pilotlight.vmt"
    // Model uses material "pyro_blue.vmt"
    // Model uses material "pyro_red_invun.vmt"
    // Model uses material "pyro_blue_invun.vmt"
    $attachment "head" "bip_head" -0.00 -9.18 1.47 rotate 68.17 -90.00 -0.00
    $attachment "weapon_bone_L" "weapon_bone_L" 0.00 0.00 0.00 rotate -0.00 -0.00 -0.00
    $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 0.00
    $attachment "weapon_bone_1" "weapon_bone_1" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
    $attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
    $attachment "weapon_bone_3" "weapon_bone_3" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
    $attachment "weapon_bone_4" "weapon_bone_4" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00
    $attachment "flag" "bip_spine_2" -0.65 6.91 9.17 rotate -2.51 -2.14 -14.44
    $attachment "partyhat" "bip_head" 0.00 -7.68 1.47 rotate 68.00 -90.00 0.00
    $includemodel "player/pyro_animations.mdl"
    $surfaceprop "flesh"
    $illumposition -1.373 0.000 39.689
    $sequence ref "ref" fps 30.00
    $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00
    $ikchain rhand bip_hand_R knee  0.000 0.000 0.000
    $ikchain lhand bip_hand_L knee  0.000 0.000 0.000
    $ikchain rfoot bip_foot_R knee  0.000 0.000 0.000
    $ikchain lfoot bip_foot_L knee  0.000 0.000 0.000
    $collisionjoints "phymodel.smd" {
    
    	$mass 100.0
    	$inertia 10.00
    	$damping 0.00
    	$rotdamping 8.00
    	$rootbone "bip_pelvis"
    	$jointrotdamping "bip_pelvis" 0.00
    
    	$jointrotdamping "bip_hip_r" 4.00
    	$jointconstrain "bip_hip_r" x limit -12.00 12.00 0.00
    	$jointconstrain "bip_hip_r" y limit -79.00 50.00 0.00
    	$jointconstrain "bip_hip_r" z limit -60.00 20.00 0.00
    
    	$jointmassbias "bip_knee_r" 1.10
    	$jointrotdamping "bip_knee_r" 6.00
    	$jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00
    	$jointconstrain "bip_knee_r" y limit -15.00 100.00 0.00
    	$jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00
    
    	$jointmassbias "bip_hip_l" 0.80
    	$jointrotdamping "bip_hip_l" 4.00
    	$jointconstrain "bip_hip_l" x limit -12.00 12.00 0.00
    	$jointconstrain "bip_hip_l" y limit -79.00 50.00 0.00
    	$jointconstrain "bip_hip_l" z limit -60.00 20.00 0.00
    
    	$jointmassbias "bip_knee_l" 1.30
    	$jointrotdamping "bip_knee_l" 9.00
    	$jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00
    	$jointconstrain "bip_knee_l" y limit 0.00 0.00 0.00
    	$jointconstrain "bip_knee_l" z limit -100.00 15.00 0.00
    
    	$jointmassbias "bip_foot_l" 0.75
    	$jointrotdamping "bip_foot_l" 7.00
    	$jointconstrain "bip_foot_l" x limit -10.00 22.00 0.00
    	$jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00
    	$jointconstrain "bip_foot_l" z limit -17.00 24.00 0.00
    
    	$jointmassbias "bip_spine_0" 1.60
    	$jointrotdamping "bip_spine_0" 12.00
    	$jointconstrain "bip_spine_0" x limit -46.00 40.00 0.00
    	$jointconstrain "bip_spine_0" y limit -30.00 30.00 0.00
    	$jointconstrain "bip_spine_0" z limit -30.00 30.00 0.00
    
    	$jointmassbias "bip_upperarm_r" 1.20
    	$jointrotdamping "bip_upperarm_r" 16.00
    	$jointconstrain "bip_upperarm_r" x limit -50.00 40.00 0.00
    	$jointconstrain "bip_upperarm_r" y limit -32.00 55.00 0.00
    	$jointconstrain "bip_upperarm_r" z limit -80.00 25.00 0.00
    
    	$jointmassbias "bip_lowerarm_r" 2.00
    	$jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00
    	$jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00
    	$jointconstrain "bip_lowerarm_r" z limit -120.00 -6.00 0.00
    
    	$jointmassbias "bip_upperarm_l" 0.90
    	$jointrotdamping "bip_upperarm_l" 16.00
    	$jointconstrain "bip_upperarm_l" x limit -40.00 50.00 0.00
    	$jointconstrain "bip_upperarm_l" y limit -55.00 32.00 0.00
    	$jointconstrain "bip_upperarm_l" z limit -80.00 25.00 0.00
    
    	$jointmassbias "bip_lowerarm_l" 1.90
    	$jointrotdamping "bip_lowerarm_l" 7.00
    	$jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00
    	$jointconstrain "bip_lowerarm_l" y limit 0.00 0.00 0.00
    	$jointconstrain "bip_lowerarm_l" z limit -120.00 -6.00 0.00
    
    	$jointmassbias "bip_hand_l" 0.70
    	$jointconstrain "bip_hand_l" x limit -30.00 37.00 0.00
    	$jointconstrain "bip_hand_l" y limit -25.00 25.00 0.00
    	$jointconstrain "bip_hand_l" z limit -20.00 35.00 0.00
    
    	$jointmassbias "bip_head" 1.50
    	$jointconstrain "bip_head" x limit -50.00 30.00 0.00
    	$jointconstrain "bip_head" y limit -45.00 45.00 0.00
    	$jointconstrain "bip_head" z limit -36.00 40.00 0.00
    
    	$jointmassbias "bip_hand_r" 0.60
    	$jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00
    	$jointconstrain "bip_hand_r" y limit -25.00 25.00 0.00
    	$jointconstrain "bip_hand_r" z limit -35.00 20.00 0.00
    
    	$jointmassbias "bip_foot_r" 0.75
    	$jointrotdamping "bip_foot_r" 7.00
    	$jointconstrain "bip_foot_r" x limit -35.00 50.00 0.00
    	$jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00
    	$jointconstrain "bip_foot_r" z limit -32.00 32.00 0.00
    }
    $collisiontext {
    	break { "model" "player\gibs\pyrogib008" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib001" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib004" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib006" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib002" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib005" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib003" "health" "0" "fadetime" "10"}
    	break { "model" "player\gibs\pyrogib007" "health" "0" "fadetime" "10"}
    }
    I only modified the "granade_bodygroup" thing. Itīs that wrong?

    EDIT: OK, ONCE I GET MY ANSWER I WILL KILL THE "LONG POST MONSTER" SO IT RETURNS TO THE DEPTHS OF HELL
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  32. Post #15272
    Skizot's Avatar
    August 2009
    506 Posts
    you are using the .qc for the ENTIRE pyro?

    why not look at the stockbrokers scarfs .qc? it will be what you need.
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  33. Post #15273

    October 2011
    42 Posts
    QC. file "pyro.qc" (itīs the qc. you get when decompiling "pyro.mdl" with a samll change):



    I only modified the "granade_bodygroup" thing. Itīs that wrong?

    EDIT: OK, ONCE I GET MY ANSWER I WILL KILL THE "LONG POST MONSTER" SO IT RETURNS TO THE DEPTHS OF HELL
    what error do you get?

    edit: ninja'd -

    you are using the .qc for the ENTIRE pyro?

    why not look at the stockbrokers scarfs .qc? it will be what you need.
    i think maybe hes trying to do a model replacement but that maybe doesnt make sense.

    Petachepas are you trying to make a misc item or a replacement model for the pyro with bells instead of nades?
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  34. Post #15274
    Gold Member
    Fire's Avatar
    October 2005
    1,520 Posts
    QC. file "pyro.qc" (itīs the qc. you get when decompiling "pyro.mdl" with a samll change):



    I only modified the "granade_bodygroup" thing. Itīs that wrong?

    EDIT: OK, ONCE I GET MY ANSWER I WILL KILL THE "LONG POST MONSTER" SO IT RETURNS TO THE DEPTHS OF HELL
    Can you not use code tags instead? Don't those scroll?
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  35. Post #15275
    Petachepas's Avatar
    April 2011
    2,615 Posts
    what error do you get?
    it is in my post posted before that post

    Edited:

    you are using the .qc for the ENTIRE pyro?

    why not look at the stockbrokers scarfs .qc? it will be what you need.
    Thanks, i will try!

    Edited:

    what error do you get?

    edit: ninja'd -



    i think maybe hes trying to do a model replacement but that maybe doesnt make sense.

    Petachepas are you trying to make a misc item or a replacement model for the pyro with bells instead of nades?
    sight... misc item... =(. So i should replace a misc item, but maybe it doesnīt have the same bones i need for the nades, and the nades will be still there. How can i do that?
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  36. Post #15276

    October 2011
    42 Posts
    it is in my post posted before that post

    Edited:



    Thanks, i will try!

    Edited:



    sight... misc item... =(. So i should replace a misc item, but maybe it doesnīt have the same bones i need for the nades, and the nades will be still there. How can i do that?
    first off your error is here:

    replacemodel "pyro_reference.dmx" "lod1_pyro_reference.dmx"
    but your using the model "pyro_reference.dmx.smd" - note the file extension difference.

    but since your trying for a misc, the only thing i believe you can do is make a replacement for the stockbrokers scarf - because i dont know of any way to make any mdl force parts of the original model/bodygroup to disapear without in game code - in other words, the closest you can get is A: replace a model valve already has, like the stockbroker scarf and the mask, or B: in itemtest you can make some items disapear via bodygroup by using F7 to spawn bots and checking what needs to disapear when adding the mdl - but i dont think the nades are on there.
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  37. Post #15277
    kibbleknight's Avatar
    November 2010
    2,568 Posts


    my old hat, probably gonna submit it and the beard.i have fixed the stretching at the bottom already, and it's completely textured.



    the beard, in case anyone was wondering, looks great with other hats!
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  38. Post #15278
    Skizot's Avatar
    August 2009
    506 Posts
    empty quote?
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  39. Post #15279
    Petachepas's Avatar
    April 2011
    2,615 Posts
    first off your error is here:

    replacemodel "pyro_reference.dmx" "lod1_pyro_reference.dmx"
    but your using the model "pyro_reference.dmx.smd" - note the file extension difference.

    but since your trying for a misc, the only thing i believe you can do is make a replacement for the stockbrokers scarf - because i dont know of any way to make any mdl force parts of the original model/bodygroup to disapear without in game code - in other words, the closest you can get is A: replace a model valve already has, like the stockbroker scarf and the mask, or B: in itemtest you can make some items disapear via bodygroup by using F7 to spawn bots and checking what needs to disapear when adding the mdl - but i dont think the nades are on there.
    Ok, so i replace a the foster, for example, that has the entire skeleton. I modify the foster qc file. But the granades will be still there. How can i make them disappear when you equip the foster (my model), so it doesnīt collide?
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  40. Post #15280
    mnyfrsh's Avatar
    December 2010
    1,514 Posts
    Late response, but oh man - that was the second skin (and second mod) that I ever made for TF2. Dang, the memories.
    Okay that looks better than I remembered.
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