Fixing emp_midbridge error bushes

Discussion in 'Community Requests' started by wealthysoup, Mar 3, 2014.

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  1. Misfire

    Misfire Always Lost

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    New map details in your latest video are great Silk. We'll get a bunch of folks to play this map if I have to bribe them to do it. ^^
     
  2. Misfire

    Misfire Always Lost

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    This part took me a couple weeks of my spare time to work out. Let's see if it pays off for you.....


    Here's my command line for model compiling. Notice I have it calling the app from the team fortress folder. (because what they tell you to use DOESN'T WORK, gui has been broken a long time)

    "c:\program files\steam\steamapps\common\team fortress 2\bin\studiomdl.exe" -nop4 -r -game "C:\Program Files\Steam\SteamApps\common\Empires\empires" -notxbox C:\_Catch\EmpiresJunk\QC\tankbarricade_2c_lg_col.qc


    And here's how I've written my .qc file.

    Code:
    $scale .78
    $modelname	"misfire\tankbarricade_triangle_2c_lg.mdl"
    $cdmaterials	"misfire"
    $body tankbarricade "C:\_Catch\EmpiresJunk\SMD_BlenderExports\tankbarricade_triangle_2c_lg.smd"
    $texturegroup skinfamilies
    {
        { "tankbarricade_triangle_2c_lg0" }
        { "tankbarricade_triangle_2c_lg1" }
        { "tankbarricade_triangle_2c_lg2" }
        { "tankbarricade_triangle_2c_lg3" }
        { "tankbarricade_triangle_2c_lg4" }
    }
    
    $staticprop
    $surfaceprop	combine_metal
    $sequence idle	"C:\_Catch\EmpiresJunk\SMD_BlenderExports\tankbarricade_triangle_2c_lg.smd" // no animation wanted, so re-using the reference mesh
    $collisionmodel	"C:\_Catch\EmpiresJunk\SMD_BlenderExports\tankbarricade_triangle_2c_lg-phy.smd" { $concave } 

    As long as you have all the bits in the proper folders, you will get a model. Getting the texture on it, is another chapter.
     
    Last edited: Mar 9, 2014
  3. flasche

    flasche Member Staff Member Moderator

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    sigh - ill start to dl tf2 then, thanks a lot in the meanwhile.

    btw you could do a batch file with %1 instead of the filename and drag the .qc files on it. its no gui, but easier then typing.

    create a <whateverfilename>.bat file, rightclick edit, post below command (i only switched the filename for %1, so it should be working for you)
    Code:
    "c:\program files\steam\steamapps\common\team fortress 2\bin\studiomdl.exe" -nop4 -r -game "C:\Program Files\Steam\SteamApps\common\Empires\empires" -notxbox %1
    
    now you can drag and drop .qc files onto the batch file for compilation ;)
     
    Last edited: Mar 9, 2014
  4. flasche

    flasche Member Staff Member Moderator

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    actually all you have to do is set the engine path to the team fortress 2 one in blender, rest is like in any tutorial.

    [​IMG]

    also trickster because you asked about hlmv, the tf2 one works.

    [​IMG]

    can someone test if its working correctly? hammer isnt and i cba to fiddle around with it too now ...
    https://dl.dropboxusercontent.com/u/331067/empires/BlenderStuff/small_plant_001.7z

    (btw the original texture was a png no tga)
     
    Last edited: Mar 9, 2014
  5. f1r3w4rr10r

    f1r3w4rr10r Modeler

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    While .png might work fine for now, my own experience shows that .tga works a lot better in places where you need texture transparency. Otherwise .png is totally fine.
     
  6. Misfire

    Misfire Always Lost

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    Always a good tip. I've used that one before.

    Yeah, I did the same. Gave you the basics, I knew you'd work out the rest smart guy. :D

    Handy too when you build your collision model on a second layer. Hit export in blender and just decide which bit gets built.
    You can also set blender to launch the model viewer to if you want.
     
  7. Misfire

    Misfire Always Lost

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    Plant and texture look fine. Just need to adjust your scale.
    In blender I changed my grid size from 1 to 10. It gets your object size closer to real size. ("$scale" 1.0) Blender grid scale somewhere between 10-11 probably accurate, but you can always adjust the scale size in your .qc setting.

    Here they are near the base of a barricade. Sand whiskers. :)

    [​IMG]
     
    Last edited: Mar 9, 2014
  8. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Those look cool though, keep thus model and make a bigger one instead :p
     
  9. flasche

    flasche Member Staff Member Moderator

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    thanks, will compile a new one tomorrow, how much bigger? 3x, 4x, more?
     
  10. Misfire

    Misfire Always Lost

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    I went to x10 to match "life size" and why I said to change blender grid size from 1 to 10. This is based on what I saw when I imported actual size models in to blender from my other cad software. x10-11 put them back to proper scale. Based on the hammer picture and knowing my barricade base is about 8" high, that makes your plant look about 1-1.5" tall with your current settings.
     
  11. wealthysoup

    wealthysoup Lead Tester

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    Any progress on this? Looking like 2.5 will be pushed out soon so if the bushes could be fixed on midbridge before that then that would be great
     
  12. flasche

    flasche Member Staff Member Moderator

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  13. Misfire

    Misfire Always Lost

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    Looks darn good to me. Just what that dingy barricade needed, some greenery.

    [​IMG]


    Sorry I haven't added more lately. I've been swamped with work, and unfortunately it'll stay that way for at least another week or more. :p
     
  14. flasche

    flasche Member Staff Member Moderator

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    isnt that still a bit small?
     
  15. Misfire

    Misfire Always Lost

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    Depends on what you're after. That's about 10-12" high. For ground decoration/clutter, seems fine to me. If it needs be be more like the size of a bush or small tree, then yes would need to be ~3 times bigger that that.

    Maybe to get a better idea of scale, go to the scene settings in blender and under "units" change the grid reference from "none" (blender units) to metric or imperial instead. Might help scale things more to what they actually will be in-game. That barricade is about 2.25 meters high.
     
  16. Candles

    Candles CAPTAIN CANDLES, DUN DUN DUN, DUN DUN DUN DUN.

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    I'm like so lost on what this thread has to do with fixing Midbridge.

    But it's all good, I just fixed it with a hex editor. Just had to modify the model file.
     
  17. wealthysoup

    wealthysoup Lead Tester

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    I'm glad I wasn't the only one lol
     
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