Difference between revisions of "Team Fortress Wiki:3D Models"

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{{Help navbar}}
 
The '''3D Models''' project's goal is to construct pseudo-3D images of the weapons in ''Team Fortress 2'' that can be freely rotated.
 
The '''3D Models''' project's goal is to construct pseudo-3D images of the weapons in ''Team Fortress 2'' that can be freely rotated.
  
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== Requirements ==
 
== Requirements ==
*[https://github.com/jbzdarkid/3D-Models-automaton/archive/master.zip A copy of the automation repository]
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* [https://www.microsoft.com/windows Windows]
*[http://www.python.org/downloads/ Python] 2.6+
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* [https://store.steampowered.com/app/440/Team_Fortress_2 TF2]
*[https://pypi.python.org/pypi/pip pip Package installer]
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* HLMV (included as a part of TF2)
**<code>pip install pillow</code> - Python Imaging Library aka PIL
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** (optionally) [[vdc:Half-Life Model Viewer++|HLMV++]]
**<code>pip install pypiwin32</code> - PyWin for mouse clicks and window manipulation
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* [https://www.python.org/downloads/release/python-379 Python 3.7.9]
**<code>pip install numpy</code> - NumPy for image cropping
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* [https://github.com/jbzdarkid/3D-Models-automaton/releases/latest/download/3D-Models-automation.zip A copy of the automaton repository]
**<code>pip install wikitools</code> - WikiTools for uploading, available for Python 2.x only
 
**<code>pip install poster</code> - Poster for uploading, optional, available for Python 2.x only
 
*Visual C++ Compiler for Python 2.7 (only if you have troubles with pip)
 
  
 
== Initial setup ==
 
== Initial setup ==
 
=== Installation ===
 
=== Installation ===
* Install Python, Pip, and Visual C++ Compiler
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Please follow the latest instructions at [https://github.com/jbzdarkid/3D-Models-automaton#installation-steps the 3D-Models-automaton repo].
* Install pypiwin32, PIL, numpy, wikitools, and poster
 
* Download and save the automaton scripts to an easily accessible folder.
 
* Copy the entire <code>3DModels_BlackFirePlusBlackBackground</code> to <code>Steam\steamapps\common\Team Fortress 2\tf\custom\</code>
 
* Set up HLMV to produce the highest quality images possible by following the guide found [[Help:Model_Viewer#Setup|here]].
 
* Start up TF2 so that it maps your custom folders (for material overrides) and generates gameinfo.txt.
 
  
 
== Workflow ==
 
== Workflow ==
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== Uploading your image ==
 
== Uploading your image ==
* This should happen automatically. If it does not, ensure that you have poster installed via <code>pip install -U poster</code>.
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* This should happen automatically. If it does not, the script will save your image (and the template) to temp.jpg and temp.txt.
  
 
== Tips and debugging ==
 
== Tips and debugging ==
 
* You can set <code>vertical_rotations = 0</code> to generate the model with no tilting, or reduce the number of rotations with <code>number_of_images</code>.
 
* You can set <code>vertical_rotations = 0</code> to generate the model with no tilting, or reduce the number of rotations with <code>number_of_images</code>.
 
* You will find it '''much''' easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
 
* You will find it '''much''' easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
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* If the 3D image's starting position isn't centered, click the edit button on the 3D image file's page and change "startframe" to whichever frame number is the centered frame.
  
 
== Models repository ==
 
== Models repository ==
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== Weapons ==
 
== Weapons ==
 
=== Needed weapons ===
 
=== Needed weapons ===
 
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* None
'''All classes:'''
 
* Some way to load skins into HLMV
 
 
 
'''Scout Weapons:'''
 
* {{icon item|Batsaber|30px}} [[Batsaber]] (Low quality, handle has "white flecks")
 
 
 
'''Demoman Weapons:'''
 
* {{icon item|Stickybomb Launcher|30px}} [[Stickybomb Launcher|Stickybomb Launcher: Multiple Skins]]
 
 
 
'''Multiple Class Weapons:'''
 
* {{icon item|Duck Journal|30px}} [[Duck Journal]]
 
  
 
=== Finished weapons ===
 
=== Finished weapons ===
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* {{icon item|Postal Pummeler|30px}} [[Postal Pummeler]]
 
* {{icon item|Postal Pummeler|30px}} [[Postal Pummeler]]
 
* {{icon item|Powerjack|30px}} [[Powerjack]]
 
* {{icon item|Powerjack|30px}} [[Powerjack]]
* {{icon item|Power Up Canteen|30px}} [[Power Up Canteen]]
 
 
* {{icon item|Pretty Boy's Pocket Pistol|30px}} [[Pretty Boy's Pocket Pistol]]
 
* {{icon item|Pretty Boy's Pocket Pistol|30px}} [[Pretty Boy's Pocket Pistol]]
 
* {{icon item|Prinny Machete|30px}} [[Prinny Machete]]
 
* {{icon item|Prinny Machete|30px}} [[Prinny Machete]]
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* {{icon item|Your Eternal Reward|30px}} [[Your Eternal Reward]]
 
* {{icon item|Your Eternal Reward|30px}} [[Your Eternal Reward]]
 
}}
 
}}
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 +
== Action Slot Items ==
 +
=== Needed Action slot items ===
 +
 +
'''All Class Action Slot Items:'''
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* None
 +
 +
=== Finished Action slot items ===
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* {{icon item|Battery Canteens|30px}} [[Battery Canteens]]
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* {{icon item|Duck Journal|30px}} [[Duck Journal]]
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* {{icon item|Fancy Spellbook|30px}} [[Fancy Spellbook]]
 +
* {{icon item|Fireproof Secret Diary|30px}} [[Fireproof Secret Diary]]
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* {{icon item|Grappling Hook|30px}} [[Grappling Hook]]
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* {{icon item|Kritz or Treat Canteen|30px}} [[Kritz or Treat Canteen]]
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* {{icon item|Power Up Canteen|30px}} [[Power Up Canteen]]

Latest revision as of 06:25, 31 October 2024

The 3D Models project's goal is to construct pseudo-3D images of the weapons in Team Fortress 2 that can be freely rotated.

Example

https://wiki.teamfortress.com/w/images/6/6a/Detonator_RED_3D.jpg?2018072610024612838,280,233,3,0,193,111,56,152,110,115,146,109,175,194,106,266,153,106,367,147,105,472,194,84,608,155,83,762,146,80,924,194,63,1098,157,60,1295,145,57,1503,194,44,1705,161,40,1932,145,35,2173,195,29,2392,165,24,2635,147,19,2895,195,20,3123,171,14,3377,151,7,3646,196,17,3872,177,11,4122,154,4,4386,198,22,4597,182,16,4829,159,9,5073,204,37,5255,188,31,5454,164,25,5663,210,61,5803,192,56,5955,168,51,6114,214,92,6203,195,89,6298,170,86,6396,215,114,6447,196,115,6497,172,115,6545,214,98,6633,195,95,6727,170,94,6825,210,78,6965,192,71,7116,168,68,7275,204,60,7457,188,49,7656,164,45,7865,198,46,8076,182,30,8308,159,25,8552,196,35,8778,177,17,9028,154,10,9292,195,31,9520,171,11,9774,151,2,10043,194,30,10263,165,12,10506,147,0,10766,194,33,10968,161,12,11195,145,2,11436,194,42,11610,157,21,11807,145,14,12015,194,58,12151,155,42,12306,146,35,12469,194,82,12560,153,72,12661,147,69https://wiki.teamfortress.com/w/images/3/36/Detonator_BLU_3D.jpg?2018072610042612842,280,232,3,0,193,111,56,153,110,114,146,110,173,194,106,264,154,106,365,146,105,470,194,84,607,155,82,761,146,80,923,194,62,1097,158,59,1294,145,56,1502,195,43,1704,162,39,1931,145,35,2172,195,28,2392,166,23,2635,148,18,2896,195,19,3125,171,14,3379,151,7,3649,196,17,3875,177,11,4125,154,4,4389,198,22,4600,182,16,4832,159,10,5076,203,37,5258,187,32,5457,164,25,5666,209,61,5806,191,57,5957,167,52,6116,213,92,6205,194,90,6299,170,87,6397,214,114,6448,195,114,6498,171,115,6546,213,98,6635,194,95,6729,170,93,6827,209,78,6967,191,70,7118,168,68,7277,203,60,7459,187,48,7658,164,44,7867,198,45,8078,182,30,8310,159,25,8554,196,35,8780,177,17,9030,154,10,9294,195,31,9523,171,11,9777,151,1,10047,195,30,10267,166,12,10510,148,0,10771,194,33,10973,162,12,11200,145,2,11441,194,42,11615,158,22,11812,145,14,12020,194,58,12157,155,42,12311,146,36,12473,194,82,12564,154,72,12665,146,69

Pictogram comment.png Note This is not for the faint of heart. It requires a bit of knowledge on how both VMTs and HLMV work, and a lot of time and patience since a lot of models will not be centered correctly by default, thus requiring plenty of tweaking to get them ready for the process.

Requirements

Initial setup

Installation

Please follow the latest instructions at the 3D-Models-automaton repo.

Workflow

Taking images

  • Open up the weapon in HLMV and ensure it rotates properly. There are three possible outcomes here:
    • The model will rotate around the bottom corner of the model. If so, you will need to make use of rotation_offset.
      • First, reset the model's position with Options → Center View.
      • Then, from cmd, navigate to the folder containing automate.py and run mem trans, noting the second value (the Y translation).
      • Back in HLMV, rotate the model so that it is facing right. Hold down ⇧ Shift and move the model sideways so that it is centered in the circle that appears.
      • Go back to cmd, and run mem trans again, once again noting the second value.
      • The difference between the current value and the initial value is the rotation_offset value to set in automate.py.
    • The model will rotate around the wrong plane or the model will not rotate around the vertical or horizontal center. If so, the model will need to be recompiled.
    • The model will rotate around the vertical and horizontal center of the model. If so, you are good to go.
  • Center the model using Options → Center View.
  • If the model does not face you directly when centered, it will need to be recompiled with a new rotation.
  • Zoom the model out so that it is as large as possible, but will not clip outside the viewer window when rotated or tilted.
  • If the light source produces a glare that interferes with the model, hold Ctrl and drag the light source around with the mouse until it is in a better position.
  • Run the script, from the command line. Navigate to the folder containing the scripts and type python automate.py.
  • After the image finishes rotating, switch back to the command line and follow the prompts to upload the file.

Team-colored models

  • This is now very simple, simply change this in HLMV (Model → Skin #), then re-run the script.

Models with other class arms/models blocking the view

  • If you wish to remove a model from the viewer (for example the Sniper's arms holding onto the view model Sniper Rifle), click on the Model tab in HLMV and find out which VMTs are being used for the model textures.
  • Extract the VMTs using GCFScape to the same path in your /custom/folder and open them up in a text editor.
  • Inside the "VertexLitGeneric" curly brackets add the line "$no_draw" "1". This will make this part of the model invisible in HLMV.

Recompiling models

  • First, check here to see if a model has already been recompiled.
  • Download and install Crowbar, GCFScape, and the Source SDK (Steam -> Library -> Tools)
  • Extract the model with GCFScape, decompile with Crowbar.
  • For the most part, adding $autocenter to the .qc file should do the trick. If not, try using $origin X Y Z. For more complex concerns, see Category:QC Commands on the Valve Developer Community.
  • Recompile the model with Crowbar. You should be good to go!

Uploading your image

  • This should happen automatically. If it does not, the script will save your image (and the template) to temp.jpg and temp.txt.

Tips and debugging

  • You can set vertical_rotations = 0 to generate the model with no tilting, or reduce the number of rotations with number_of_images.
  • You will find it much easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
  • If the 3D image's starting position isn't centered, click the edit button on the 3D image file's page and change "startframe" to whichever frame number is the centered frame.

Models repository

Weapons

Needed weapons

  • None

Finished weapons

Action Slot Items

Needed Action slot items

All Class Action Slot Items:

  • None

Finished Action slot items