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

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* Download and install [http://steamcommunity.com/groups/CrowbarTool Crowbar], [http://nemesis.thewavelength.net/index.php?p=25 GCFScape], and the Source SDK (Steam -> Library -> Tools)
 
* Download and install [http://steamcommunity.com/groups/CrowbarTool Crowbar], [http://nemesis.thewavelength.net/index.php?p=25 GCFScape], and the Source SDK (Steam -> Library -> Tools)
 
* Extract the model with GCFScape, decompile with Crowbar.
 
* Extract the model with GCFScape, decompile with Crowbar.
* For the most part, adding <code>$autocenter</code> to the .qc file should do the trick. If not, try using $origin X Y Z. For more complex concerns, see {{vdc|Category:QC Commands}}.
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* For the most part, adding <code>$autocenter</code> to the .qc file should do the trick. If not, try using <code>$origin X Y Z</code>. For more complex concerns, see {{vdc|Category:QC Commands}}.
 
* Recompile the model with Crowbar. You should be good to go!
 
* Recompile the model with Crowbar. You should be good to go!
  
 
== Uploading your image ==
 
== Uploading your image ==
* This should happen automatically. If it does not, ensure that you have poster installed via <code>pip install poster</code>.
+
* This should happen automatically. If it does not, ensure that you have poster installed via <code>pip install -U poster</code>.
  
 
== Tips and debugging ==
 
== Tips and debugging ==

Revision as of 16:50, 22 January 2017

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

  • Install Python, Pip, and Visual C++ Compiler
  • Install pypiwin32, PIL, numpy, wikitools, and poster
  • Download and save the automaton scripts to an easily accessible folder.
  • Extract the BlackFirePlusBlackBackground.zip file, and copy the contents to Steam\steamapps\common\Team Fortress 2\tf\custom\
  • Set up HLMV to produce the highest quality images possible by following the guide found here.
  • Start up TF2 so that it maps your custom folders (for material overrides) and generates gameinfo.txt.

Setting up automate.py

File:3D Tutorial HLMV Coordinates.png
HLMV screen where 1 is the location of fileButtonCoordinates, 2 is the location of optionsButtonCoordinates, and 3 is the boundary for imgCropBoundaries.
  • Open HLMV and maximize it.
  • Take a screenshot and paste it into an image viewer such as paint.NET or Adobe Photoshop.
  • Take note of the following pixel coordinates for your screen size.
    • imgCropBoundaries is the boundary of the window the model in HLMV is contained within. The format is;
      • [pixel distance of left boundary from left of screen, pixel distance of top boundary from top of screen, pixel distance of right boundary from left of screen, pixel distance of bottom boundary from top of screen]
      • You should leave a few pixels gap from the window edge.

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 rotationOffset.
      • Rotate the model so that it is facing left. Hold down ⇧ Shift and move the model sideways so that it is centered in the circle that appears.
      • Press F5 in HLMV, and then in regedit. Note the new 'y' Trans value. The difference between the current value and the initial value is the rotationOffset value.
    • 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, ensure that you have poster installed via pip install -U poster.

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.

Models repository

Weapons

Needed weapons

Scout Weapons:

Soldier Weapons:

Pyro Weapons:

Heavy Weapons:

Demoman Weapons:

Medic Weapons:

Sniper Weapons:

Spy Weapons:

Multiple Class Weapons:

Finished weapons