Difference between revisions of "Team Fortress Wiki talk:3D Models"
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::::: Whether or not it's flatter or you think it looks better doesn't really matter, the lighting isn't the same as HLMV's, and that would make it pretty inconsistent with other images. --[[User:Omolong|Omolong]] ([[User talk:Omolong|talk]]) 19:46, 27 August 2014 (PDT) | ::::: Whether or not it's flatter or you think it looks better doesn't really matter, the lighting isn't the same as HLMV's, and that would make it pretty inconsistent with other images. --[[User:Omolong|Omolong]] ([[User talk:Omolong|talk]]) 19:46, 27 August 2014 (PDT) | ||
:::::: While that's true, since this SFM method is so streamlined and easy to do, would it not be possible to simply slowly convert all of the main weapon images to this format as a test run? I could do a couple and present them in a cleaner fashion. Plus, doing this would mean the wiki images are more consistent with the actual lighting of the game. Also, [http://puu.sh/baWvx/3fc7eeb567.gif here's] another comparison from a better angle (HLMV doesn't seem to like head-on angles). [[User:Hero lief|Hero lief]] ([[User talk:Hero lief|talk]]) 19:57, 27 August 2014 (PDT) | :::::: While that's true, since this SFM method is so streamlined and easy to do, would it not be possible to simply slowly convert all of the main weapon images to this format as a test run? I could do a couple and present them in a cleaner fashion. Plus, doing this would mean the wiki images are more consistent with the actual lighting of the game. Also, [http://puu.sh/baWvx/3fc7eeb567.gif here's] another comparison from a better angle (HLMV doesn't seem to like head-on angles). [[User:Hero lief|Hero lief]] ([[User talk:Hero lief|talk]]) 19:57, 27 August 2014 (PDT) | ||
+ | ::::::: The current system for the 3D images works fine once its set up, it just takes a while. Additionally, people don't have to have SFM on their computer, they only need TF2 and then to download a few things that don't take up that much space. SFM, meanwhile, looks like it's a 15GB download (or at least, it takes up 15GB of space once downloaded), which isn't feasible for some people due to either limited hard drive space or limited downloads. The flat lighting of HLMV is preferable to actually show items and so on, as it gives a cleaner appearance of the item. It's hard to say that the lighting in SFM would be more like the game lighting, as there are many different environments for lighting. It's not just the 3D images that are done in HLMV either, all the paint images and infobox images are done in HLMV. Having one set of images done in SFM and all the other images done in HLMV would just make them look odd and inconsistent. And honestly, in that image you linked, the HLMV shot looks a lot cleaner and shows the details of the weapon easier, the SFM one makes it a lot darker, which makes it harder to see details on the darker areas. While that might not be a huge issue on weapons like the Detonator, it would look a lot worse on weapons that have dark textures, or have models that would mean that the lighting would make the details a lot harder to see. --[[User:Omolong|Omolong]] ([[User talk:Omolong|talk]]) 20:13, 27 August 2014 (PDT) |
Revision as of 03:13, 28 August 2014
Contents
- 1 Fashnek's Hats
- 2 List of finished weapons?
- 3 For moving
- 4 Portal 2 studiomdl
- 5 Instead of {{c|info}}...
- 6 Zoom?
- 7 Requirements
- 8 Sound
- 9 3D Hat Project
- 10 Error Code
- 11 Offset map syntax
- 12 The Holiday Punch - idle.smd fixed
- 13 Soda Popper needs redone
- 14 Adding the 3D Models for Hats
- 15 MONOCOLUS and Horseman needs a 3D Model too.
- 16 Code?
- 17 Link is down
- 18 Saving to computer?
- 19 New weapon configs
- 20 Botkiller Weapons
- 21 Error Code 2
- 22 Rotate template
- 23 Latest edit
- 24 Reserved Items
- 25 Trouble operating the script
- 26 Australium Variants
- 27 Help me, please
- 28 cosmetics
- 29 .kool's 3D Models
- 30 Compile co-ords
- 31 COM Calculator
- 32 New SFM method
Fashnek's Hats
Graphical versions moved: User:Fashnek/3D_Models
Sober Stuntsman
Magnanimous Monarch
Benefactor's Kanmuri
Humanitarian's Hachimaki
- File:User Fashnek Humanitarian's Hachimaki RED 3D.jpg
- File:User Fashnek Humanitarian's Hachimaki BLU 3D.jpg
El Jefe
Frontline Field Recorder
Ghastlier Gibus
Ghastlierest Gibus
Ghastly Gibus
Hero's Hachimaki
Tam O' Shanter
Mask of the Shaman
Mask of the Shaman
--Fashnek 11:40, 8 November 2011 (PST)
List of finished weapons?
How about you make a list below the required weapons list for the weapons, that have been completed? Freakie 08:21, 7 September 2011 (PDT)
- Well there's a list over here but I guess I could add them in later. —Moussekateer·talk 08:30, 7 September 2011 (PDT)
- Why not add the list at some point and then list to the list article itself as well? Freakie 08:59, 7 September 2011 (PDT)
For moving
Dalokohs: RED · BLU · RED bitten · Blu bitten
Steak: Normal · Bitten i-ghost 06:43, 9 September 2011 (PDT)
Alt Axtinguisher · Alt Ubersaw RED · Alt Ubersaw BLU · Fists i-ghost 06:20, 10 September 2011 (PDT)
- Done —Moussekateer·talk 09:17, 10 September 2011 (PDT)
Portal 2 studiomdl
If you have it, use it. It's much faster and more stable than the ep1 studiomdl. It's located in /common/portal 2/bin, so your studiocompiler should look like this. i-ghost 03:32, 2 October 2011 (PDT)
Instead of {{c|info}}...
I think instead of showing the Info icon with rollover popup text, it should show "Click and drag to rotate the image. More info." above the image, as to be more clear.-Rocket Ship BBQ 14:10, 2 October 2011 (PDT)
- I agree. Dragonsbrethren 17:38, 2 October 2011 (PDT)
Done – Epic Eric (T | C) 17:44, 2 October 2011 (PDT)
- I question the need for this at all. It's likely to confuse those who are new to the Wiki, and requires a lot of foreknowledge and setting up anyway so anyone who has the required software and such to use it will know how to already. I know it's handy to point out which items are ready for the 3D viewer but once they're all done it won't be necessary to remind people on every single page. » Cooper Kid (blether) • (contreebs) 16:47, 4 October 2011 (PDT)
- The text will be replaced by a more appropriate icon soon. —Moussekateer·talk 16:57, 4 October 2011 (PDT)
- I question the need for this at all. It's likely to confuse those who are new to the Wiki, and requires a lot of foreknowledge and setting up anyway so anyone who has the required software and such to use it will know how to already. I know it's handy to point out which items are ready for the 3D viewer but once they're all done it won't be necessary to remind people on every single page. » Cooper Kid (blether) • (contreebs) 16:47, 4 October 2011 (PDT)
Zoom?
Perhaps, clicking on the image should lead to either a larger, rotatable image, or a static image, like the old images. I find it frustrating being forced to look at the weapon at that size. -Rocket Ship BBQ 15:37, 9 October 2011 (PDT)
- I'm afraid the images wouldn't look that great larger, because they're jpegs generated for that size. The old static weapon images will be added to the galleries when I can get around to it... —Moussekateer·talk 15:40, 9 October 2011 (PDT)
Requirements
What are the exact requirements for viewing the finished immages? The computers in the lab I moniter seemingly meet and fail the requirements at random. Eligitine 08:39, 13 October 2011 (PDT)
- You just need a modern browser with javascript enabled. If it fails the infobox should fall back to a static image. —Moussekateer·talk 10:56, 13 October 2011 (PDT)
Sound
Would it be possible to add a weapon sound feature in the future? Rolandius 06:11, 15 October 2011 (PDT)
- As in the various sounds that the weapon can make? This was discussed in-depth a while ago, we came to the consensus that:
- it was unnecessary as the weapon demonstration offers the same functionality
- the Wiki is not a database or a clone of the GCFs which are available to every TF2 player. We filter information so only that which is 'useful' is on the wiki.
- This isn't the right place to discuss it at any rate. i-ghost 06:19, 15 October 2011 (PDT)
3D Hat Project
I just looked at the first hat finished for the 3D Models project, and I have to say that I'm not really sure this is how it should be done. The hat alone doesn't give you a good idea of how it would look on the Heavy. Considering that hats are purely cosmetic, an accurate visual example of how it looks in-game is pretty important.
Before the project goes forward any further, I think that hats and misc items should be shown in these 3D boxes as they appear in-game; on the characters. I'm not sure how much extra work it would take to do this, but seeing as the wiki has always put quality before ease I think it should at the very least be considered. FlotsamX 01:33, 16 October 2011 (PDT)
- Oh I agree, the 3D hats won't be replacing the current 2D images. We have something else in mind. —Moussekateer·talk 12:40, 17 October 2011 (PDT)
- Curiosity killed the cat: What is that "something else"? :P —Rocket Ship BBQ talk • contribs 19:18, 17 October 2011 (PDT)
- A hat painting studio of sorts, the exact format of which hasn't been determined yet. —Moussekateer·talk 19:24, 17 October 2011 (PDT)
- So, any progress on that hat painting studio? Upgrade 02:47, 28 February 2012 (PST)
- A hat painting studio of sorts, the exact format of which hasn't been determined yet. —Moussekateer·talk 19:24, 17 October 2011 (PDT)
- Curiosity killed the cat: What is that "something else"? :P —Rocket Ship BBQ talk • contribs 19:18, 17 October 2011 (PDT)
Error Code
Been troubleshooting this error for a while, anyone know what's going on?
C:\Wiki Stuff\Moussekateer-3D-Models-automaton-f91e4e4>python automate.py
Error compiling Cython file:
------------------------------------------------------------
...
PyObject* base
# Note: This syntax (function definition in pxd files) is an
# experimental exception made for __getbuffer__ and __releasebuffer__
# -- the details of this may change.
def __getbuffer__(ndarray self, Py_buffer* info, int flags):
^
------------------------------------------------------------
C:\Python26\lib\site-packages\Cython\Includes\numpy.pxd:190:8: Compiler crash in
AnalyseExpressionsTransform
ModuleNode.body = StatListNode(numpy.pxd:17:0)
StatListNode.stats[6] = StatListNode(numpy.pxd:28:5)
StatListNode.stats[0] = CDefExternNode(numpy.pxd:28:5,
include_file = u'numpy/arrayobject.h')
CDefExternNode.body = StatListNode(numpy.pxd:29:4)
StatListNode.stats[6] = CClassDefNode(numpy.pxd:174:4,
as_name = u'ndarray',
class_name = u'ndarray',
in_pxd = True,
module_name = u'numpy',
objstruct_name = u'PyArrayObject',
typedef_flag = 1,
visibility = u'extern')
CClassDefNode.body = StatListNode(numpy.pxd:175:8)
StatListNode.stats[1] = StatListNode(numpy.pxd:190:8)
StatListNode.stats[0] = DefNode(numpy.pxd:190:8,
modifiers = [...]/0,
name = u'__getbuffer__',
num_required_args = 3,
reqd_kw_flags_cname = '0',
used = True)
Compiler crash traceback from this point on:
File "Visitor.py", line 173, in Cython.Compiler.Visitor.TreeVisitor._visitchil
d (Cython\Compiler\Visitor.c:3558)
File "C:\Python26\lib\site-packages\Cython\Compiler\ParseTreeTransforms.py", l
ine 1620, in visit_FuncDefNode
node.body.analyse_expressions(node.local_scope)
File "C:\Python26\lib\site-packages\Cython\Compiler\Nodes.py", line 337, in an
alyse_expressions
stat.analyse_expressions(env)
File "C:\Python26\lib\site-packages\Cython\Compiler\Nodes.py", line 4401, in a
nalyse_expressions
if_clause.analyse_expressions(env)
File "C:\Python26\lib\site-packages\Cython\Compiler\Nodes.py", line 4442, in a
nalyse_expressions
self.condition.analyse_temp_boolean_expression(env)
File "C:\Python26\lib\site-packages\Cython\Compiler\ExprNodes.py", line 348, i
n analyse_temp_boolean_expression
self.analyse_types(env)
File "C:\Python26\lib\site-packages\Cython\Compiler\ExprNodes.py", line 7148,
in analyse_types
self.operand1.analyse_types(env)
File "C:\Python26\lib\site-packages\Cython\Compiler\ExprNodes.py", line 5854,
in analyse_types
self.check_type()
AttributeError: 'SizeofVarNode' object has no attribute 'check_type'
_imgpie.c
C:\Users\Soverign/.pyxbld\temp.win32-2.6\Release\pyrex\_imgpie.c(1) : fatal erro
r C1189: #error : Do not use this file, it is the result of a failed Cython com
pilation.
Traceback (most recent call last):
File "automate.py", line 1, in <module>
import mouse, Image, ImageGrab, os, subprocess, math, imgpie, threading
File "C:\Wiki Stuff\Moussekateer-3D-Models-automaton-f91e4e4\imgpie.py", line
9, in <module>
from _imgpie import *
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 335, in load
_module
self.pyxbuild_dir)
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 189, in load
_module
traceback.format_exception_only(*sys.exc_info()[:2])),None,sys.exc_info()[2]
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 183, in load
_module
so_path = build_module(name, pyxfilename, pyxbuild_dir)
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 167, in buil
d_module
reload_support=pyxargs.reload_support)
File "C:\Python26\lib\site-packages\pyximport\pyxbuild.py", line 85, in pyx_to
_dll
dist.run_commands()
File "C:\Python26\lib\distutils\dist.py", line 975, in run_commands
self.run_command(cmd)
File "C:\Python26\lib\distutils\dist.py", line 995, in run_command
cmd_obj.run()
File "C:\Python26\lib\site-packages\Cython\Distutils\build_ext.py", line 135,
in run
_build_ext.build_ext.run(self)
File "C:\Python26\lib\distutils\command\build_ext.py", line 340, in run
self.build_extensions()
File "C:\Python26\lib\site-packages\Cython\Distutils\build_ext.py", line 143,
in build_extensions
self.build_extension(ext)
File "C:\Python26\lib\distutils\command\build_ext.py", line 499, in build_exte
nsion
depends=ext.depends)
File "C:\Python26\lib\distutils\msvc9compiler.py", line 533, in compile
raise CompileError(msg)
ImportError: Building module failed: ['CompileError: command \'"C:\\Program File
s (x86)\\Microsoft Visual Studio 9.0\\VC\\BIN\\cl.exe"\' failed with exit status
2\n']
C:\Wiki Stuff\Moussekateer-3D-Models-automaton-f91e4e4>
Aubron 12:34, 17 October 2011 (PDT)
- Please try to download the script ready python folder linked on the project page at the top. Some people have been having the same issue you described. Extract the Python folder somewhere and run the script as so:
C:\<patchtopythonfolder>\python automatebeta.py
—Moussekateer·talk 12:40, 17 October 2011 (PDT)
Alright, that solved the problem, but my final render came out pretty rough. Any ideas what would cause the distortion? http://wiki.teamfortress.com/wiki/File:User_Aubron_Test_3D.jpg Aubron 14:05, 17 October 2011 (PDT)
- If the hat doesn't look like that in HLMV then it's probably the script being too fast for your computer. Look for the lines
mouse.sleep(0.1)
in the script and change that number to a larger value. —Moussekateer·talk 14:20, 17 October 2011 (PDT)
- The hat doesn't look like that, but it has a jigglebone that jiggles when the file is opened, something I thought might be the problem. Is there any way to disable that? Thanks for all the help. Aubron 14:58, 17 October 2011 (PDT)
I guess it's possible to open the model in a 3D modelling program, remove the bone, remove everything related to it in the QC, recompile, and shoot the 3D pics.Or what Mousse said below. – Epic Eric (T | C) 15:02, 17 October 2011 (PDT)- Ah then that would be the problem. As you'll notice the model doesn't vertical/horizontal rotate around the center of the hat. You should read the guide on recompiling the models so that they're centered on the project page. One sideeffect of recompiling them is that the jigglebones will be removed. —Moussekateer·talk 15:03, 17 October 2011 (PDT)
Offset map syntax
What's syntax of offset maps? SiPlus 03:34, 28 October 2011 (PDT)
The Holiday Punch - idle.smd fixed
Hi y'all. I was going to try and give 3D image-making a shot. I got pretty far and had everything set up for the process, but Python didn't want to cooperate. It was throwing me syntax errors, and i sat for 3 hours straight and looked for solutions.
Anyways, here's to someone more expereienced; a fixed idle.smd with the pose all set, plus the rest of the decompiled stuff. [1]
Soda Popper needs redone
New model and textures... but you already knew that, right? » Cooper Kid (blether) • (contreebs) 17:44, 9 February 2012 (PST)
Adding the 3D Models for Hats
I see that Fashnek is raring to go with several hats already under his belt. Is there a holdup with adding them to the pages or are we waiting for all the hats to be finished before adding them? --Upgrade 01:00, 17 February 2012 (PST) #3D Hat Project I believe they want to make a painting template. So we need to wait. Atlas
MONOCOLUS and Horseman needs a 3D Model too.
All the classes got one, I think Halloween NPCs need one too. Atlas 13:52, 4 May 2012 (PDT)
Code?
I want to put a 3D picture of a weapon on my website. Is there way to copy/paste the code onto thw website? Thanks. Gooball60 16:12, 5 June 2012 (PDT)
- You can find the relevant code here and in the 3d viewer templates. —Moussekateer·talk 16:17, 5 June 2012 (PDT)
- I'm confused (I'm kind of a noob at this :P) How do I get the 3d picture (the one on every weapon page) onto the website? And what does that code do? Gooball60 19:38, 5 June 2012 (PDT)
- The code is written with the wiki in mind, but it isn't too difficult to refactor it over. I don't think any of us have the time or inclination for this though, that would be something you need to figure out. —Moussekateer·talk 18:55, 6 June 2012 (PDT)
Link is down
The mediafire link for the preinstalled version of python is down, can someone who has the version please upload it to dropbox?
NeonHeights 10:10, 28 June 2012 (PDT)
- Uh oh, someone keel little link. I'll upload it again when I get home later. —Moussekateer·talk 10:14, 28 June 2012 (PDT)
Saving to computer?
I want to save a 3D weapon to my computer, but how do I do this so I can rotate it like on the wiki? It'd be cool to do so Xeoxer 02:26, 19 July 2012 (PDT)
- Please somebody answer!!! Xeoxer 08:18, 13 August 2012 (PDT)
- The 3D models make use of CSS and Javascript, so you won't be able to use them without a browser. You'd have to copy all the Javascript, wikicode and generate your own webpage. —Moussekateer·talk 08:46, 13 August 2012 (PDT)
New weapon configs
Scorch Shot File:User JerryPL Scorch Shot 1 3D.jpg:
- HLMVModelRegistryKey: 'models.weapons.c_models.c_scorch_shot.c_scorch_shot.mdl'
- rotationOffset: 7.000000
- initialTranslation: (59.797905, 0.000000, 1.081310)
Rainblower (done once, but still needs another redo):
- HLMVModelRegistryKey: 'models.weapons.c_models.c_rainblower.c_rainblower.mdl'
- rotationOffset: 28.000000
- initialTranslation: (215.001099, 0.000000, -2.824112)
- REDVMTFile: C:\Program Files (x86)\Steam\steamapps\xerox1710\team fortress 2\tf\materials\models\weapons\c_items\c_rainblower.vmt',
- BLUVMTFile: C:\Program Files (x86)\Steam\steamapps\xerox1710\team fortress 2\tf\materials\models\weapons\c_items\c_rainblower_blue.vmt',
Done Beggar's Bazooka (already in place):
- HLMVModelRegistryKey: 'models.weapons.c_models.c_dumpster_device.c_dumpster_device.mdl'
- rotationOffset: -10.000000
- initialTranslation: (120.935852, 0.000000, 4.499184)
! Hitman's Heatmaker File:JerryPL Hitman's Heatmaker 3D.jpg - it got screwed up but image & offset map are fine:
- HLMVModelRegistryKey: 'models.weapons.c_models.c_pro_rifle.c_pro_rifle.mdl'
- rotationOffset: -7.000000
- initialTranslation: (83.201904, 0.000000, 2.442438)
- The model isn't centered. If you rotate it 90 degrees (sideways) you can see this
Done Festive Scattergun (already in place) - see: Scattergun
! Festive Medi Gun (RED version - File:User JerryPL Medi Gun Festive RED 1 3D.jpg, BLU version - File:User JerryPL Medi Gun Festive BLU 3D.jpg - see: Medi Gun
- The model tilts the wrong way, should be opposite end
- No idea what causes that, the model was downloaded off the repository. I'll look into it, but I can't promise anything.
! Festive Sniper Rifle (BLU version - File:User JerryPL Sniper Rifle Festive BLU 3D.jpg, RED version - File:User JerryPL Sniper Rifle Festive RED 3D.jpg - see: Sniper Rifle
- Funky lighting, why is it all dark?
JerryPL Maggots! 10:34, 4 August 2012 (PDT)
- Update:
- Festive Sniper Rifle - Fixed here: File:User JerryPL Sniper Rifle Festive RED 1 3D.jpg, File:User JerryPL Sniper Rifle Festive BLU 1 3D.jpg
- Festive Medi Gun - No idea what causes that, the model was downloaded off the repository. I'll look into it, but I can't promise anything.
- Hitman's Heatmaker - It will need a model recompile, and I can't really figure it out myself. Someone will have to take this I guess.
- JerryPL Maggots! 10:08, 5 August 2012 (PDT)
- Festive Sniper Rifle is done but I still need the model name. Good job. Don't forget to poot the other model details when you post em. —Moussekateer·talk 14:39, 6 August 2012 (PDT)
- The Sniper Rifle model name is
models\weapons\w_models\w_sniperrifle.mdl
withmodels\player\items\sniper\xms_sniperrifle.mdl
in the Weapon slot. Everything else is as on the Weapons subpage. JerryPL Maggots! 04:55, 7 August 2012 (PDT) - Also, the Rainblower is done as well with settings given in the original entry. The files are located here RED version and BLU version. JerryPL Maggots! 06:03, 7 August 2012 (PDT)
- Done. —Moussekateer·talk 09:55, 7 August 2012 (PDT)
- The Sniper Rifle model name is
- Festive Sniper Rifle is done but I still need the model name. Good job. Don't forget to poot the other model details when you post em. —Moussekateer·talk 14:39, 6 August 2012 (PDT)
Botkiller Weapons
Should we give the Botkiller Weapons the same treatment as the Festive weapons? Madsser 08:04, 18 August 2012 (PDT)
- Yep yep. —Moussekateer·talk 15:25, 18 August 2012 (PDT)
Error Code 2
Every time I try and run automatebeta.py I receive the following error:
Traceback (most recent call last):
File "automatebeta.py", line 1, in <module>
import mouse, Image, os, subprocess, math, imgpie, threading, time
File "D:\STUFF\tf2\Moussekateer-3D-Models-automaton-adcf68f\imgpie.py", line 3, in <module>
from _imgpie import *
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 335, in load_module
self.pyxbuild_dir)
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 183, in load_module
so_path = build_module(name, pyxfilename, pyxbuild_dir)
File "C:\Python26\lib\site-packages\pyximport\pyximport.py", line 167, in build_module
reload_support=pyxargs.reload_support)
File "C:\Python26\lib\site-packages\pyximport\pyxbuild.py", line 85, in pyx_to_dll
dist.run_commands()
File "C:\PYTHON26\LIB\distutils\dist.py", line 975, in run_commands
self.run_command(cmd)
File "C:\PYTHON26\LIB\distutils\dist.py", line 995, in run_command
cmd_obj.run()
File "C:\Python26\lib\site-packages\Cython\Distutils\build_ext.py", line 135, in run
_build_ext.build_ext.run(self)
File "C:\PYTHON26\LIB\distutils\command\build_ext.py", line 340, in run
self.build_extensions()
File "C:\Python26\lib\site-packages\Cython\Distutils\build_ext.py", line 143, in build_extensio
self.build_extension(ext)
File "C:\PYTHON26\LIB\distutils\command\build_ext.py", line 499, in build_extension
depends=ext.depends)
File "C:\PYTHON26\LIB\distutils\msvc9compiler.py", line 449, in compile
self.initialize()
File "C:\PYTHON26\LIB\distutils\msvc9compiler.py", line 359, in initialize
vc_env = query_vcvarsall(VERSION, plat_spec)
File "C:\PYTHON26\LIB\distutils\msvc9compiler.py", line 251, in query_vcvarsall
raise DistutilsPlatformError("Unable to find vcvarsall.bat")
ImportError: Building module failed: ['DistutilsPlatformError: Unable to find vcvarsall.bat\n']
Skr3wz 16:03, 11 October 2012 (PDT)
- You need to have Visual C++ 2008 Express Edition with SP1 installed. —Moussekateer·talk 16:06, 11 October 2012 (PDT)
- So I installed visual c++ 2008 and then re-ran the program and everything was going fine until the end. I received the error:
Traceback (most recent call last):
File "automate.py", line 312, in <module>
initialTranslation=(56.494537, 0.000000, 1.646599)
File "automate.py", line 297, in automateDis
BlendingThread.waitForAll()
TypeError: unbound method waitForAll() must be called with BlendingThread instance as first argument (got nothing instead)
Skr3wz 17:00, 11 October 2012 (PDT)
Rotate template
Just a quick question, what's the status of the model selection template? I noticed a while ago that it's broken for the Bat (among others). Is it currently/actively being fixed by someone? --Org 07:49, 13 March 2013 (PDT)
Latest edit
Just a note to people who use this page: It should hopefully work, but it will be gone over by me or (maybe) Moussekateer to correct stuff. I need to speak to him about it, which will hopefully happen soon. --Omolong (talk) 18:49, 24 June 2013 (PDT)
Reserved Items
Should one person (Folkye) really be allowed reserve 19 items at once? — The preceding unsigned comment was added by Zach the Cat (talk) • (contribs)
- No, they shouldn't. I will remove their reservations for now. I wouldn't advise anyone to reserve multiple items until they're comfortable they can produce 3D models. —Moussekateer·talk 17:32, 7 September 2013 (PDT)
Trouble operating the script
I eventually got python to work after many google searches and such but: I don't see anything in automate.py about "item" or "name" much less "itemName". when I run the script HLMV closes itself, is that normal? at the end of the process some sort of error pops up. IOError: [Errno 2] No such file or directory: 'targetimages\\openhlmv.png' sorry if it's something obvious. I just don't understand this completely. Zach the Cat (talk) 08:09, 9 September 2013 (PDT)
- First off, make sure you're running automatebeta.py. As for all the information you need to enter, you'll find it here. You need to find the registry key for the item, along with other information. —Moussekateer·talk 11:20, 9 September 2013 (PDT)
Okay the instructions on this page didn't mention using automatebeta.py so I've was using automate.py....so bear with me. I put in the information as best as I could (not sure what to do for the sdk launcher). and got another error.
C:\Users\Zachary\Desktop\TF2 Wiki\3D Models\program files\3D-Models-automaton-ma ster>python automatebeta.py Folder name for created images: theapsap initialTranslation = (29.093202999999999, 0.0, 0.23489199999999999) initialRotation = (0.0, 0.0, 0.0) n = 0 xRot = -15, yRot = -180 Traceback (most recent call last): File "automatebeta.py", line 470, in <module> wikiPassword = 'lolno' File "automatebeta.py", line 274, in automateDis openHLMV(pathToHlmv) File "automatebeta.py", line 28, in openHLMV subprocess.Popen([pathToHlmv + os.sep + 'hlmv.exe'], stdout=subprocess.PIPE, stderr=subprocess.PIPE) File "C:\Users\Zachary\Desktop\TF2 Wiki\3D Models\program files\Python26clean - Copy\lib\subprocess.py", line 633, in __init__ errread, errwrite) File "C:\Users\Zachary\Desktop\TF2 Wiki\3D Models\program files\Python26clean - Copy\lib\subprocess.py", line 842, in _execute_child startupinfo) WindowsError: [Error 2] The system cannot find the file specified
This time it doesn't mention what file so now I'm even more lost. Zach the Cat (talk) 14:49, 9 September 2013 (PDT)
- It can't find hmlv.exe basically. Did you set the pathToHlmv variable to the folder path containing hlmv.exe? —Moussekateer·talk 14:37, 9 September 2013 (PDT)
Yes but I messed up somehow and placed "C:C:/Progr..." and as usual it closes hlmv.exe when I launch it. but this time it opened a png file I created with SFM that i had on my desktop, not sure why, got stuck with it clicking "File" then tabbing to the side. Zach the Cat (talk) 14:49, 9 September 2013 (PDT)
Australium Variants
Should the Australium variants, also, be part of the 3D model projects? Just curious to update it. KSquared 18:12, 18 December 2013 (PST)
Help me, please
Can anybody help? I made some pictures Golden Pan to create 3D model. How to unite them? Archive with pictures here. Max 324 (talk) 19:58, 23 February 2014 (PST)
cosmetics
I was just wondering, is there a reason why we don't have 3d models of the cosmetics? The first topic on this page has links to cosmetic pictures. Would it create some sort of format style in the pages or something? ClockworkSpirit2343
- I know there were plans for them a while ago, but as of right now the weapons are far enough behind that it's not reasonable to work on them now. Darkid (Talk | Contribs) 06:07, 24 February 2014 (PST)
.kool's 3D Models
Equalizer
.kool (talk) 11:40, 30 April 2014 (PDT)
- Needs to be recompiled with a different rotation. It should rotate around the middle of the model, not the bottom. Darkid (Talk | Contribs) 18:08, 4 July 2014 (PDT)
Compile co-ords
Hello, I was informed there was an issue with the minigun origin axis. I know how to edit this I just don't know how to find the origin axis that this project requires.
Here is an image showing where i have managed to get the axis to.
the axis used to be near the top of the minigun handle but i have tried to center it. Is there any resource for the co-ords required as I can easily change these. - Lexar - talk 01:02, 21 July 2014 (PDT)
- Never mind, i have an equation which gives me perfect centering of a model. I will have sent the minigun recompile to darkid by the time anyone reads this. - Lexar - talk 03:58, 21 July 2014 (PDT)
COM Calculator
I have made a small exe which is basically portable and allows you to open smd files and instantly calculates the co-ordinates for the idle.smd.
The app can be found here.
The instructions are given to you on load. I just need to make sure this application works for people before I put it in the tutorial but not only this, it needs to spit out the right co-ordinates and that's what I'm wanting to test. - Lexar - talk 23:05, 25 July 2014 (PDT)
New SFM method
I'm working on a new, far simpler method of making these images that is incredibly easy to set up. It basically involves a template with a premade camera, anchor point, and custom loading models in via SFM, attaching the object model to the dummy model, and then rotating the dummy model as a new pseudo vertex. Images have to be stitched together but positioning is incredibly easy, plus lighting looks way better. Would anyone be interested in this? I'll first create a Snack Attack image to demonstrate the method, of course. Hero lief (talk) 19:16, 27 August 2014 (PDT)
- The flat lighting of HLMV is preferred for images on here, the way SFM does lighting would look massively off in comparison to the rest of the images on here. --Omolong (talk) 19:17, 27 August 2014 (PDT)
- Using standard SFM lights, yes, that's the case, however with the rig/map I've set up I've actually gotten the lighting to be very similar to HLMV. I mean, it's a little bit off, but for the huge boost to the speed in which these can be churned out, I think it's worth it. Take a look. HLMV SFM Hero lief (talk) 19:28, 27 August 2014 (PDT)
- The lighting there is massively different from the HLMV one, it's not very similar at all. --Omolong (talk) 19:31, 27 August 2014 (PDT)
- I would actually argue that it's flatter than HLMV, and that it looks better. You be the judge. Hero lief (talk) 19:41, 27 August 2014 (PDT)
- Whether or not it's flatter or you think it looks better doesn't really matter, the lighting isn't the same as HLMV's, and that would make it pretty inconsistent with other images. --Omolong (talk) 19:46, 27 August 2014 (PDT)
- While that's true, since this SFM method is so streamlined and easy to do, would it not be possible to simply slowly convert all of the main weapon images to this format as a test run? I could do a couple and present them in a cleaner fashion. Plus, doing this would mean the wiki images are more consistent with the actual lighting of the game. Also, here's another comparison from a better angle (HLMV doesn't seem to like head-on angles). Hero lief (talk) 19:57, 27 August 2014 (PDT)
- The current system for the 3D images works fine once its set up, it just takes a while. Additionally, people don't have to have SFM on their computer, they only need TF2 and then to download a few things that don't take up that much space. SFM, meanwhile, looks like it's a 15GB download (or at least, it takes up 15GB of space once downloaded), which isn't feasible for some people due to either limited hard drive space or limited downloads. The flat lighting of HLMV is preferable to actually show items and so on, as it gives a cleaner appearance of the item. It's hard to say that the lighting in SFM would be more like the game lighting, as there are many different environments for lighting. It's not just the 3D images that are done in HLMV either, all the paint images and infobox images are done in HLMV. Having one set of images done in SFM and all the other images done in HLMV would just make them look odd and inconsistent. And honestly, in that image you linked, the HLMV shot looks a lot cleaner and shows the details of the weapon easier, the SFM one makes it a lot darker, which makes it harder to see details on the darker areas. While that might not be a huge issue on weapons like the Detonator, it would look a lot worse on weapons that have dark textures, or have models that would mean that the lighting would make the details a lot harder to see. --Omolong (talk) 20:13, 27 August 2014 (PDT)
- While that's true, since this SFM method is so streamlined and easy to do, would it not be possible to simply slowly convert all of the main weapon images to this format as a test run? I could do a couple and present them in a cleaner fashion. Plus, doing this would mean the wiki images are more consistent with the actual lighting of the game. Also, here's another comparison from a better angle (HLMV doesn't seem to like head-on angles). Hero lief (talk) 19:57, 27 August 2014 (PDT)
- Whether or not it's flatter or you think it looks better doesn't really matter, the lighting isn't the same as HLMV's, and that would make it pretty inconsistent with other images. --Omolong (talk) 19:46, 27 August 2014 (PDT)
- I would actually argue that it's flatter than HLMV, and that it looks better. You be the judge. Hero lief (talk) 19:41, 27 August 2014 (PDT)
- The lighting there is massively different from the HLMV one, it's not very similar at all. --Omolong (talk) 19:31, 27 August 2014 (PDT)
- Using standard SFM lights, yes, that's the case, however with the rig/map I've set up I've actually gotten the lighting to be very similar to HLMV. I mean, it's a little bit off, but for the huge boost to the speed in which these can be churned out, I think it's worth it. Take a look. HLMV SFM Hero lief (talk) 19:28, 27 August 2014 (PDT)