Team Fortress Wiki talk:3D Models
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 Scorch Shot
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)
Scorch Shot
Bad quality version: File:User JerryPL Scorch Shot 2 3D.jpg
Parameters:
- Weapon key name:
models.weapons.c_models.c_scorch_shot.c_scorch_shot.mdl
- Initial rotation: (0,0,0)
- Initial translation: (104.935844, 0.000000, 4.499182)
- Rotation offset: 7.000000
- RED/BLU VMT files:
steamapps\<username>\team fortress 2\materials\models\weapons\c_models\c_scorch_shot\c_scorch_shot.vmt
. If you can't find it, it's in theteam fortress 2 materials.gcf
file (extract using GCFScape)