Team Fortress Wiki talk:3D Models/Archive 1
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
- 33 Cleaning the Finished weapons
- 34 HLMV Closes itself
- 35 I can't get it to work
- 36 Gun Mettle Update - Stock weapons (not the Decorated Weapons)
- 37 Are we going to be making more reskin 3d models?
- 38 Engie's Rancho Relaxo chair model
- 39 automate.py not doing anything?
- 40 Current 3D Model Script under Windows 64bits
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)
- On size, yes, that is a valid point, though many wiki content creators use SFM anyway. On lighting, that's actually wrong because SFM uses the exact lighting model that TF2 does - after all, it actually is TF2, though a build from 2008. As per other images, this is a valid point, though I'm not sure if it would really be noticeable considering how different those types of images are already. As per detail, I think this is only really the case with the Detonator. Here's a comparison of the minigun. Either way, I was only offering, I wasn't making an executive decision. Hero lief (talk) 20:28, 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)
Cleaning the Finished weapons
Hey guys, it's great that the 3D Models are getting done and all, but the Finished weapons list is getting really crowded down there. Is there a way to make the list more condensed, like, for example, making just one entry for the completed set (i.e. Rocket Launcher and it's reskins from the same page). Just a thought. KSquared 18:49, 19 October 2014 (PDT)
- I don't think reskins account for that much of the space used, but feel free to try removing them and see what it looks like. Darkid (Talk | Contribs) 19:18, 19 October 2014 (PDT)
HLMV Closes itself
I've tried to use the script, but I'm having the same problem Zach the Cat had higher up in this page. I have my HLMV paths set to the folder where my HLMV.exe is, what am I doing wrong? "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin\hlmv.exe" is what i have it set to. I tried it without the "hlmv.exe" but that gave me a different error entirely.
Dr. Ocsid 15:41, 19 March 2015 (PDT)
- Can you paste your automatebta.py file? Use a service like pastie, or pastebin. Don't forget to remove your password. Darkid (Talk | Contribs) 15:44, 19 March 2015 (PDT)
- Here you go: http://pastebin.com/G8ai4nK5 - Dr. Ocsid 15:48, 19 March 2015 (PDT)
- I did what you said, and it gave me the error that I initially got when removing "hlmv.exe" from the folder path.
File "automatebeta.py", line 213 pathToHlmv='C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin SyntaxError: EOL while scanning string literal
- Dr. Ocsid 16:15, 19 March 2015 (PDT)
- Please use colons (:) to indent your talk messages, it makes the flow of conversation easier to follow.
- I'm going to need to see your automatebeta again. At a guess, check the HLMV= line for mismatched quotes. Darkid (Talk | Contribs) 16:17, 19 March 2015 (PDT)
- Whoops, I fixed it. I replaced the "\"s with "//"s and it worked. But now, the script just opens the model and then does nothing. - Dr. Ocsid 16:20, 19 March 2015 (PDT)
- Once again, I'll need to look at your automatebeta file. It's rather hard to debug blind. Darkid (Talk | Contribs) 16:22, 19 March 2015 (PDT)
- Right, of course, sorry. http://pastebin.com/CfhGUyGa - Dr. Ocsid 16:25, 19 March 2015 (PDT)
- Once again, I'll need to look at your automatebeta file. It's rather hard to debug blind. Darkid (Talk | Contribs) 16:22, 19 March 2015 (PDT)
- Whoops, I fixed it. I replaced the "\"s with "//"s and it worked. But now, the script just opens the model and then does nothing. - Dr. Ocsid 16:20, 19 March 2015 (PDT)
- Dr. Ocsid 16:15, 19 March 2015 (PDT)
Folder name for created images: y
Folder already exists, overwrite files? y\n? y
initialTranslation = (40.32, 0.0, 0.0)
initialRotation = (0.0, 0.0, 0.0)
n = 0
xRot = -15, yRot = -180
Traceback (most recent call last):
File "automatebeta.py", line 492, in <module>
itemName = 'User DrOcsid MutatedMilk',
File "automatebeta.py", line 327, in automateDis
whiteBackgroundImages, blackBackgroundImages = paintcycle(paintDict, whiteBa
ckgroundImages, blackBackgroundImages)
File "automatebeta.py", line 305, in paintcycle
paintHat(dict[colour], REDVMTFiles)
File "automatebeta.py", line 51, in paintHat
vmt = open(VMTFile, 'rb').read()
TypeError: coercing to Unicode: need string or buffer, NoneType found
- Also, I forgot to mention that the black background for HLMV isn't working. Could that have to do with it? - Dr. Ocsid 16:31, 19 March 2015 (PDT)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘Ok. So you'll need to set paint = False
. While you're at it, specify a value for the wikiName and wikiPassword, even if they're just wikiName =
.
What do you mean "isn't working"? Do you mean it doesn't switch to a black background, or what? Darkid (Talk | Contribs) 16:33, 19 March 2015 (PDT)
- Alright, I did what you said. And by "not working", I mean that the background is white rather than black. It was black the first time I launched HLMV after installing the textures, but now it's white every time. - Dr. Ocsid 16:37, 19 March 2015 (PDT)
- Did you run the script again? What happened? The reason it's a white background is likely because the script is crashing before it gets to the part where it changes the background. Darkid (Talk | Contribs) 16:38, 19 March 2015 (PDT)
- After attempting to run the script again, it told me "wikipassword =" is an invalid syntax. I removed it, and the script went along well, and crashed at the same place again. - Dr. Ocsid 16:43, 19 March 2015 (PDT)
- Again, please send me automatebeta.py and ideally the error message as well.
- The exact syntax would be <code>wikiPassword = '',</code> and <code>wikiUsername = ''</code> note the capitalization and single quotes. Darkid (Talk | Contribs) 16:46, 19 March 2015 (PDT)
- Here: http://pastebin.com/dqtzmVhB
- Error message is this:
- After attempting to run the script again, it told me "wikipassword =" is an invalid syntax. I removed it, and the script went along well, and crashed at the same place again. - Dr. Ocsid 16:43, 19 March 2015 (PDT)
- Did you run the script again? What happened? The reason it's a white background is likely because the script is crashing before it gets to the part where it changes the background. Darkid (Talk | Contribs) 16:38, 19 March 2015 (PDT)
Traceback (most recent call last):
File "automatebeta.py", line 494, in <module>
wikiPassword = '',
TypeError: automateDis() got an unexpected keyword argument 'wikiName'
Folder name for created images: y
Folder already exists, overwrite files? y\n? y
initialTranslation = (40.32, 0.0, 0.0)
initialRotation = (0.0, 0.0, 0.0)
n = 0
xRot = -15, yRot = -180
Traceback (most recent call last):
File "automatebeta.py", line 494, in <module>
wikiPassword = '',
File "automatebeta.py", line 360, in automateDis
for fileName in REDVMTFiles:
TypeError: 'NoneType' object is not iterable
- Dr. Ocsid 17:21, 19 March 2015 (PDT)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘
You removed the RedVMTFiles = []
line, so you should either add it back in or turn off teamColours. Darkid (Talk | Contribs) 17:22, 19 March 2015 (PDT)
- Holy crap, finally, it worked. Thanks for your help. - Dr. Ocsid 17:27, 19 March 2015 (PDT)
- A last suggestion: The two models I didn't render are that way because they're hard to figure out. I can work with you tomorrow a bit on how to get them functional, but the vaccinator backpack is a simpler task to tackle. Darkid (Talk | Contribs) 17:29, 19 March 2015 (PDT)
- Alright, thanks. - Dr. Ocsid 17:35, 19 March 2015 (PDT)
- A last suggestion: The two models I didn't render are that way because they're hard to figure out. I can work with you tomorrow a bit on how to get them functional, but the vaccinator backpack is a simpler task to tackle. Darkid (Talk | Contribs) 17:29, 19 March 2015 (PDT)
I can't get it to work
So I've downloaded all the bunch, configured the automatebeta.py and the phython files does nothing. First of all, I can't even use the phython.exe properly to navigate to the file (it always gives me "SyntaxError"), so I drag and drop the file into the phython in order to try. A command-prompt rapidly appears and closes. The command prompt shows this: [[2]]. Here is my automatebeta.py: https://www.mediafire.com/?culk8r6r9q9qunc
And, oh yea. I had to set-up HLMV to manually find the gameinfo.txt file via a shortcut. My HLMV only works with this extra line: "E:\Jogos\Steam\SteamApps\common\Team Fortress 2\bin\hlmv.exe" -game "E:\Jogos\Steam\SteamApps\common\Team Fortress 2\tf", this is because I had to reinstall my PC and I haven't reinstalled my Steam and games, which in this occasion, no registry keys exists for the paths. I don't know if that affects in some way. I've followed the tutorial on the project page, I haven't read the whole file in details. I may also get the ROT and TRANS from the old 3D Image Soldier that had the Marketing Pose pose. Thanks. ▪ - 19:45, 20 April 2015 (PDT)
- Update, I got it to work. But HLMV crashes when running the .py file. Here is the updated automatebeta.py: [[3]] (uploaded on Dropbox because Mediafire wasn't working for some reason), along with the command-prompt log: [[4]] . (I updated it once again, but just to make the line 202-219 almost the same as 479-498, the errors were the same. Why those both needs to be edited, by the way?). Also, my password contains numbers, not only letters. Does that affect? ▪ - 20:18, 20 April 2015 (PDT)
- The translation for the last error is: "The system cannot find the specified file". Just wanted to bring that out. 20:32, 20 April 2015 (PDT)
- The script is looking for the
hlmv.exe
file inE:\Jogos\Steam\SteamApps\common\Team Fortress 2\bin
. Are you sure that's the right path? Also you only need to update the arguments at the bottom of the script. —Moussekateer·talk 20:46, 20 April 2015 (PDT)- Yes, though, there is that info I mentioned about that I need to set up the gameinfo.txt path manually, the shortcut, is located at "E:\Jogos\Steam\SteamApps\common\Team Fortress 2". Well, I was testing the above argument and the program wasn't working (when I typed incorrectly), which is odd. I later fix that by typing it correctly. Thanks for the help. (Edited: Is there any registry key that I can add on regedit to make HLMV find the gameinfo.txt file without using the shortcut method?) ▪ - 21:04, 20 April 2015 (PDT)
- I'm afraid I'm out of the loop, but I was sure there was some way in the tools launcher to permanently set the
gameinfo.txt
path? Worth a google. —Moussekateer·talk 21:19, 20 April 2015 (PDT)- What would be the "tools" launcher? The Source SDK, do you mean? I guess I can try find it on Google, not specifically for HLMV, but for TF2 or Steam. ▪ - 21:21, 20 April 2015 (PDT)
- Well, I've told you via IRC about it, but I'm putting here. The fix for finding HLMV is switch the "\" to "/". Yea, simple as that. And for the HLMV find the gameinfo.txt by its own, I only opened Source SDK, went to "Edit Game Configurations" -> "Edit" -> "OK". I've made this as a test: File:User Gabrielwoj 3DTest.jpg, though, it's not working, and you can see the weird alpha'd Soldier on image as well, I don't know why that happened. ▪ - 22:30, 20 April 2015 (PDT)
- Finally, the image works. Though, I may try again to see if I can fix that weird alpha thing. You can also notice that Soldier keep bumping around when being rotated, is that something from the script itself or I did something wrong? And finally, do you think the resolution is OK? Because my laptop is only 1366x768. I use a monitor to do the HLMV pics, but it seems that the size in the 3D image is fine. Thanks for all the help. ▪ - 22:36, 20 April 2015 (PDT)
- Well, I do know I'm spamming quite a bit, but I'm just posting the stuff that is happening right now. Well, I still get the alpha error thing, but it happens in random takes. So if I re-run the program again, and merge those images, it should look fine (I may try run the script with less other programs open later, I'm just testing). Looks pretty good now, don't you think? File:User Gabrielwoj 3DTest.jpg. The only question I need to know about is my laptop resolution, if it's suitable for this project. On the page, it looks pretty fine, but I'm asking first. As well the bumpy model that I stated earlier. ▪ - 23:01, 20 April 2015 (PDT)
- Done the other skins (Edit: Just throwing here that the alpha issue I was having before didn't happen when I made the BLU image and ÜberCharges for each team):
- Well, I do know I'm spamming quite a bit, but I'm just posting the stuff that is happening right now. Well, I still get the alpha error thing, but it happens in random takes. So if I re-run the program again, and merge those images, it should look fine (I may try run the script with less other programs open later, I'm just testing). Looks pretty good now, don't you think? File:User Gabrielwoj 3DTest.jpg. The only question I need to know about is my laptop resolution, if it's suitable for this project. On the page, it looks pretty fine, but I'm asking first. As well the bumpy model that I stated earlier. ▪ - 23:01, 20 April 2015 (PDT)
- Finally, the image works. Though, I may try again to see if I can fix that weird alpha thing. You can also notice that Soldier keep bumping around when being rotated, is that something from the script itself or I did something wrong? And finally, do you think the resolution is OK? Because my laptop is only 1366x768. I use a monitor to do the HLMV pics, but it seems that the size in the 3D image is fine. Thanks for all the help. ▪ - 22:36, 20 April 2015 (PDT)
- Well, I've told you via IRC about it, but I'm putting here. The fix for finding HLMV is switch the "\" to "/". Yea, simple as that. And for the HLMV find the gameinfo.txt by its own, I only opened Source SDK, went to "Edit Game Configurations" -> "Edit" -> "OK". I've made this as a test: File:User Gabrielwoj 3DTest.jpg, though, it's not working, and you can see the weird alpha'd Soldier on image as well, I don't know why that happened. ▪ - 22:30, 20 April 2015 (PDT)
- What would be the "tools" launcher? The Source SDK, do you mean? I guess I can try find it on Google, not specifically for HLMV, but for TF2 or Steam. ▪ - 21:21, 20 April 2015 (PDT)
- I'm afraid I'm out of the loop, but I was sure there was some way in the tools launcher to permanently set the
- Yes, though, there is that info I mentioned about that I need to set up the gameinfo.txt path manually, the shortcut, is located at "E:\Jogos\Steam\SteamApps\common\Team Fortress 2". Well, I was testing the above argument and the program wasn't working (when I typed incorrectly), which is odd. I later fix that by typing it correctly. Thanks for the help. (Edited: Is there any registry key that I can add on regedit to make HLMV find the gameinfo.txt file without using the shortcut method?) ▪ - 21:04, 20 April 2015 (PDT)
- The script is looking for the
- The translation for the last error is: "The system cannot find the specified file". Just wanted to bring that out. 20:32, 20 April 2015 (PDT)
Gun Mettle Update - Stock weapons (not the Decorated Weapons)
Valve have updated some of the default textures for the Stock weapons to accommodate the new Decorate system. Perhaps every stock weapon that has at least 1 decorated skin has been changed. For example, the Flamethrower RED/BLU area is now more dark and it has $envmap applied to it, the Stickybomb Launcher reload handle is more brighter, the Medi Gun doesn't have low-quality textures on the healing beam whole (it seems to be polygons now, not just a texture), and etc. I still have the old texture files, so I'll compare them, but it's pretty much confirmed that those textures got updated, but I think we should do every of those weapons just in case (even the smallest detail). And I'm pretty sure that the Australium and Botkiller variants were also updated (since it uses the main weapon for it). The Festives that has lights as a separate model does also count. I may do these soon. ▪ - 21:32, 26 July 2015 (PDT)
- Well, weapons that uses the same stock model but adds an extra model for it (I.e: Backburner, Natascha, Kritzkrieg and possibly more) will also need to be updated. Along with these changes, every Class 3D Image needs to be changed too, since they wear weapons. ▪ - 21:42, 26 July 2015 (PDT)
- Just worth saying that the old textures are still in the game files under
tf2_textures_dir.vpk->materials/models/weapons/c_items
while the new textures are intf2_textures_dir.vpk->materials/models/weapons/c_models/c_flamethrower
~/~c_grenadelauncher
(for some reason, they made few changes to the Grenade Launcher, even though no Decorated weapons exist) /c_medigun
/c_minigun
~/~c_pistol
~/~c_revolver
~/~c_rocketlauncher
~/~c_scattergun
~/~c_shotgun
~/~c_smg
~/~c_sniperrifle
andc_stickybomb_launcher
. ▪ - 21:49, 26 July 2015 (PDT)- I finished comparing both old and new textures, check this imgur album: [Imgur] .The changes are:
- I finished comparing both old and new textures, check this imgur album: [Imgur] .The changes are:
- Just worth saying that the old textures are still in the game files under
- Flamethrower: Made the texture darker and added some cubemaps (the Blue lit does not appear on HLMV, for some reason, it shows fine in-game);
- Scattergun: Darker texture;
- Pistol: Darker texture, more polished;
- Shotgun: Brighter texture;
- Rocket Launcher: More "plastic" texture;
- Stickybomb Launcher (now has c_model since the Gun Mettle Update): The whole is now completely black, texture got a lot darker and the reloading pin is completely solid;
- Minigun (now has c_model since the Gun Mettle Update): Suffered very minimal changes. The texture is more brighter in some areas and darker in others (check the sticker on the back);
- Medi Gun: Darker texture and cubemaps;
- Sniper Rifle: Completely removed the phong. The whole is completely black, once again;
- SMG: Darker texture;
- Revolver: Darker texture;
- Grenade Launcher (!): Grenade Launcher now has a weird shadow bug. This weapon has no decorated weapons yet.
Are we going to be making more reskin 3d models?
Do we plan to make them, I mean. The festivized weapons don't have 3d models. The skinned and warpaint stuff don't as well. The problem for the warpaints is that there are a lot of variations. Like tiger buffed, depending upon the seed you use when applying it, can look like a white tiger stripes instead of a normal tiger. Graysocks (talk) 13:12, 4 April 2018 (UTC)
- I'm not too sure about the warpaints yet, but we definitely are going to add those new festives at some point. Thing is, Darkid and I are the only (partly) active contributors in this project, and since we got other stuff to do progress is slow. If you could lend a hand, that'd be great~ Wookipan (talk | contribs) 18:41, 4 April 2018 (UTC)
- Any weapon that has a static skin, we plan to make. I've been very underwater as of late, but I'm getting back to my wiki TODO. If you add them to the request list on TFW:3D Models#Needed weapons, I'll get to them when I can. Darkid « Talk — Contribs » 12:21, 7 April 2018 (UTC)
- I think most skins (like from gun mettle and toughbreak), and some warpaints have static design. The thing is I think that even the ones with static pattern (like the civil service war paints), MIGHT have randomized scratches and blood stains when they are not factory new. Graysocks (talk) 03:32, 8 April 2018 (UTC)
- Any weapon that has a static skin, we plan to make. I've been very underwater as of late, but I'm getting back to my wiki TODO. If you add them to the request list on TFW:3D Models#Needed weapons, I'll get to them when I can. Darkid « Talk — Contribs » 12:21, 7 April 2018 (UTC)
Engie's Rancho Relaxo chair model
Greetings,
Currently, I am scouring the internet for a 3D model of Engie's chair from the taunt Rancho Relaxo. So far, nothing has been developed. I'm looking for it due to an idea that I had earlier in the morning. If anyone has heard the Torbjörn vs Engineer battle by VideoGameRapBattles Link to video, it seems to offer itself to video ideas. One being a live action version of the song. The model I specifically can't seem to find is the chair model. If anyone knows where I can find the model please let me know. AG Matt (talk) 21:50, 25 September 2019 (UTC)
~AG Matt
"If mapping were easy, it wouldn't be creative."
Steam: AG Matt
- I have thought about creating a page for 3D views of taunt props, might get around to doing that sometime. If you want to load up the model yourself in HLMV, search
tf_misc_dir.vpk
forengys_new_chair
- that's what it's called in the files, if I recall correctly. VasyaTheWizard (talk) • (contributions) 04:09, 26 September 2019 (UTC)
automate.py not doing anything?
I'm using Python 3.9.1. I followed all the instructions, installed all the pips, etc. However, when i run automate.py it doesn't do anything, just creates a __pycache__ folder and leaves this
Traceback (most recent call last): File "d:\folder\automate.py", line 15, in <module> from imageprocessor import ImageProcessor File "d:\folder\imageprocessor.py", line 13, in <module> from wikitools import wiki File "C:\Users\USER\AppData\Local\Programs\Python\Python39\lib\site-packages\wikitools\__init__.py", line 19, in <module> from wiki import * ModuleNotFoundError: No module named 'wiki'
Ashe (talk) 16:06, 12 February 2021 (UTC)
- Just found out that you need Python 2.5+, as wikitools pip isn't compatible with Python 3.
- https://stackoverflow.com/questions/36404103/import-error-on-installed-package-wikitools
- Exaskliri (talk) 16:25, 18 May 2021 (UTC)
- Tried again with python 2.7 and it doesn't work either
D:\3D-Models-automaton-master>py automate.py Traceback (most recent call last): File "automate.py", line 15, in <module> from imageprocessor import ImageProcessor File "D:\3D-Models-automaton-master\imageprocessor.py", line 13, in <module> from wikitools import wiki File "C:\Users\USER\AppData\Local\Programs\Python\Python36\lib\site-packages\wikitools\__init__.py", line 19, in <module> from wiki import * ModuleNotFoundError: No module named 'wiki'
Current 3D Model Script under Windows 64bits
Hi. It doesn't seem that the current Python script works under Windows 10 64bits due to the use of mem.exe
. I was unable to create an issue on the GitHub repository considering it's a fork of the older Python script (that does not use mem.exe
). I want to know if it would work if I made a Virtual Machine using Windows 10 32bits, so I could try doing that instead. - ▪ - 18:09, 28 September 2022 (UTC)
- You couldn't create issues because I had them turned off for some reason. I just turned them on, try now.
- If you have a copy of Visual Studio, you can recompile mem.exe from the mem/mem.sln solution. If you need help with that I can also recompile it on my end, but I've had complaints before of people being unable to run binaries compiled on my machine (idk).
- I'm pretty sure I made this 2.x and 3.x compatible with
from __future__ import print_function, absolute_import
, but let me know if you have any other python3 issues. - Darkid « Talk — Contribs » 18:58, 28 September 2022 (UTC)
- I guess I could try compiling the thing, I don't have Visual Studio, but I guess it's a good time to install now so whenever I get other opensource software I can compile myself, it something goes wrong. I will try using Python 2 as well, although I hope I can install standalone from my Python 3, as I use other programs with the current Python installation (which were somewhat a pain to install). It seems you can create issues on the repo now, so it's indeed working. I'll create an issue there if the compile doesn't work. - ▪ - 19:25, 28 September 2022 (UTC)
- I managed to compile it to x64, as a "Release" version. It seems to be executing, but when I run the
mem trans
command, it always states0.000000 0.000000 0.200000
. Also nothing happens when I runautomate.py
on HLMV's window, but the program still works as it's printing stuff oncmd
, I'm not sure what is supposed to happen (if my mouse is supposed to move by own or what), but the program is able to at least focus on the hlmv.exe application. The following shows up: https://imgur.com/nTbhkKR (doingautomate.py
orpython automate.py
results in the same thing). I suppose the last errors are just because it can't upload the file, I have a firewall program, so it's probably best to keep it like that at the moment consideringtemp.jpg
is not resulting in a proper image. - ▪ - 22:09, 28 September 2022 (UTC)- You should be able to use
mem.exe
standalone to view and change the rotation / translation. If that's not working, then I'll need to fix the offsets (again). - When the script works properly,
mem.exe
will actually hack intohlmv.exe
and spin the model for you -- I found this to be much faster than closing & reopening hlmv. It shouldn't need any mouse motion, though I am still using screen captures, so you should try to keep your mouse out of the way. - Sorry about that
raw_input
, I guess it's not fully python3 compatible. I think I was working on fixing the upload scripts at some point. - Darkid « Talk — Contribs » 23:04, 28 September 2022 (UTC)
- Before you do any changes, I'll try using the specific versions for the packages / python that the repo mentions. I was still using Python3 since all programs except poster downloaded just fine via pip. - ▪ - 23:19, 28 September 2022 (UTC)
- I'm having a hard time getting Python 2.6.6 to work, specifically that pip is not installed by default. I attempted installing on my python2 folder, but it's giving SSL errors when trying to install. In case you get the program working via Python3, please let me know, thanks. - ▪ - 00:38, 29 September 2022 (UTC)
- Before you do any changes, I'll try using the specific versions for the packages / python that the repo mentions. I was still using Python3 since all programs except poster downloaded just fine via pip. - ▪ - 23:19, 28 September 2022 (UTC)
- You should be able to use
- I managed to compile it to x64, as a "Release" version. It seems to be executing, but when I run the
- I guess I could try compiling the thing, I don't have Visual Studio, but I guess it's a good time to install now so whenever I get other opensource software I can compile myself, it something goes wrong. I will try using Python 2 as well, although I hope I can install standalone from my Python 3, as I use other programs with the current Python installation (which were somewhat a pain to install). It seems you can create issues on the repo now, so it's indeed working. I'll create an issue there if the compile doesn't work. - ▪ - 19:25, 28 September 2022 (UTC)
┌────────────────────────────────────────────────────────────────────────────────────────────────────┘ Okay, it should be working now. I've recompiled mem.exe (and also updated the .sln with the fresh offsets). Also, I've made some slight touch-ups to the imageprocessor and automation files. Please let me know if you run into any issues. File:User Darkid Airboat 3D.jpg Darkid « Talk — Contribs » 08:05, 1 October 2022 (UTC)
- Hi. The new version did not work (it's asking for the WikiTools module, although you did remove this requirement on the latest version, see what prints here: https://imgur.com/a/GkscbQK,
mem.exe
also required to be compiled again as it was giving me the same error). I attempted recompiling the older version with the default solution (I had to download Visual Studio 2019 compilers). That actually made the previous version work, and the model now rotates when running automate.py (via Python3, with the old automate.py version). The only thing now is that since Python3 doesn't support wikitools and poster, it seems I'm stuck. The file temp.jpg does work, but I don't have the "map", "height" and "startframe" values because the program crashes at here: https://imgur.com/a/KhIFg6E. I'm also not really sure if I know as to why themem trans
part is required, it states onautomate.py
that# Initial parameters. Mostly, you won't need to set these
. It seems I'm almost getting it to work, so that's good at least. - ▪ - 14:10, 1 October 2022 (UTC)- Sorry, didn't get an email for this response. You need to pull in the wikitools module via
git submodule update --init
-- it's my own version of wikitools (stored in a separate repo). - I'm sorry to hear mem.exe isn't working as uploaded -- but I'm glad to hear you got it working. In theory, if you commented out the wiki stuff, it would just write the map to a text file on disk. Darkid « Talk — Contribs » 06:54, 8 October 2022 (UTC)
- Sorry, didn't get an email for this response. You need to pull in the wikitools module via