User talk:Org

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Revision as of 02:41, 4 February 2011 by NVis (talk | contribs) (HLMV troubles)
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Still Alive?

Hey, we're experiencing a severe shortage of awesome high FOV viewmodel shots for the new weapons. Let me know if you feel like doing them. -- Lagg Backpack Stickybomb Launcher.png 23:16, 18 December 2010 (UTC)

I'm still alive, just had a lot of stuff come up in the last week, two weeks. Works sucks etc etc. I'm on them still --Org 01:43, 19 December 2010 (UTC)
Great, the Candy Cane's texture has been updated. It should look okay in hlmv now. -- Lagg Backpack Stickybomb Launcher.png 15:50, 10 January 2011 (UTC)
I'll give it a shot when I get off work. Org 16:49, 10 January 2011 (UTC)

Achievement unlocked

64px

Overload
Successfully crash the IRC bot while being useful.

--The preceding unsigned comment was added by WindPower (talk) • (contribs)

Oopse >.> Org 09:04, 26 December 2010 (UTC)
It's a compliment~ :3 — Wind 09:05, 26 December 2010 (UTC)
I second this. Keep doing these good viewmodel shots OrgBurger. I also humbly request that you change your signature to reflect this new nick name. :)
I can see it now: -- Org File:User Lagg OrgBurger.png -- Lagg Backpack Stickybomb Launcher.png 17:42, 31 December 2010 (UTC)
But the burger is mine 3: , oh well time to make something new -= M-NINJA Burger Gib.png =- 22:25, 12 January 2011 (UTC)

Jag

File:Jag 1st person.png — Good y/n? =D seb26 [talk] 22:06, 12 January 2011 (UTC)

Looks good to me, your edges are a bit sharper than mine, but that may be because of different software, but that's like 99.8% of the image I would of produced. My processes is:
  • Open HLMV
  • Load the model / arms (depending on if it's a V or a C)
  • Close HLMV
  • Hack the registry to move the light (90, 0, 90)
  • Open HLMV
  • Close HLMV
  • Run my registry file to force the resolution to 1200x700 (viewable)
  • Grab a screenshot on a white background
  • Grab a screenshot on a green background
  • Drop them both into GIMP
  • Crop to the screen area
  • Set the white layer to be on top, and add alpha
  • Save a raw version
  • Do a color select on the green layer, 0 threshold
  • change to the white layer
  • clear
  • feather at 5px
  • clear again
  • delete the green layer
  • auto crop
  • save as png

For stuff with transparency (mad milk, the flamethrower's flame, etc) the process is:

  • Open HLMV
  • Load the model / arms (depending on if it's a V or a C)
  • Close HLMV
  • Hack the registry to move the light (90, 0, 90)
  • Open HLMV
  • Close HLMV
  • Run my registry file to force the resolution to 1200x700 (viewable)
  • Grab a screenshot on a white background
  • Grab a screenshot on a grey background (127, 127, 127)
  • Grab a screenshot on a green background
  • Drop them both into GIMP
  • Crop to the screen area
  • Set the white layer to be on top, and add alpha
  • Save a raw version
  • Do a color select on the green layer, 0 threshold
  • change to the white layer
  • clear
  • change to the gray layer
  • clear
  • feather at 5px
  • clear again
  • change to the white layer
  • clear
  • invert selection
  • clear
  • delete the green layer
  • Merge the white layer (which is just a rim highlight at this point) down onto the gray layer
  • auto crop
  • save as png

For when you are next online

User:Org#1st_person_redo_progress seb26 [talk] 09:01, 18 January 2011 (UTC)

It will be sometime this evening before I'm back online. I'm getting haa-aa-aamered at work right now. Thankyou very much for picking up the slack where you could though Seb, much appricated. --Org 16:54, 19 January 2011 (UTC)

Sniper Rifle

I took a shot (two, actually) at redoing File:Sniper_Rifle_1st_person_cropped.png with your instructions in 1120x700, FOV 64 and light at (0 90 0). I hope it's up to your standards! — nVis (talk) 12:52, 25 January 2011 (UTC)

The light is at (90, 0, 90), and you need to turn on normal mapping from the first tab of the viewer or the sniper's gloves don't render correctly. Org 15:45, 25 January 2011 (UTC)
How could I miss the normal mapping? Thanks, redone. — nVis (talk) 15:54, 25 January 2011 (UTC)
There you go. Looks good :) --Org 04:34, 27 January 2011 (UTC)

HLMV troubles

I managed to take the RED version of Warrior's Spirit, but I can't figure out how to change the weapon skin. I first loaded Heavy's arms as a model (c_heavy_arms), and the claws as a weapon (c_bear_claw). Changing the skin in the model tab doesn't change the skin of the weapon. Am I using a wrong model or is there a different method for changing the skin? — nVis (talk) 12:45, 27 January 2011 (UTC)

You cannot change the skin of loaded weapons. Your best bet is to extract the material files referenced in the weapon model, then rename the red one to the blue one, and vice versa, then put them in the correct spot under the tf/ folder. You can just hit f5 in HLMV to see if you got it right. Org 07:34, 28 January 2011 (UTC)
Thanks! — nVis (talk) 13:38, 28 January 2011 (UTC)

I hit another wall while trying to redo the Spy watches. Is c_models\c_spy_arms the right model to use? The watches in v_models seem to have texture problems with it, and Enthusiast's Timepiece does not fit on the arm. I can't even find the right animation for Dead Ringer. Any hints would be appreciated. — nVis (talk) 10:37, 1 February 2011 (UTC)

Also, does File:Scottish_Resistance_1st_person.png still need updating? I think I got the model to work as intended, but my end result is visibly different from the current image (hand placement seems to be off, at least). — nVis (talk) 11:57, 1 February 2011 (UTC)
Take all of this with a grain of salt, this is how things were before the performance update, not sure if any of it is now false: The spy watches don't use the c_model arm / weapon combination, there's a separate v_model for each of the, watch, leather watch for the cloak and dagger, and I forget what the other two look like. As for the Scottish Resistance, the way that's created is it's the c_scottish_resistance applied to the v_sticky_bomb_launcher, with the sticky bomb launcher's sub model (the gun) texture set to index two. Texture two is the hazard tape on the clip, shadows from the c_model stuff they added in (the laser sight), etc. and the c_model is just the laser sight setup to it attaches between the sight of the standard sticky bomb launcher. Additional the spy watches required some hand editing. After i got the base screenshot I went in game, found a white wall to look at (back door wall texture in Nuculus), set the timescale down to .1, and cloaked, getting a screenshot of the cloaked spy hand with the meter. Then I overlayed that in gimp to get the size scale right with the watch from HLMV, then cropped out everything except the blue bars. --Org 17:54, 1 February 2011 (UTC)
I've now redone most of the watches. Thanks again for your help. — nVis (talk) 02:41, 4 February 2011 (UTC)