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

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Line 532: Line 532:
 
: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. - [[File:User Dr.Ocsid Sig2.gif]][[User:Dr. Ocsid|<span style="color:#0E8146">Dr. Ocsid</span>]] 16:37, 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. - [[File:User Dr.Ocsid Sig2.gif]][[User:Dr. Ocsid|<span style="color:#0E8146">Dr. Ocsid</span>]] 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. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[User talk:Darkid|<span style="color:blue">Talk</span>]] | [[Special:Contributions/Darkid|<span style="color:grey">Contribs</span>]]) 16:38, 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. [[User:Darkid|<span style="color:red">Darkid</span>]] ([[User talk:Darkid|<span style="color:blue">Talk</span>]] | [[Special:Contributions/Darkid|<span style="color:grey">Contribs</span>]]) 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. - [[File:User Dr.Ocsid Sig2.gif]][[User:Dr. Ocsid|<span style="color:#0E8146">Dr. Ocsid</span>]] 16:43, 19 March 2015 (PDT)

Revision as of 23:43, 19 March 2015

Fashnek's Hats

Graphical versions moved: User:Fashnek/3D_Models

Sober Stuntsman

Magnanimous Monarch

Benefactor's Kanmuri

Humanitarian's Hachimaki

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. User Moussekateer signature sprite.pngMoussekateer·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)

Pictogram tick.png Done User Moussekateer signature sprite.pngMoussekateer·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 Pictogram info.png 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)

Pictogram tick.png 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. User Moussekateer signature sprite.pngMoussekateer·talk 16:57, 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... User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·talk 12:40, 17 October 2011 (PDT)
Curiosity killed the cat: What is that "something else"? :P —User Rocket Ship BBQ Awesomepyro.pngRocket Ship BBQ talkcontribs 19:18, 17 October 2011 (PDT)
A hat painting studio of sorts, the exact format of which hasn't been determined yet. User Moussekateer signature sprite.pngMoussekateer·talk 19:24, 17 October 2011 (PDT)
So, any progress on that hat painting studio? Upgrade 02:47, 28 February 2012 (PST)

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 User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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',

Pictogram tick.png 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)

Pictogram comment.png ! 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

Pictogram tick.png Done Festive Scattergun (already in place) - see: Scattergun

Pictogram comment.png ! 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.

Pictogram comment.png ! 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?

Soldier emblem RED.png JerryPL Maggots! 10:34, 4 August 2012 (PDT)

Update:
Soldier emblem RED.png 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. User Moussekateer signature sprite.pngMoussekateer·talk 14:39, 6 August 2012 (PDT)
The Sniper Rifle model name is models\weapons\w_models\w_sniperrifle.mdl with models\player\items\sniper\xms_sniperrifle.mdl in the Weapon slot. Everything else is as on the Weapons subpage. Soldier emblem RED.png 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. Soldier emblem RED.png JerryPL Maggots! 06:03, 7 August 2012 (PDT)
Done. User Moussekateer signature sprite.pngMoussekateer·talk 09:55, 7 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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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. User Moussekateer signature sprite.pngMoussekateer·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? User Moussekateer signature sprite.pngMoussekateer·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. Rescue RangerKSquared 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)

How did you generate these? Darkid (Talk | Contribs) 19:59, 23 February 2014 (PST)
In TFMV(specially for TF models) I set the specific starting position and each time changed the position of the camera (it changes every 15 degrees)Max 324 (talk) 20:37, 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? Paint Splat 7D4071.png 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)
Might I also add... The fact that there are over 700 cosmetic items, and the number keeps growing every update, the amount of work to get them all would be substantial. It may or may not be even considered. And of course what darkid pointed out as well. Ashes (talk) 06:57, 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)
Here, take this vpk and put it in your custom directory. Open up the equalizer and you will notice its x y z axis are perfectly centered. RED Überneedle.png - Lexar - talk 05:07, 21 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.

User Lexar Minigun recompile new axis.png

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. RED Überneedle.png - 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. RED Überneedle.png - 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. RED Überneedle.png - 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)

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. Rescue RangerKSquared 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.

User Dr.Ocsid Sig2.gifDr. 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 - User Dr.Ocsid Sig2.gifDr. Ocsid 15:48, 19 March 2015 (PDT)
First, change the offsets to 0, not None. Second, you should turn off paint for this project. Third, the VMT files are pointing to moussekateer, probably wrong. Finally, HLMV should point to the folder containing HLMV, not the executable. Darkid (Talk | Contribs) 16:08, 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

User Dr.Ocsid Sig2.gifDr. 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. - User Dr.Ocsid Sig2.gifDr. 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 - User Dr.Ocsid Sig2.gifDr. Ocsid 16:25, 19 March 2015 (PDT)
Hmm, is your cmd window staying open after you run python automatebeta.py? If so, what output is being shown? Darkid (Talk | Contribs) 16:27, 19 March 2015 (PDT)
Yeah, it is. This is the output it gives me:
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? - User Dr.Ocsid Sig2.gifDr. 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. - User Dr.Ocsid Sig2.gifDr. 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. - User Dr.Ocsid Sig2.gifDr. Ocsid 16:43, 19 March 2015 (PDT)