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489676 No.489676 [Reply] [Original]

Has anyone here ever got an item into the game?

>> No.489678

nope. I've been trying to make models for valve games since half-life 1 and I have never been able to figure out their shit.

>> No.489685

>>489676
i currently have about 20 items in game.

>> No.489692

>>489685
Prove it then? Nobody cares if you have no proof

>> No.489712

Should we do a little jam session? I think together we could stand a chance

>> No.489713

>>489712

Fine, we do all the fun work and you do all the work getting it into the engine properly.

>> No.489717

>>489676
I've been thinking about doing something as a challenge, I would have to create a bunch of assets for it because this would require some commitment by you lot.

Sometime next year or end of this year.

>> No.489726

>>489713

Making tf2 items are easy peasy, im not sure about dota

>> No.489729

I've been trying to get something in for the game Space Engineers but my partner who's supposed to code and otherwise implement it is having trouble. He can't really communicate what he wants so I can't help him. Also the engine for that game is dog shit.

>> No.489731

>>489678
>>489692
the process for putting models into a source game is tedious but quite simple.

>what you need
1. some sort of addon for your 3d prog that can export models as a .smd format.
2. vtfedit for your materials.
3. crowbar - a program for compiling the models into .mdl format that source uses.
4. a text editor. i suggest notepad++. this is for your .qc (needed for compiling) and .lua (needed for entites and sweps) files for your models.

that's really it.

if you guys are serious about getting items into source games i can teach you on this thread as it's not too extensive.

>one thing to note
source hates verts inside of meshes.
it will fuck up the physbox during compiling.

>source materials
all of the materials must be coded properly with valves command code and saved as a .vmt (valve material) file.
textures must be imported into vtfedit to be saved as a .vtf (valve texture format) file.

>proof of items in game
http://g4p.org/Forum/showthread.php?tid=1301

this is a link to the forums of a server i make models for in garry's mod, a source game.

all source games follow the same exact format and steps to get a model into them.

>tutorial i made awhile back (a bit outdated)
https://www.youtube.com/watch?v=XNg_UouLbcA

>alchemy lab i made for the server in game
https://www.youtube.com/watch?v=mSy5jId-PPo

>> No.489736

>>489731

op here

I was talking about content for Dota/csgo/tf lol

>> No.489742

>>489736
those all use the source engine so the work flow is exactly the same.

>> No.489748

I don't play dota enough to remember what kind of weapons each one carries

http://www.dota2.com/workshop/requirements

>> No.489808

I think tf2 will be best, you get more creative room with it, dota 2 is very context depth and it seems to be sets of items what only get accepted, not just single items.

>> No.489823

>>489742
I think he was talking about getting an item on the dota/csgo/tf2 workshop highly voted enough that valve decided to put it in the game. He's looking for people who have done this and i'll be surprised if anyone on here has actually managed to do so

>> No.489840

>>489823
for dota shit to get accepted you just need to make it good enough for the game's hordes.

that's more coding than modeling.

>> No.489952

>>489823

Surly theres some faggot heres who is getting that steam money

>> No.489959

>>489840
Yeah but, that's what op was asking?

>> No.489977

>>489959

op here

Yeah, I was hoping for this thread to become a little workshop session to try and earn some money

>> No.489985

>>489676
no because this board consists of edgy kids who think their program is superior to every other program because they paid like $4000 for it and now they feel so proud.
Getting anything done? not on this fucking board.

>> No.490000
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490000

Urgh i forgot how annoying it is importing stuff into tf2 is

>> No.490001

>>490000
look like shit

>> No.490084

>>490001
Yeah cause its obviously finished right?

>> No.490085

>>490084
we all see it's not finished. whats your point ?

>> No.490091

>>490085
I'm not the one who made this but my point is that you're a stupid cuck

>> No.490093

>>490091
> expecting comments of his unfinished work as if it was finished
you dumb fucking, sick nipple, cum kicker, tim dick, sperm addicted horse sucker have no godddamn valid point.

>> No.490096

>>490093

Why has /3/ became so salty recently? Do we just have one troll fucking shit up?

>> No.490099

>>489676
No OP, you have to go to real 3d forums to find successful people

>> No.490112
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490112

Have a few items accepted. Pay can be nice but depends entirely on the items fate after being accepted and how lucky you get.

>> No.492337

Bump

Come on guys, lets throw some shitty drawings up and get some ideas down or steal some pictures idk

>> No.492338
File: 446 KB, 544x543, ellie mesh & joint map.png [View same] [iqdb] [saucenao] [google]
492338

>>489985
>they paid

>> No.492363

>>490001
yeah but he got the 490 000th post. which is pretty neat.

>> No.493795

>>489676
yes, only maps made on hammer

i am looking into ue4 now but its nothing alike and very confusing to me

>> No.493796

>>493795
Its pretty simple to do. Its basically just follow them tutorials.

They show you everything you need to know the rest you can look up.

Blueprints a few things you will need to know.
>Level blueprints do shit within the scene
>Object blueprints are specific to that object.

Raycasts are called linetraces and almost everything has its own menu, if you have a problem with something not in the engine ask on the forums in feed back and it will be added.

>> No.494670

>>489952
>http://g4p.org/Forum/showthread.php?tid=1301
I have a couple of times. Kinda slacked off for quite a while with workshop, going to start taking it more seriously soon. Source2 on the way, new game with a new workshop likely on the way, gotta hop on the endless pile of money about to happen.