Blade Symphony

Blade Symphony

Blackmarket Armory
Make your own masks, swords, and other content and upload them to the game, viewable immediately by other players.
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NimrodX 6 22 Jul, 2014 @ 11:14pm
Feedback wanted: My first "sword" (using blender)
It's called the beat stick:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=290119893

Nothing terribly fancy (I just want to make sure I understand how all this works before I get too complicaed). I've never created anything for Source Engine before, and never created anything in Blender before. I've hardly ever crated a 3D model before, really.

Does anyone know what version of the SourceSDK tools I should be using? I set Blender Source Tools up to use "Orange Box" and it seems to have worked.
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Showing 1-6 of 6 comments
York 22 23 Jul, 2014 @ 12:43am 
Seems pretty good to me :)
I look forward to seeing more of your work in the future
fug4life 31 23 Jul, 2014 @ 1:47am 
Orangebox should be fine.

Texturing looks good, I guess the model would have looked better as a baseball bat in terms of being proportional in size and shape to our swords. But don't worry all sorts of weird and wonderful stuff on workshop.
NimrodX 6 23 Jul, 2014 @ 2:16am 
Well, I was intentionally trying to create something big and goofy-looking so...

I seem to be having a hell of a time trying to tweak the shading to my liking though. The phong shading seems to be kind of screwed up and the thing looks flat shaded.

I think I'm also having trouble getting the game to reload my changes to the VMT file. When I do "reload resources" nothing seems to happen. If I recompile the QC file then sometimes that seems to work and sometimes it doesn't. Is the game or souce engine itself just buggy in this regard?

Also, if I use the recommended VTF file:

"Patch" { "include" "materials/models/shared/swords.vmt" // import to ensure that common requirements are met, for example the charge effect on swords, player models "insert" { "$basetexture" "models/YOUR64bitSteamID/yourswordname" //the name of your diffuse vtf "$bumpmap" "models/YOUR64bitSteamID/yourswordname_nrm" //the name of your normal map vtf "$normalmapalphaenvmapmask" "1" //use the alpha channel in your normal map as the specular map. } }

Then I seem to get horrible results. Any advice on tweaking VTF materials? Source Engine seems to be really quirky and poorly documented :(
York 22 23 Jul, 2014 @ 10:40am 
Yeah the Reload Resources is still kinda buggy. It's best to delete the sword from the game, restart the game and re-add it.
You can use the sword in a hosted game without uploading to the workshop by turning on sv_cheats through the console (acessed using F10 by default once the console is enabled).
NimrodX 6 23 Jul, 2014 @ 3:04pm 
Originally posted by Guantanamo Bay Holiday:
https://developer.valvesoftware.com/wiki/$phong https://developer.valvesoftware.com/wiki/Phong_materials
Knock yourself out.

I've been reading those but I stil can't seem to figure this out.....

York: thanks
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