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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Requesting Mask Assistance - Nearing Finalization!
I'd really appreciate some help getting my mask completely finished and working properly! I've gotten to the point where I can successfully load my mask model into the game, but I'm encountering two issues:

The mask doesn't load correctly on the character's head, and gives an "Invalid mask" error in respect to this, showing instead the default mask when used in a match (I believe the reason for this is due to not having the head+bone positioned correctly [x/y/z coord.] within the 3ds Max project before exporting to .smd)

Customization preview: http://s29.postimg.org/tcdjlnotz/2014_11_06_00001.jpg (Note visible, white bone wireframe on left of head)

When the mask is visible on a character, the entire texture can be color tinted, when I did not intend for it to. Below are listed the contents of both my .qc and .smd to identify why this is occurring.

[.qc contents]
$modelname "76561198012071316\Pumpkin\Pumpkin.mdl"
$cdmaterials "models\76561198012071316\Pumpkin"
$scale 1.0
$body "Body" "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd"
$sequence idle "C:\Program Files (x86)\Steam\SteamApps\common\Blade Symphony\workshop\models\76561198012071316\Pumpkin_ref.smd" loop fps 1.00
[.qc contents end]

[.smd contents]
//Reference File generated by the Wall Worm SMD Exporter 1.66
/www.wallworm.com
version 1
nodes
0 "ValveBiped.Bip01_Head1" -1
1 "default" -1
end
skeleton
time 0
0 0 0 0 1.19209e-007 0 0
1 -0.167257 -2.85094 3.56292 1.58487 0.138621 -1.6501
end
triangles
wire_174186203
0 0.05 -0.734701 5.7403 0 -0.118987 0.992896 0 0
0 0.05 -0.635401 5.7522 0 -0.118987 0.992896 0 0
0 -0.05 -0.635401 5.7522 0 -0.118987 0.992896 0 0
wire_174186203
0 -0.05 -0.635401 5.7522 0 -0.118987 0.992896 0 0
0 -0.05 -0.734701 5.7403 0 -0.118987 0.992896 0 0
0 0.05 -0.734701 5.7403 0 -0.118987 0.992896 0 0
wire_174186203
0 0.05 -0.635401 5.7522 0 0.979351 0.202165 0 0
0 0.5 0.4373 0.5557 0 0.979351 0.202165 0 0
0 -0.5 0.4373 0.5557 0 0.979351 0.202165 0 0
wire_174186203
0 -0.5 0.4373 0.5557 0 0.979351 0.202165 0 0
0 -0.05 -0.635401 5.7522 0 0.979351 0.202165 0 0
0 0.05 -0.635401 5.7522 0 0.979351 0.202165 0 0
wire_174186203
0 -0.5 -0.5557 0.4373 -0.996397 -0.0100416 0.084212 0 0
0 -0.05 -0.734701 5.7403 -0.996397 -0.0100917 0.0842112 0 0
0 -0.05 -0.635401 5.7522 -0.996397 -0.010086 0.0842113 0 0
wire_174186203
0 -0.05 -0.635401 5.7522 -0.996397 -0.010086 0.0842113 0 0
0 -0.5 0.4373 0.5557 -0.996397 -0.010041 0.084212 0 0
0 -0.5 -0.5557 0.4373 -0.996397 -0.0100416 0.084212 0 0
wire_174186203
0 0.05 -0.635401 5.7522 0.996397 -0.010086 0.0842113 0 0
0 0.05 -0.734701 5.7403 0.996397 -0.0100917 0.0842112 0 0
0 0.5 -0.5557 0.4373 0.996397 -0.0100416 0.084212 0 0
wire_174186203
0 0.5 -0.5557 0.4373 0.996397 -0.0100416 0.084212 0 0
0 0.5 0.4373 0.5557 0.996397 -0.010041 0.084212 0 0
0 0.05 -0.635401 5.7522 0.996397 -0.010086 0.0842113 0 0
wire_174186203
0 -0.05 -0.734701 5.7403 0 -0.999431 -0.0337354 0 0
0 -0.5 -0.5557 0.4373 0 -0.999431 -0.0337354 0 0
0 0.5 -0.5557 0.4373 0 -0.999431 -0.0337354 0 0
wire_174186203
0 0.5 -0.5557 0.4373 0 -0.999431 -0.0337354 0 0
0 0.05 -0.734701 5.7403 0 -0.999431 -0.0337354 0 0
0 -0.05 -0.734701 5.7403 0 -0.999431 -0.0337354 0 0
wire_174186203
0 0 0 0 -0.707119 0.0837173 -0.702121 0 0
0 -0.5 -0.5557 0.4373 -0.707119 0.0837173 -0.702121 0 0
0 -0.5 0.4373 0.5557 -0.707119 0.0837173 -0.702121 0 0
wire_174186203
0 0 0 0 0 0.785852 -0.618415 0 0
0 -0.5 0.4373 0.5557 0 0.785852 -0.618415 0 0
0 0.5 0.4373 0.5557 0 0.785852 -0.618415 0 0
wire_174186203
0 0 0 0 0.707119 0.0837173 -0.702121 0 0
0 0.5 0.4373 0.5557 0.707119 0.0837173 -0.702121 0 0
0 0.5 -0.5557 0.4373 0.707119 0.0837173 -0.702121 0 0
wire_174186203
0 0 0 0 0 -0.618415 -0.785852 0 0
0 0.5 -0.5557 0.4373 0 -0.618415 -0.785852 0 0
0 -0.5 -0.5557 0.4373 0 -0.618415 -0.785852 0 0
[The rest I'm cutting out due to what I believe to be irrelevancy+thread space]

As far as I know, the bone should be applied properly to the mask, as I've been instructed to do so by the workshop contributor, Jesteℜ. However, the mask is not rigged correctly, coordinate-wise within 3ds Max, as evidenced by the crooked, shrunken scale of the mask in-game.

Any assistance on this is greatly appreciated. Thank you for your time. :)
Last edited by Halloween; 5 Nov, 2014 @ 11:16pm
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Showing 1-15 of 35 comments
fug4life 31 6 Nov, 2014 @ 5:49am 
Did you import the phalanx example from the mask guide?
Also get hlmv.exe and the blade symphony sdk up and running. Hlmv will help you to look at your model on a character without the need to go in game. Make the relevant your steam id folders in the berimbau folder and compile to there so you can preview your models with hlmv.
Nero 14 6 Nov, 2014 @ 6:24am 
You have to have sv_cheats 1 turned on to view local models in game.
Halloween 4 6 Nov, 2014 @ 12:20pm 
Originally posted by fug4life:
Did you import the phalanx example from the mask guide? Also get hlmv.exe and the blade symphony sdk up and running. Hlmv will help you to look at your model on a character without the need to go in game.
I did make use of the Phalanx base, and made sure to hide/delete it before exporting the project (tested exporting through Scene and Selection w/ and w/o only visible nodes option) to .smd. As for the hlmv.exe, I followed the instructions for its use via NimrodX's sword tutorial by making a shortcut for the application (with " -game ..\workshop" added onto the end of the target line). Upon running, it shows up in my process list, then promptly disappears, and I see no evidence for it running on the screen other than that. If I don't use a shortcut and open hlmv.exe directly, I'm given this error message:

Unable to find GameInfo.txt. Solutions:

1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
2. Run vconfig to specify which game you're working on.
3. Add -game <path> on the command line where <path> is the directory that GameInfo.txt is in.
Originally posted by fug4life:
Make the relevant your steam id folders in the berimbau folder and compile to there so you can preview your models with hlmv.
I haven't tried this, but I don't understand how I can compile files here without studiomdl_workshop.bat being copied into one of the STEAMID folders I have to create. Or do I just copy everything from the workshop\models\STEAMID\Maskname folder to a corresponding STEAMID folder(s) created within \berimbau? And is there an exact path within \berimbau that hlmv.exe demands? I need exact directions here, please. :(

Originally posted by Nero:
You have to have sv_cheats 1 turned on to view local models in game.
How is this done?
Last edited by Halloween; 6 Nov, 2014 @ 12:33pm
Nero 14 6 Nov, 2014 @ 2:27pm 
Originally posted by Halloween:
Originally posted by fug4life:
Did you import the phalanx example from the mask guide? Also get hlmv.exe and the blade symphony sdk up and running. Hlmv will help you to look at your model on a character without the need to go in game.
I did make use of the Phalanx base, and made sure to hide/delete it before exporting the project (tested exporting through Scene and Selection w/ and w/o only visible nodes option) to .smd. As for the hlmv.exe, I followed the instructions for its use via NimrodX's sword tutorial by making a shortcut for the application (with " -game ..\workshop" added onto the end of the target line). Upon running, it shows up in my process list, then promptly disappears, and I see no evidence for it running on the screen other than that. If I don't use a shortcut and open hlmv.exe directly, I'm given this error message:

Unable to find GameInfo.txt. Solutions:

1. Read http://www.valve-erc.com/srcsdk/faq.html#NoGameDir
2. Run vconfig to specify which game you're working on.
3. Add -game <path> on the command line where <path> is the directory that GameInfo.txt is in.
Originally posted by fug4life:
Make the relevant your steam id folders in the berimbau folder and compile to there so you can preview your models with hlmv.
I haven't tried this, but I don't understand how I can compile files here without studiomdl_workshop.bat being copied into one of the STEAMID folders I have to create. Or do I just copy everything from the workshop\models\STEAMID\Maskname folder to a corresponding STEAMID folder(s) created within \berimbau? And is there an exact path within \berimbau that hlmv.exe demands? I need exact directions here, please. :(

Originally posted by Nero:
You have to have sv_cheats 1 turned on to view local models in game.
How is this done?
Go to your steamapps/common/bladesymphony/bin folder and open SDK Launcher.exe and use the Model viewer from there.
to view the models in HLMV copy your bladesymphony/workshop folder into your bladesymphony/berimbau folder.
To use cheats you need to open the settings>game and enable the developer's console (default keybind F12) and type in sv_cheats 1
Halloween 4 6 Nov, 2014 @ 3:36pm 
Originally posted by Nero:
Go to your steamapps/common/bladesymphony/bin folder and open SDK Launcher.exe and use the Model viewer from there.
I'm assuming something is supposed to happen when I double click "Model Viewer" in this program (listed therein are Hammer World Editor, Model Viewer, Face Poser, Portal 2 (Tools Mode)), because nothing's happening when I do, or even when I right click > Launch.
Originally posted by Nero:
to view the models in HLMV copy your bladesymphony/workshop folder into your bladesymphony/berimbau folder.
I did this, and my hlmv.exe shortcut still isn't opening anything. Folders listed within \berimbau are: bin, cache, cfg, downloads, maps, materials, media, models, particles, resource, screenshots, scripts, sound, workshop. Am I supposed to merge the contents of the corresponding workshop folders within berimbau's models & materials folders?
Originally posted by Nero:
To use cheats you need to open the settings>game and enable the developer's console (default keybind F12) and type in sv_cheats 1
Alright, I figured this out and now I can see the mask in-game without encountering the aforementioned "Invalid Mask" error. Thanks! :) But the rigging is still incorrect in 3ds Max, as the mask appears in-game as it does in my first post's screenshot.

So at this point, the only assistance I need is in getting my mask postioned in the correct coordinates within 3ds Max, and getting rid of the color-tinting feature which is encompassing the entire mask texture.

I've tried correcting this with a fully-black phong texture to have the entire texture ignored as far as color tinting, but I don't know what the correct name of this texture should be to have it identified as such.

After this, if I can get instruction on how correctly positioning my mask in 3ds Max is accomplished, everything will be done, and I will be a happy Workshop contributor from this point forward! Hell, I might even make a mask tutorial of my own. :)
Last edited by Halloween; 6 Nov, 2014 @ 3:53pm
Nero 14 6 Nov, 2014 @ 4:18pm 
Originally posted by Halloween:
words
Just mess around with the rotations in 3ds max until it works
Last edited by Nero; 6 Nov, 2014 @ 5:15pm
Halloween 4 6 Nov, 2014 @ 5:41pm 
Originally posted by Nero:
Originally posted by Halloween:
words
Just mess around with the rotations in 3ds max until it workds
I have, and the game actually reacts to it in different ways (i.e. automatically scaling the mask size up/down, even though I'm not changing the scale in 3ds Max, not reflecting orientation changes). It's really strange, like for example, my mask right now is upside-down inside the neck of Phalanx facing his head's left side (http://s29.postimg.org/tcdjlnotz/2014_11_06_00001.jpg).

I'm turning the mask 180° counter-clockwise on the axis bisecting Phalanx's face so that it's upright, then I'll turn it 90° counter-clockwise on the character's horizontal/X-axis so that it'll face forward like it should. Here's my plan for this re-orientation change: http://s28.postimg.org/lne4zn9lp/phalanxmaskchange.jpg

Here's what the process looks like step-by-step in 3ds Max (Phalanx base included in pictures for the purpose of orientation reference, but not included in .smd export - Remember to account for the client reading this mask as upside-down, so turning the mask to face left is actually turning it to face right/Phalanx's front in-game):

[Before changes]
http://s16.postimg.org/karu82gl1/rotationbase.jpg

[Rotation 1 - Orange 90° CC on diagram above]
http://s22.postimg.org/yuj3mvx7l/rotation1.jpg

[Rotation 2 - Blue 180° CC on diagram above]
http://s29.postimg.org/n4wgot3w7/rotation2.jpg

[End result before export]
http://s21.postimg.org/61dvq2zo7/rotationend.jpg

[Result In-game]
http://s10.postimg.org/p4xsha5m1/berimbau_2014_11_06_20_25_09_75.jpg

I'm actually really surprised that this didn't change a thing. The first time I made these changes, I realized my first rotation was done in the opposite direction (90° clockwise), but the outcome was exactly the same as the original position, even after correcting the 90° rotation's direction via the provided 3ds Max pictures above. Before, when I would make changes, I would at least see it reoriented somehow, albeit incorrect still. Something's... just not working correctly.
Last edited by Halloween; 6 Nov, 2014 @ 5:43pm
Nero 14 6 Nov, 2014 @ 6:27pm 
Originally posted by Halloween:
Originally posted by Nero:
Just mess around with the rotations in 3ds max until it workds
I have, and the game actually reacts to it in different ways (i.e. automatically scaling the mask size up/down, even though I'm not changing the scale in 3ds Max, not reflecting orientation changes). It's really strange, like for example, my mask right now is upside-down inside the neck of Phalanx facing his head's left side (http://s29.postimg.org/tcdjlnotz/2014_11_06_00001.jpg).

I'm turning the mask 180° counter-clockwise on the axis bisecting Phalanx's face so that it's upright, then I'll turn it 90° counter-clockwise on the character's horizontal/X-axis so that it'll face forward like it should. Here's my plan for this re-orientation change: http://s28.postimg.org/lne4zn9lp/phalanxmaskchange.jpg

Here's what the process looks like step-by-step in 3ds Max (Phalanx base included in pictures for the purpose of orientation reference, but not included in .smd export - Remember to account for the client reading this mask as upside-down, so turning the mask to face left is actually turning it to face right/Phalanx's front in-game):

[Before changes]
http://s16.postimg.org/karu82gl1/rotationbase.jpg

[Rotation 1 - Orange 90° CC on diagram above]
http://s22.postimg.org/yuj3mvx7l/rotation1.jpg

[Rotation 2 - Blue 180° CC on diagram above]
http://s29.postimg.org/n4wgot3w7/rotation2.jpg

[End result before export]
http://s21.postimg.org/61dvq2zo7/rotationend.jpg

[Result In-game]
http://s10.postimg.org/p4xsha5m1/berimbau_2014_11_06_20_25_09_75.jpg

I'm actually really surprised that this didn't change a thing. The first time I made these changes, I realized my first rotation was done in the opposite direction (90° clockwise), but the outcome was exactly the same as the original position, even after correcting the 90° rotation's direction via the provided 3ds Max pictures above. Before, when I would make changes, I would at least see it reoriented somehow, albeit incorrect still. Something's... just not working correctly.
You have to detach the model from the bone when you rotate it (delete the skin modifier) or it it wont change the rotation
Halloween 4 6 Nov, 2014 @ 6:36pm 
Originally posted by Nero:
You have to detach the model from the bone when you rotate it (delete the skin modifier) or it it wont change the rotation
Okay, will do. I'll report my findings soon. Thanks! :)

Edit: How should the Phalanx base head be oriented before the mask is applied to it, after importing it to the 3ds Max project (with flip x/y unchecked)? Do you just leave it where it is and sculpt the mask around it, then export?
Last edited by Halloween; 6 Nov, 2014 @ 6:45pm
Nero 14 6 Nov, 2014 @ 6:39pm 
Originally posted by Halloween:
Forgot to mention, yeah just merge your workshop folder into your berimbau folder
Dont copy the gameinfo.txt though, that will break stuff
Last edited by Nero; 6 Nov, 2014 @ 6:40pm
Halloween 4 6 Nov, 2014 @ 6:46pm 
Originally posted by Nero:
Forgot to mention, yeah just merge your workshop folder into your berimbau folder
Dont copy the gameinfo.txt though, that will break stuff
Will do.

Edit: How should the Phalanx base head be oriented before the mask is applied to it, after importing it to the 3ds Max project (with flip x/y unchecked)? Do you just leave it where it is and sculpt the mask around it, then export?
Last edited by Halloween; 6 Nov, 2014 @ 6:49pm
Halloween 4 6 Nov, 2014 @ 7:01pm 
Originally posted by Nero:
You have to detach the model from the bone when you rotate it (delete the skin modifier) or it it wont change the rotation
Okay, I tried this, and I'm still getting the same unturned result as before. Removed skin modifier from base mask before rotations > performed both rotations > reapplied skin modifier to mask with ValveBiped bone > exported and recompiled, and it still loads into the game as the same mask as before as if I'm not making any changes whatsoever (upside-down inside of Phalanx's neck, too small to cover the whole head, visible, white wireframe bone to the left of his head, and facing outwards to the right). It's literally the same, and does not make the normal scan noise when switching masks after each is picked right after the other.
Last edited by Halloween; 6 Nov, 2014 @ 7:04pm
Halloween 4 6 Nov, 2014 @ 7:38pm 
Okay, I've decided to start from scratch again in a new .max project, making sure to keep all imported models where they were except for my mask model (had to move it to the base head after importing), and this is what it now looks like:
http://s3.postimg.org/6937iurc3/berimbau_2014_11_06_22_32_45_09.jpg

I'm gonna be repositioning the mask further away from the base head in 3ds max to experiment. Any tips at this point?

Edit: None of the changes I'm making on the mask's position in 3ds Max are being reflected in-game. It's just staying in that same position to the left of the head.
Last edited by Halloween; 6 Nov, 2014 @ 10:30pm
Nero 14 6 Nov, 2014 @ 9:19pm 
When you update the model are you going into workshop options and reloading the resources?
For your HLMV try to revalidate and see if it launches with the SDK launcher.
Last edited by Nero; 6 Nov, 2014 @ 9:19pm
Halloween 4 6 Nov, 2014 @ 10:30pm 
Originally posted by Nero:
When you update the model are you going into workshop options and reloading the resources?
For your HLMV try to revalidate and see if it launches with the SDK launcher.
I've given up testing models within HLMV.exe or SDKLauncher.exe. Neither wants to do anything upon running, even after I've followed your instructions, so I'm just deleting and recreating my mask within the game client's Workshop menu to test my changes to the model's scaling and positioning, which are actually getting close.

I've just come to realize that the game client reacts differently to 3ds Max rotations (i.e. If you turn an object upwards in Max, the game will see that as turning left, etc.). I'm not exactly sure why this is, but I have to play around with it for a bit to get my mask positioned correctly on his head, and I'm getting close. I had no idea rigging an item to a character would involve so many hidden steps, as well as unmentioned, puzzling and clever ways to go about doing what one planned to do in the first place with said item.
Last edited by Halloween; 6 Nov, 2014 @ 10:33pm
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