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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.
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.
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. :(
How is this done?
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
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?
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. :)
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.
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?
Dont copy the gameinfo.txt though, that will break stuff
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?
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.
For your HLMV try to revalidate and see if it launches with the SDK launcher.
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.