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[TF2] Model Manager 1.0.4 (08/03/2013)


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B_CANSIN
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Join Date: Aug 2011
Location: B_CANSIN's SERVERS
Old 07-19-2013 , 13:28   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #821

Hi I think I typed so much models in 1 list now it won't open !mm lsit (If I typed server frozen and back online 25-30 sn later) after it won't do anything and it won't see after Young snake model in my list heres my list and what hapend after I type tf_models_Reload http://www.speedyshare.com/g2Xqd/TF2-ItemList.cfg http://www.speedyshare.com/jecFE/console-commands.txt Can you help me???I want to open all models in season.And when someone change class server frozen too liek 20-40 sec.

Last edited by B_CANSIN; 07-19-2013 at 14:36. Reason: missing info
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Jakesterdog123
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Join Date: Oct 2012
Location: California
Old 07-20-2013 , 01:34   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #822

I'm trying to add this to my server...
http://www.mlptf2mods.com/mods/hats/engineer/0508010

However, it's a hat. It also has an animation. Please watch the video demonstration it includes to see what I mean.
Can anyone do me a favor? Can you equip this to the engineer whilst retaining its animations!?!?

It would be most appreciated!

But before that, is this even possible to do? I think it could.... except to perform animations, I would think it would only do that when player activates a taunt... if it does this while a player idles, whatever it would normally do, and it would retain those animation properties, that would just be......yes

Could you also explain to us (me) how you were able to accomplish this (in a nutshell or step-by-step)?
Thanks!
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Last edited by Jakesterdog123; 07-20-2013 at 01:37.
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Helvetica
Senior Member
Join Date: Nov 2011
Location: U.S.
Old 07-20-2013 , 08:27   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #823

There's ways to load custom hats and weapons, but it will be invisible to other players.

The only way to get others to see it on a class afaik is to merge it onto a custom engineer model and then upload that. You could autoplay the animation over whatever the Engie is doing as well.
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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-20-2013 , 17:01   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #824

So i'm confused, before SteamPipe all I had to do was put in the models to a particular place, add it to the config to call the model, and test it out if it works or not. It worked. Now after SteamPipe, I have to do ALL THIS STUFF with dep files and blah blah blah? You kidding? Someone please explain this.
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Helvetica
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Join Date: Nov 2011
Location: U.S.
Old 07-20-2013 , 18:48   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #825

Nothing has changed with Steampipe.

The process is the same its always been.
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B_CANSIN
Senior Member
Join Date: Aug 2011
Location: B_CANSIN's SERVERS
Old 07-21-2013 , 18:18   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #826

hmm how can I get somehelp for my problem 4 day passed I think hmm mmh did I type wrong something did I abuse ?Or is my problem absurd? hmm mmh I can beg for help for this.
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Derpy Hooves25
Member
Join Date: Jul 2013
Old 07-22-2013 , 19:12   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #827

I don't have tf2modelmanager file in config
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ReZy
SourceMod Donor
Join Date: Dec 2012
Old 07-22-2013 , 20:22   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #828

Quote:
Originally Posted by Helvetica View Post
Nothing has changed with Steampipe.

The process is the same its always been.
So why NOW is all my models broken? Hmm.
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protext
Senior Member
Join Date: Sep 2012
Old 07-23-2013 , 16:18   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #829

I got this Error:

Quote:
[TF2] Model Manager: Error, can't read file containing the item list : addons/sourcemod/configs/TF2ModelManager/TF2_ItemList.cfg
How can i fix that?

Last edited by protext; 07-23-2013 at 16:19.
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joggylol
Member
Join Date: Jul 2013
Old 07-23-2013 , 16:35   Re: [TF2] Model Manager 1.0.2 (01/12/2012)
Reply With Quote #830

Quote:
Originally Posted by FlaminSarge View Post
You don't necessarily have to rig it to a TF2 class model bones, all you have to do is rename the sequences of the model to match a class's animations (these models presumably already have animation in Dota2).
Would you have the time to do, rubick, shadow fiend, dragon knight and riki? The animations dont need to be that great
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