Questions on Texturing and Importing models for use in custom MISC items

Grand Tickler

L1: Registered
Aug 8, 2014
22
2
Okay this may be a little OT...If there is a specific Sub-Forum for this, I apologize, I could not find it. If this is in the wrong spot, please delete/move if it violates any rules.


So I am in the process of making my first custom TF2 item (MISC for the Heavy), I am quite familiar with blender having used it for quite some time. However I have never actually made a custom item to utilize in a game like Tf2.

I am already past half done with the modeling, although I have a few questions about texturing.

1. So my item is a MISC item, and it has a lot of different parts to it. I am not sure I will be able to unwrap it and fit all the different textures into a single 512x512 image file. Is there a way to make it and export it into several image files?

2. My model does include glass, and I am not sure how to go about making a transparent texture (I know how to make it translucent in the "materials" tab, but I don't think that will apply in game, or does it?"

3. On the glass I do need opaque lettering. How would I go about that?

4. I also would like to include a pre-existing model as the centerpiece of the item (The Sandvich) how would I import the model not just as a reference (like I am using the heavy model as reference) but actually to have it be a permanent part of the model? How would I go about implementing it's textures?

5. This part is not as important, but how do I create different "styles", like how on the cleaver you can choose bloody or not bloody, etc, but instead make you able to choose whether it displays the Sandvich, BSS, or Daloko's bar? (This is optional, if it's not possible it's quite alright!)

Thank you so much in Advance!!
And again sorry if this is not allowed, if so please move/delete
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
1. I don't know if 512 is a hard limit Valve has put on workshop items, but unless the item is approaching the size of the entire character, I see no reason why you can't fit it all in. Keep in mind that you should be doing your painting at a higher resolution — say, two or four times that — and then shrink it down. I'm not familiar with Blender's tools; is the problem that you don't think you can fine tune all the vertices at that size?

2. Of course it applies in game; how else do you think glass works now? The trick is to give the texture transparency to begin with in whatever program you're using to paint it (so if you're using Photoshop for example, when you hit New File, make sure the background color is set to Transparent, which should show up as a checkerboard while you're editing), and then set the format to "DXT5" when you export. (Also don't forget to keep a copy of your raw, multi-layer image in case you ever need to change something.)

3. Just type the letters. Anything you want to be opaque, just put it on top of the transparency and it will be.

I'll leave the last two parts to the people who have actually worked with models before.
 

DioJoestar

L2: Junior Member
Jul 1, 2014
71
167
1. The Workshop only allows you to use 2 textures. This is because some materials has trouble between them ($selfillum and $colortint_base) or need to work separately (proxies).

2. Most models use the second texture for the glass. Use a tiny image with $additive set to 1 on the vmt.

3. Since $additive make the full texture transparent, without using the alpha channel, you should use a trick, something like a "decal". But maybe you need the alpha channel for other things.

4. Dunno if the workshop have issues with that. If you are going to compile it with a qc file you can import the model and just fix the smooth. You don't need to redo the unwrap, but make sure the material of the sandvich in Blender it is correctly. Some models have the full path.

5. As far as I know, you should upload it two times :/
 
Last edited:

henke37

aa
Sep 23, 2011
2,075
515
Styles work by the schema listing more than one model/skin for the item. It's something that only Valve can setup. The same thing goes for attaching multiple models together, like the festive weapons.
 

Grand Tickler

L1: Registered
Aug 8, 2014
22
2
Styles work by the schema listing more than one model/skin for the item. It's something that only Valve can setup. The same thing goes for attaching multiple models together, like the festive weapons.

Does that mean I will be unable to attach the sandvich to my model? Even if I imported it while in edit mode so they become one object?
 

henke37

aa
Sep 23, 2011
2,075
515
Once approved by valve, it should be easy to attach it. Until then, you will have to fudge it somehow.
 

Grand Tickler

L1: Registered
Aug 8, 2014
22
2
I am finished with the modeling stage (save for the sandvich) and on to the texturing.
How do I seperate the UV into two images?

This is the item: http://i.imgur.com/3bhVLkJ.png
It's called "The Emergency Ration" It's one of those "In case of emergency, break glass" boxes.
In case that helps
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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You can just import the sandvich into the blender file and assign the sandvich material to it, you don't need valve to do that for you. I'm not sure how assigning different materials works in blender but I'd guess they have to be separate objects somehow, ie they have to be unwrapped separately.