Source Filmmaker

Source Filmmaker

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TF2 AI Promo Items Enhanced [Returning to in UNKNOWN] (READ DESCRIPTION FOR USE)
   
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Universe: Team Fortress
Model
Models: Character
标签: SFM, Scout
文件大小
发表于
21.366 MB
2015 年 6 月 5 日 上午 10:49
1 项改动说明 ( 查看 )

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TF2 AI Promo Items Enhanced [Returning to in UNKNOWN] (READ DESCRIPTION FOR USE)

描述
After a whole year of practicing with these models and with tearing my hair out to figure out how to make specific fixes, I have finally completed the set so you guys can actually use it. It's standard poly, but I don't care anymore about increasing the poly for this one. Anyway, it's finally done and the whole set it yours to use!!!!! :3 I am waiting for feedback, pictures, and everything to make this project much better!!!

How to use this set CORRECTLY:
1) Spawn all three of the sets (you don't need the Scout model at all because the ai_legs are doing the work for the scout)
2) In motion editor, drag the Default slider for all the items (for stage.bsp, it should put the models into their correct positions for you; for other maps, just follow where the rotater or the marker for the model is/are so you know where they went, but they should be in their right parts together) and then lock them together.
WARNING: Do not use the Zero or any of the sliders once you locked them onto the model.
3) The ai_legs doesn't have a head bone to bind to so bing it at neck. The model will still work fine. You can even use this set with Pte Jack's Scout head model!!! :3 A big thanks to him for his help with this!

Credit-wise, you can credit me for enhancing this set, but I just recently found that this model was actually made by Svdl for Valve to use as a promotion for the game Alien: Isolation. Either way, credit us two/three! :)


Includes:
ai_body_updated\ai_body_updated.mdl
ai_head_updated\ai_head.mdl
ai_legs_updated\ai_legs_updated.mdl


UPDATE: At the moment, I am busy with setting the gears for all my projects in BETA to be finished so they can be tested. As a note, nothing that I have is final, therefore, I may go back into this project once more to fix up the flexes, enhanced and repair the mesh assignments for them all, and work on some custom items, including having the alien with gloveless hands rather than with gloves. The whole idea was for myself to get accustomed to being able to make flexes for models not really meant as characters. However, this item will be featured in a project I will be working on starting next year, which will feature IK Rigs (still not getting the reason why) for the enhanced items. For now, this is the best thing that I can give to the community. Also, I do not give anyone permission to convert this for GMOD. Reason is simply, "Not yet."

The new update will feature, other than what is already mentioned:
-repaired textures and color changing abilities (if I do get to it)
-will have all three cosmetics as one model that can be turned on and off with bodygroups (will feature the original tail and my enhanced tail for those who are less experienced)
-will feature a possible skull within the dome head as a reference to original Alien lore, but that is least likely.
-will feature its own IK Rig for tail wagging (might work on it with episoder later on) and the original scout's IK rig for the rest of the body parts
-I promised drool to you will get drool.
-will feature some jiggles, especially for the tail bones and some other parts (I may or may not do it for everything though)
23 条留言
Zizzy 2021 年 6 月 2 日 上午 6:35 
Can you make the flexes work with normal TF2? The author of the item was supposed to send them to Valve but I don't think they ever did. :'(
Billy Shears 2020 年 6 月 5 日 上午 11:25 
Holy shit its scooty the zenoscout
Delta Aether 2016 年 12 月 18 日 下午 4:54 
Oh ok thanks
Kumquat [Velbud]  [作者] 2016 年 12 月 18 日 下午 4:51 
Facial flexes boy. I may try and later switch it to be a faceposing rather than facial flexing.
Delta Aether 2016 年 12 月 18 日 下午 4:35 
Is there a jaw to this model?
FrankenHoovy 2015 年 9 月 16 日 下午 4:05 
Okay then. As I'm not really a skilled animator, this will be a bit tricky, but I'll try.
Kumquat [Velbud]  [作者] 2015 年 9 月 16 日 下午 4:01 
Hmm, the thing is that, for example with the tail and sixth finger, you will need to animate this separately. There is no real way to add a rig onto it, because it uses mostly Scout's, but also has extra bones on the tail. I recommend try to go past the using of rigs, and try it out without adding a rig.
FrankenHoovy 2015 年 9 月 16 日 上午 11:24 
I can't seem to use any sort of rig on this thing. I want to try to animate a walk cycle, but if I can't use a rig with it (not even auto rig seems to work, but I probably don't know how to properly use it), I'll have a REALLY hard time with that.
Kumquat [Velbud]  [作者] 2015 年 6 月 9 日 下午 5:15 
Ah, you are not supposed to. This supposed to be independent from the Scout mdoel, even if it shares parts of the hwm scout. :/ So locking was what I lost hope of getting it to do. :(
Roberto Ravioli 2015 年 6 月 9 日 下午 5:13 
i meant locking the scout in the editor