Difference between revisions of "Team Fortress Wiki:3D Models"

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{{Help navbar}}
 
The '''3D Models''' project's goal is to construct pseudo-3D images of the weapons in ''Team Fortress 2'' that can be freely rotated.
 
The '''3D Models''' project's goal is to construct pseudo-3D images of the weapons in ''Team Fortress 2'' that can be freely rotated.
  
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== Requirements ==
 
== Requirements ==
*[https://github.com/jbzdarkid/3D-Models-automaton/archive/master.zip A copy of the automation repository]
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* [https://www.microsoft.com/windows Windows]
*[http://www.python.org/downloads/ Python 2.7.11]
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* [https://store.steampowered.com/app/440/Team_Fortress_2 TF2]
*[https://pypi.python.org/pypi/pip pip Package installer]
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* HLMV (included as a part of TF2)
**<code>pip install pillow</code> - Python Imaging Library aka PIL
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** (optionally) [[vdc:Half-Life Model Viewer++|HLMV++]]
**<code>pip install pypiwin32</code> - PyWin for mouse clicks and window manipulation
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* [https://www.python.org/downloads/release/python-379 Python 3.7.9]
**<code>pip install numpy</code> - NumPy for image cropping
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* [https://github.com/jbzdarkid/3D-Models-automaton/releases/latest/download/3D-Models-automation.zip A copy of the automaton repository]
**<code>pip install wikitools</code> - WikiTools for uploading
 
**<code>pip install poster</code> - Poster for uploading
 
*[http://www.mediafire.com/download/2i3das2jx2v5fd6/BlackFirePlusBlackBackground.zip The background and fire textures]
 
*[http://www.microsoft.com/en-us/download/details.aspx?id=44266 Visual C++ Compiler for Python 2.7]
 
  
 
== Initial setup ==
 
== Initial setup ==
 
=== Installation ===
 
=== Installation ===
* Install Python, Pip, and Visual C++ Compiler
+
Please follow the latest instructions at [https://github.com/jbzdarkid/3D-Models-automaton#installation-steps the 3D-Models-automaton repo].
* Install pypiwin32, PIL, numpy, wikitools, and poster
 
* Download and save the automaton scripts to an easily accessible folder.
 
* Extract the BlackFirePlusBlackBackground.zip file, and copy the contents to <code>Steam\steamapps\common\Team Fortress 2\tf\custom\</code>
 
* Set up HLMV to produce the highest quality images possible by following the guide found [[Help:Model_Viewer#Setup|here]].
 
* Start up TF2 so that it maps your custom folders (for material overrides) and generates gameinfo.txt.
 
 
 
=== Setting up automate.py ===
 
[[File:3D Tutorial HLMV Coordinates.png|400px|thumb|HLMV screen where 1 is the location of {{code|fileButtonCoordinates}}, 2 is the location of {{code|optionsButtonCoordinates}}, and 3 is the boundary for {{code|imgCropBoundaries}}.]]
 
* Open HLMV and maximize it.
 
* Take a screenshot and paste it into an image viewer such as paint.NET or Adobe Photoshop.
 
* Take note of the following pixel coordinates for your screen size.
 
** {{code|imgCropBoundaries}} is the boundary of the window the model in HLMV is contained within. The format is;
 
*** <nowiki>[pixel distance of left boundary from left of screen, pixel distance of top boundary from top of screen, pixel distance of right boundary from left of screen, pixel distance of bottom boundary from top of screen]</nowiki>
 
*** You should leave a few pixels gap from the window edge.
 
  
 
== Workflow ==
 
== Workflow ==
 
=== Taking images ===
 
=== Taking images ===
 
* Open up the weapon in HLMV and ensure it rotates properly. There are three possible outcomes here:
 
* Open up the weapon in HLMV and ensure it rotates properly. There are three possible outcomes here:
** The model will rotate around the bottom corner of the model. If so, you will need to make use of {{code|rotationOffset}}.
+
** The model will rotate around the bottom corner of the model. If so, you will need to make use of <code>rotation_offset</code>.
*** Rotate the model so that it is facing left. Hold down {{Key|Shift}} and move the model sideways so that it is centered in the circle that appears.
+
*** First, reset the model's position with Options &rarr; Center View.
*** Press {{Key|F5}} in HLMV, and then in regedit. Note the new 'y' Trans value. The difference between the current value and the initial value is the {{code|rotationOffset}} value.
+
*** Then, from <code>cmd</code>, navigate to the folder containing <code>automate.py</code> and run <code>mem trans</code>, noting the second value (the Y translation).
 +
*** Back in HLMV, rotate the model so that it is facing right. Hold down {{Key|Shift}} and move the model sideways so that it is centered in the circle that appears.
 +
*** Go back to <code>cmd</code>, and run <code>mem trans</code> again, once again noting the second value.
 +
*** The difference between the current value and the initial value is the <code>rotation_offset</code> value to set in <code>automate.py</code>.
 
** The model will rotate around the wrong plane or the model will not rotate around the vertical or horizontal center. If so, the model will need to be [[#Recompiling models|recompiled]].
 
** The model will rotate around the wrong plane or the model will not rotate around the vertical or horizontal center. If so, the model will need to be [[#Recompiling models|recompiled]].
 
** The model will rotate around the vertical '''and''' horizontal center of the model. If so, you are good to go.
 
** The model will rotate around the vertical '''and''' horizontal center of the model. If so, you are good to go.
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=== Recompiling models ===
 
=== Recompiling models ===
 
* First, check [[TFW:3D Models/Weapons|here]] to see if a model has already been recompiled.
 
* First, check [[TFW:3D Models/Weapons|here]] to see if a model has already been recompiled.
* Download and install [http://steamcommunity.com/groups/CrowbarTool Crowbar], [http://nemesis.thewavelength.net/index.php?p=25 GCFScape], and the Source SDK (Steam -> Library -> Tools)
+
* Download and install [http://steamcommunity.com/groups/CrowbarTool Crowbar], [https://web.archive.org/web/20191202141812/http://nemesis.thewavelength.net/index.php?p=25 GCFScape], and the Source SDK (Steam -> Library -> Tools)
 
* Extract the model with GCFScape, decompile with Crowbar.
 
* Extract the model with GCFScape, decompile with Crowbar.
 
* For the most part, adding <code>$autocenter</code> to the .qc file should do the trick. If not, try using <code>$origin X Y Z</code>. For more complex concerns, see {{vdc|Category:QC Commands}}.
 
* For the most part, adding <code>$autocenter</code> to the .qc file should do the trick. If not, try using <code>$origin X Y Z</code>. For more complex concerns, see {{vdc|Category:QC Commands}}.
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* You can set <code>vertical_rotations = 0</code> to generate the model with no tilting, or reduce the number of rotations with <code>number_of_images</code>.
 
* You can set <code>vertical_rotations = 0</code> to generate the model with no tilting, or reduce the number of rotations with <code>number_of_images</code>.
 
* You will find it '''much''' easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
 
* You will find it '''much''' easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
 +
* If the 3D image's starting position isn't centered, click the edit button on the 3D image file's page and change "startframe" to whichever frame number is the centered frame.
  
 
== Models repository ==
 
== Models repository ==
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== Weapons ==
 
== Weapons ==
 
=== Needed weapons ===
 
=== Needed weapons ===
 
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* None
'''Scout Weapons:'''
 
* {{icon item|Current Event Scattergun|30px}} [[Current Event Scattergun]]
 
* {{icon item|Night Terror Scattergun|30px}} [[Night Terror Scattergun]]
 
 
 
'''Soldier Weapons:'''
 
* {{icon item|Shell Shocker Rocket Launcher|30px}} [[Shell Shocker Rocket Launcher]]
 
* {{icon item|Aqua Marine Rocket Launcher|30px}} [[Aqua Marine Rocket Launcher]]
 
* {{icon item|Sand Cannon Rocket Launcher|30px}} [[Sand Cannon Rocket Launcher]]
 
* {{icon item|Woodland Warrior Rocket Launcher|30px}} [[Woodland Warrior Rocket Launcher]]
 
 
 
'''Pyro Weapons:'''
 
* {{icon item|Flash Fryer Flame Thrower|30px}} [[Flash Fryer Flame Thrower]]
 
* {{icon item|Turbine Torcher Flame Thrower|30px}} [[Turbine Torcher Flame Thrower]]
 
* {{icon item|Forest Fire Flame Thrower|30px}} [[Forest Fire Flame Thrower]]
 
 
 
'''Heavy Weapons:'''
 
* {{icon item|Minigun|30px}} [[Minigun|Minigun: Multiple Skins]]
 
* {{icon item|Brick House Minigun|30px}} [[Brick House Minigun]]
 
* {{icon item|King of the Jungle Minigun|30px}} [[King of the Jungle Minigun]]
 
 
 
'''Demoman Weapons:'''
 
* {{icon item|Stickybomb Launcher|30px}} [[Stickybomb Launcher|Stickybomb Launcher: Multiple Skins]]
 
* {{icon item|Liquid Asset Stickybomb Launcher|30px}} [[Liquid Asset Stickybomb Launcher]]
 
* {{icon item|Pink Elephant Stickybomb Launcher|30px}} [[Pink Elephant Stickybomb Launcher]]
 
* {{icon item|Sudden Flurry Stickybomb Launcher|30px}} [[Sudden Flurry Stickybomb Launcher]]
 
* {{icon item|Carpet Bomber Stickybomb Launcher|30px}} [[Carpet Bomber Stickybomb Launcher]]
 
 
 
'''Medic Weapons:'''
 
* {{icon item|Spark of Life Medi Gun|30px}} [[Spark of Life Medi Gun]]
 
* {{icon item|Wrapped Reviver Medi Gun|30px}} [[Wrapped Reviver Medi Gun]]
 
* {{icon item|Masked Mender Medi Gun|30px}} [[Masked Mender Medi Gun]]
 
 
 
'''Sniper Weapons:'''
 
* {{icon item|Thunderbolt Sniper Rifle|30px}} [[Thunderbolt Sniper Rifle]]
 
* {{icon item|Purple Range Sniper Rifle|30px}} [[Purple Range Sniper Rifle]]
 
* {{icon item|Night Owl Sniper Rifle|30px}} [[Night Owl Sniper Rifle]]
 
* {{icon item|Low Profile SMG|30px}} [[Low Profile SMG]]
 
* {{icon item|Woodsy Widowmaker SMG|30px}} [[Woodsy Widowmaker SMG]]
 
 
 
'''Spy Weapons:'''
 
* {{icon item|Dead Reckoner Revolver|30px}} [[Dead Reckoner Revolver]]
 
* {{icon item|Psychedelic Slugger Revolver|30px}} [[Psychedelic Slugger Revolver]]
 
 
 
'''Multiple Class Weapons:'''
 
* {{icon item|Lightning Rod Shotgun|30px}} [[Lightning Rod Shotgun]]
 
* {{icon item|Backwoods Boomstick Shotgun|30px}} [[Backwoods Boomstick Shotgun]]
 
* {{icon item|Black Dahlia Pistol|30px}} [[Black Dahlia Pistol]]
 
* {{icon item|Sandstone Special Pistol|30px}} [[Sandstone Special Pistol]]
 
* {{icon item|Red Rock Roscoe Pistol|30px}} [[Red Rock Roscoe Pistol]]
 
  
 
=== Finished weapons ===
 
=== Finished weapons ===
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* {{icon item|Postal Pummeler|30px}} [[Postal Pummeler]]
 
* {{icon item|Postal Pummeler|30px}} [[Postal Pummeler]]
 
* {{icon item|Powerjack|30px}} [[Powerjack]]
 
* {{icon item|Powerjack|30px}} [[Powerjack]]
* {{icon item|Power Up Canteen|30px}} [[Power Up Canteen]]
 
 
* {{icon item|Pretty Boy's Pocket Pistol|30px}} [[Pretty Boy's Pocket Pistol]]
 
* {{icon item|Pretty Boy's Pocket Pistol|30px}} [[Pretty Boy's Pocket Pistol]]
 
* {{icon item|Prinny Machete|30px}} [[Prinny Machete]]
 
* {{icon item|Prinny Machete|30px}} [[Prinny Machete]]
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* {{icon item|Your Eternal Reward|30px}} [[Your Eternal Reward]]
 
* {{icon item|Your Eternal Reward|30px}} [[Your Eternal Reward]]
 
}}
 
}}
 +
 +
== Action Slot Items ==
 +
=== Needed Action slot items ===
 +
 +
'''All Class Action Slot Items:'''
 +
* None
 +
 +
=== Finished Action slot items ===
 +
* {{icon item|Battery Canteens|30px}} [[Battery Canteens]]
 +
* {{icon item|Duck Journal|30px}} [[Duck Journal]]
 +
* {{icon item|Fancy Spellbook|30px}} [[Fancy Spellbook]]
 +
* {{icon item|Fireproof Secret Diary|30px}} [[Fireproof Secret Diary]]
 +
* {{icon item|Grappling Hook|30px}} [[Grappling Hook]]
 +
* {{icon item|Kritz or Treat Canteen|30px}} [[Kritz or Treat Canteen]]
 +
* {{icon item|Power Up Canteen|30px}} [[Power Up Canteen]]

Latest revision as of 17:28, 20 February 2024

The 3D Models project's goal is to construct pseudo-3D images of the weapons in Team Fortress 2 that can be freely rotated.

Example

https://wiki.teamfortress.com/w/images/6/6a/Detonator_RED_3D.jpg?2018072610024612838,280,233,3,0,193,111,56,152,110,115,146,109,175,194,106,266,153,106,367,147,105,472,194,84,608,155,83,762,146,80,924,194,63,1098,157,60,1295,145,57,1503,194,44,1705,161,40,1932,145,35,2173,195,29,2392,165,24,2635,147,19,2895,195,20,3123,171,14,3377,151,7,3646,196,17,3872,177,11,4122,154,4,4386,198,22,4597,182,16,4829,159,9,5073,204,37,5255,188,31,5454,164,25,5663,210,61,5803,192,56,5955,168,51,6114,214,92,6203,195,89,6298,170,86,6396,215,114,6447,196,115,6497,172,115,6545,214,98,6633,195,95,6727,170,94,6825,210,78,6965,192,71,7116,168,68,7275,204,60,7457,188,49,7656,164,45,7865,198,46,8076,182,30,8308,159,25,8552,196,35,8778,177,17,9028,154,10,9292,195,31,9520,171,11,9774,151,2,10043,194,30,10263,165,12,10506,147,0,10766,194,33,10968,161,12,11195,145,2,11436,194,42,11610,157,21,11807,145,14,12015,194,58,12151,155,42,12306,146,35,12469,194,82,12560,153,72,12661,147,69https://wiki.teamfortress.com/w/images/3/36/Detonator_BLU_3D.jpg?2018072610042612842,280,232,3,0,193,111,56,153,110,114,146,110,173,194,106,264,154,106,365,146,105,470,194,84,607,155,82,761,146,80,923,194,62,1097,158,59,1294,145,56,1502,195,43,1704,162,39,1931,145,35,2172,195,28,2392,166,23,2635,148,18,2896,195,19,3125,171,14,3379,151,7,3649,196,17,3875,177,11,4125,154,4,4389,198,22,4600,182,16,4832,159,10,5076,203,37,5258,187,32,5457,164,25,5666,209,61,5806,191,57,5957,167,52,6116,213,92,6205,194,90,6299,170,87,6397,214,114,6448,195,114,6498,171,115,6546,213,98,6635,194,95,6729,170,93,6827,209,78,6967,191,70,7118,168,68,7277,203,60,7459,187,48,7658,164,44,7867,198,45,8078,182,30,8310,159,25,8554,196,35,8780,177,17,9030,154,10,9294,195,31,9523,171,11,9777,151,1,10047,195,30,10267,166,12,10510,148,0,10771,194,33,10973,162,12,11200,145,2,11441,194,42,11615,158,22,11812,145,14,12020,194,58,12157,155,42,12311,146,36,12473,194,82,12564,154,72,12665,146,69

Pictogram comment.png Note This is not for the faint of heart. It requires a bit of knowledge on how both VMTs and HLMV work, and a lot of time and patience since a lot of models will not be centered correctly by default, thus requiring plenty of tweaking to get them ready for the process.

Requirements

Initial setup

Installation

Please follow the latest instructions at the 3D-Models-automaton repo.

Workflow

Taking images

  • Open up the weapon in HLMV and ensure it rotates properly. There are three possible outcomes here:
    • The model will rotate around the bottom corner of the model. If so, you will need to make use of rotation_offset.
      • First, reset the model's position with Options → Center View.
      • Then, from cmd, navigate to the folder containing automate.py and run mem trans, noting the second value (the Y translation).
      • Back in HLMV, rotate the model so that it is facing right. Hold down ⇧ Shift and move the model sideways so that it is centered in the circle that appears.
      • Go back to cmd, and run mem trans again, once again noting the second value.
      • The difference between the current value and the initial value is the rotation_offset value to set in automate.py.
    • The model will rotate around the wrong plane or the model will not rotate around the vertical or horizontal center. If so, the model will need to be recompiled.
    • The model will rotate around the vertical and horizontal center of the model. If so, you are good to go.
  • Center the model using Options → Center View.
  • If the model does not face you directly when centered, it will need to be recompiled with a new rotation.
  • Zoom the model out so that it is as large as possible, but will not clip outside the viewer window when rotated or tilted.
  • If the light source produces a glare that interferes with the model, hold Ctrl and drag the light source around with the mouse until it is in a better position.
  • Run the script, from the command line. Navigate to the folder containing the scripts and type python automate.py.
  • After the image finishes rotating, switch back to the command line and follow the prompts to upload the file.

Team-colored models

  • This is now very simple, simply change this in HLMV (Model → Skin #), then re-run the script.

Models with other class arms/models blocking the view

  • If you wish to remove a model from the viewer (for example the Sniper's arms holding onto the view model Sniper Rifle), click on the Model tab in HLMV and find out which VMTs are being used for the model textures.
  • Extract the VMTs using GCFScape to the same path in your /custom/folder and open them up in a text editor.
  • Inside the "VertexLitGeneric" curly brackets add the line "$no_draw" "1". This will make this part of the model invisible in HLMV.

Recompiling models

  • First, check here to see if a model has already been recompiled.
  • Download and install Crowbar, GCFScape, and the Source SDK (Steam -> Library -> Tools)
  • Extract the model with GCFScape, decompile with Crowbar.
  • For the most part, adding $autocenter to the .qc file should do the trick. If not, try using $origin X Y Z. For more complex concerns, see Category:QC Commands on the Valve Developer Community.
  • Recompile the model with Crowbar. You should be good to go!

Uploading your image

  • This should happen automatically. If it does not, ensure that you have poster installed via pip install -U poster.

Tips and debugging

  • You can set vertical_rotations = 0 to generate the model with no tilting, or reduce the number of rotations with number_of_images.
  • You will find it much easier when recompiling models to find out if they're centered correctly by checking the 'Ground' checkbox in HLMV and refreshing the model every time you make a change and recompile.
  • If the 3D image's starting position isn't centered, click the edit button on the 3D image file's page and change "startframe" to whichever frame number is the centered frame.

Models repository

Weapons

Needed weapons

  • None

Finished weapons

Action Slot Items

Needed Action slot items

All Class Action Slot Items:

  • None

Finished Action slot items