Source Filmmaker

Source Filmmaker

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Trespasser
   
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Universe: Team Fortress
Model
Models: Weapon
Tags: SFM
File Size
Posted
9.544 MB
25 Jun, 2015 @ 1:48pm
1 Change Note ( view )

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Trespasser

In 1 collection by Astute
"Observer" Spy Set SFM Assets
12 items
Description
This is the SFM version of my TF2 workshop submission: The "Trespasser"


It's a Rolex watch for the Spy, featuring a particle accelerator and cloaking device wired into its interior. It features a large number of moving widgets and details, including a functional time piece. It was inspired somewhat by Spy movie gadgets, with their crazy transforming nature when activated. I had a much more ambitious design when I started, but ended up toning it back to something a bit more logical by the end.


The particle accelerator design is a padlock-shaped gizmo, sitting in the bottom left hand corner of the watch(assuming the direction facing away from the Spy is north). It spins particles around the torus shaped end, displaying a range of colors, and removing excess heat in the process. Of course, there are no special effects with the watch, so much of what you see in my promo shots are light tricks. The particle accelerator is also branded with a fake company name, "Accelerun", and includes stickers alluding to the fact.

The cloaking device was simply an interpretation of what the cloaking watches use to create the light distortion effect. I think I called it something like "Band Spectrumizer" in the model files. It's a simple USB-like device that creates light distortion. It features a dial on the side for manually tweaking the intensity of the effect, 2 lights to display error codes, and a visual readout for debugging info. It also features several wires entering and exiting from multiple sides. The red wire is power, the green wires are outputs to the watch-face buttons(for triggering the light up effect).

The power device sits between the particle accelerator and cloaker. It's rough, but it is supposed to be an Australium battery of sorts. I ran a bit short on my vertex and texture budget, so I ended up trimming this guy down. The watch hands are roughly based on actual watch components. I say roughly, because a lot of the minor details are "implied", and were not modeled due to running short on vertices.


Notes


-The watch contains a large number of view model bones. They are as follows:

>"weapon_bone_L": The weapon bone for the left hand.
>"cap_left_buttons": The left watch-face cap cover, and bears the numbers 3, 12, and 6.
>"cap_right_pinion": The right watch-face cap which cover , and bears the number 9.
>"second_hand": The second hand, denoted in red.
>"minute_hand": The minute hand, the longer of the two black hands.
>"hour_hand": The hour hand, the shorter of the two black hands.
>"accelerator": The particle accelerator "spin" bone, which lets you spin the particles around.
>"second_gear": The gear that drives the second hand.
>"minute_gear": The gear that drives the minute hand.
>"hour_hand_side_gears": The 2 gears that drive the hour gear, and are driven by the minute gear.
>"drive_gear": The large gear that distributes momentum to the second and minute gears.
>"motor_gear": The gear that powers the watch system. It is held by a small watch motor.

-The watch hands and gears are all rigged, and were originally timed to roughly simulate an actual watch. They function in realtime with respect to how long the match has been running. I'm not sure if that means anything function-wise in SFM. All of the idle animations should still be present as sequences, just in case you want to set the watch up to simulate for your video.

-This model relies heavily on materials, utilizing several environment maps to get the silver and gold effects. If you have issues with missing textures, it is likely due to a missing "cubemap_specular001", which all of the shiny metal materials use. This texture should come default with any installation of SFM. If it's missing, you can comment $envmap out of the gold and silver materials, or verify your SFM and reacquire "cubemap_specular001".

-The cloakings lights can be toggled on and off. Simply change the current skin to enable cloak lighting.

-The watch internals("interior") are bodygrouped, and are on by default.

-The watch glass dome over the watch face("watch_glass") is bodygrouped, and is on by default.

-The watch back chain, or the bridge that completes the watch's chain("watch_base_hook") is bodgrouped, and is on by default.

-Since the Spy's arm on his world model isn't actually designed to accomodate any of the watches, you'll have to fudge this watch when binding it to his arm. You can lock and zero the weapon_bone_L, but you'll still need to do some rotating and sliding to get it to fit properly.

-The face plate, or white portion that the cloaking lights sit on is rather sensitive to light. Keep this in mind when doing bright lighting on the watch face, as it tends to blow out the image a bit.


Includes:
weapons\c_models\c_spy_silver_watch\c_spy_silver_watch_sfm.mdl


Links






15 Comments
404_coffee.exe 30 Mar, 2023 @ 12:22pm 
its a nice watch
MundaneHeavy 1 Apr, 2022 @ 5:15pm 
"don't touch the watch"
▲Aurora▲ 21 Jan, 2021 @ 11:45am 
i was thinking about using it for an idea i had for tf2 but i see you've done that
Astute  [author] 20 Jan, 2021 @ 5:15pm 
Submission? What are you submitting this model to? It has already been submitted to the TF2 and GMod workshops.
▲Aurora▲ 20 Jan, 2021 @ 1:19pm 
i have a plan for a submission, may i use this model?
TheOneTruePigeon 1 Oct, 2019 @ 4:51am 
nice. REALLY good work.
0% Angel 4 Aug, 2016 @ 4:54pm 
Looks great!
Chumber 5 Jul, 2015 @ 7:33pm 
mmmmm time travel anyone
Twolung 29 Jun, 2015 @ 7:17pm 
wow
Fiopon 29 Jun, 2015 @ 10:15am 
damn this looks good!