• TF2 Mod Emporium 46
    10,004 replies, posted
[QUOTE=Mnemosynaut;35857965] He juggles his imagination.[/QUOTE] [IMG]http://i594.photobucket.com/albums/tt21/Badger-n_n/sollyimagination.png[/IMG] That's how I imagined it.
[QUOTE=unlimi_Ted;35858215][IMG]http://i594.photobucket.com/albums/tt21/Badger-n_n/sollyimagination.png[/IMG] That's how I imagined it.[/QUOTE] [img]http://dl.dropbox.com/u/35476992/imagination.gif[/img] This needed to be posted
Hey, need opinions on this shotgun I'm working on. The idea is that it'll be a reskin of the Pomson, but instead of the Engineer pulling a lever on the side, it'll look like he's loading shells in sideways (Well mostly. If Heavy didn't load shells into the Family Business, I think I can get away with doing it here, too) [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/Shottydoesntknow.jpg[/IMG] I know it still needs the trigger, but other than that, it feels like the gun is missing something. Any opinions?
Silly secondary/misc item idea for the Black Market Business and Man of Honor packs. [b]The Cement Shoes[/b] [i]Why not take a long walk off a short pier with these babies on?[/i]
[img]http://i.imgur.com/SyfC8.png[/img]
[QUOTE=ZombiPlastiClok;35858831]Hey, need opinions on this shotgun I'm working on. The idea is that it'll be a reskin of the Pomson, but instead of the Engineer pulling a lever on the side, it'll look like he's loading shells in sideways (Well mostly. If Heavy didn't load shells into the Family Business, I think I can get away with doing it here, too) [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/Shottydoesntknow.jpg[/IMG] I know it still needs the trigger, but other than that, it feels like the gun is missing something. Any opinions?[/QUOTE] [IMG]http://www.gunshopfinder.com/springfield/PW9609L.jpg[/IMG] Give the grip a pattern like that, and seeing as how the pomson is long ranged...Rear sights as well as a front sight? Unless this is going to be a synthetic shotgun, that would look best.As for the rest of the gun, it looks solid, but a ring around the tube and barrel like the frontier justice would make it look like it's actually held together... Sorry, a bit of my hunters side coming out...
-snop-
[QUOTE=DatHarry;35859824]-snop-[/QUOTE] You should totally release that as a mod before you upload it to the workshop.
[QUOTE=Pocket Medic;35860370]You should totally release that as a mod before you upload it to the workshop.[/QUOTE] what
[QUOTE=ZombiPlastiClok;35858831]Hey, need opinions on this shotgun I'm working on. The idea is that it'll be a reskin of the Pomson, but instead of the Engineer pulling a lever on the side, it'll look like he's loading shells in sideways (Well mostly. If Heavy didn't load shells into the Family Business, I think I can get away with doing it here, too) [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/Shottydoesntknow.jpg[/IMG] I know it still needs the trigger, but other than that, it feels like the gun is missing something. Any opinions?[/QUOTE] As far as I know, that's based on a SPAS-12, which has a folding stock, so some mechanism that looks like it could fold (it doesn't have to fold, just look like it could
Does anyone know if its possible to prevent translational jigglebones on viewmodels from bouncing up and down when the player moves back and forth? I only want it to be affected by gravity, but even when the mass is at 1000 it bounces up and down erratically.
[QUOTE=Urser;35860837]Does anyone know if its possible to prevent translational jigglebones on viewmodels from bouncing up and down when the player moves back and forth? I only want it to be affected by gravity, but even when the mass is at 1000 it bounces up and down erratically.[/QUOTE] Can you post your .qc? And also post a screencapture of your armature.
[CODE]$cd "E:\Program Files\Steam\steamapps\pufuwozu\team fortress 2\tf\models\weapons\c_models" $modelname "weapons/c_models/c_nude_pen/c_nude_pen.mdl" $model "c_nude_pen" "c_nude_pen/c_nude_pen.smd" $cdmaterials "models\weapons\c_items\" $texturegroup skinfamilies { { "c_nude_pen.vmt" "c_nude_pen_glass.vmt" } { "c_nude_pen.vmt" "c_nude_pen_glass.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -2.490 1.000 -6.390 2.510 11.000 23.610 $autocenter // Model uses material "models/weapons/c_items/c_nude_pen.vmt" // Model uses material "models/weapons/c_items/c_nude_pen_glass.vmt" $surfaceprop "metal" $illumposition 0 0 0 $sequence idle "c_nude_pen/idle.smd" fps 30.00 $jigglebone "tube_jiggle" { is_rigid { tip_mass 1000 length 100 angle_constraint 0 } has_base_spring { stiffness 1 damping 10 left_constraint 0 0 up_constraint 0 5 up_friction 0 forward_constraint 0 0 } }[/CODE] In game and in HLMV the jiggleboned tube rises really quickly when you move forward, and lowers really quickly when you move back. And when it hits the limits defined by "up_constraint" it jumps to the opposite limit. And even if the pen is upside down (when you go to backstab one), the tube slowly reverts back to the initial position. But I want the gravity to keep it down. EDIT: Oh sorry, I'll get a screenshot of it. [url=http://dl.dropbox.com/u/19306897/deskcap.PNG]I didn't know exactly how to show it, but the bone is assigned to a tube inside the pen.[/url]
[CODE][B] "c_nude_pen"[/B][/CODE] Hawt Even more with jiggles :v:
It's one of those [URL="http://www.zakka.net/img/SHOUHIN_CORP/SHOUHIN_IMG/1165550742678401.jpg"]novelty pens (might be NSFW)[/URL] but with the Scout's mom. [IMG]http://dl.dropbox.com/u/19306897/SHESTAKINGHERCLOTHESOFF.jpg[/IMG] Obviously it doesn't really work with the current drawing, it's just a proof of concept so far. If I can't get the jigglebones to complete the job, I'll make an on-backstab animation for the Workshop submission. Though, I know how Valve just LOVES custom animations.
[QUOTE=Urser;35861113]It's one of those [URL="http://www.zakka.net/img/SHOUHIN_CORP/SHOUHIN_IMG/1165550742678401.jpg"]novelty pens (might be NSFW)[/URL] but with the Scout's mom.[/QUOTE] Heh, I have the one that's shown at the bottom, but in black Really good pen, but it's bit distracting at times.
I'm not sure you can use the rigid and base_spring commands concurrently like that; I've never seen it done (though admittedly haven't tried it. As an alternative, you could try making a rotational jigglebone with a very wide radius that only allows movement in the single axis you're looking for, with the rigid command.
[QUOTE=SgtR007;35861290]I'm not sure you can use the rigid and base_spring commands concurrently like that; I've never seen it done (though admittedly haven't tried it. As an alternative, you could try making a rotational jigglebone with a very wide radius that only allows movement in the single axis you're looking for, with the rigid command.[/QUOTE] I'm pretty sure you can, the ValveDC article even has an example using them both together. The wide radius workaround could provide a makeshift solution, but I think that approach would be much more unfavourable than making an animation. Thanks for the help though.
Download and workshop of the LazerGazer: [url=http://dl.dropbox.com/u/66127951/TheLazerGazer.zip][img]http://img854.imageshack.us/img854/2450/lazergazerpromo.png[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=68261699&searchtext=][img]http://img138.imageshack.us/img138/8300/workshoppromoextention.png[/img][/url] I'm not too sure whether the team basecolours work right now, as i've never done them before and my Facade is painted black.
[QUOTE=NapyDaWise;35855464][url=http://steamcommunity.com/sharedfiles/filedetails/?id=68196014][img]http://dl.dropbox.com/u/20211663/steam%20workshop/maskless.jpg[/img][/url] Done.[/QUOTE] I still think their should be a female-esq styled hairdo, y'know, so people don't rage that the pyro is a guy... Although there's nothing saying that girls can't have a mohawk...Maybe I'm just being dumb
[t]http://niggaupload.com/images/XJiq.png[/t] tubes
[QUOTE=Mnemosynaut;35857965]It's a pun with Bandolier and Bandolero. He juggles his imagination.[/QUOTE] My bad D= Sorry about that.
[QUOTE=light dasher;35862261]I still think their should be a female-esq styled hairdo, y'know, so people don't rage that the pyro is a guy... Although there's nothing saying that girls can't have a mohawk...Maybe I'm just being dumb[/QUOTE] [url]http://bit.ly/KDala3[/url] Also the original concept is based on this girl [img]http://www.mynewhair.info/wp-content/uploads/2009/02/girl-pink-mohawk.jpg[/img]
[QUOTE=NapyDaWise;35862582][url]http://bit.ly/KDala3[/url][/QUOTE] Oh god, sexy.
[QUOTE=light dasher;35862261]I still think their should be a female-esq styled hairdo, y'know, so people don't rage that the pyro is a guy... Although there's nothing saying that girls can't have a mohawk...Maybe I'm just being dumb[/QUOTE] the sooner people stop with this 'pyro is a girl' thing the better.
[QUOTE=Constructor;35862340] tubes[/QUOTE] and steam filled corridors?
[url=http://tf2mods.net/mod.php?id=429][img]http://dl.dropbox.com/u/20211663/steam%20workshop/promomohawk.png[/img][/url]
heavy version time
[QUOTE=DatHarry;35862619]the sooner people stop with this 'pyro is a girl' thing the better.[/QUOTE] Insisting pyro is male is just as bad.
[QUOTE=DatHarry;35862619]the sooner people stop with this 'pyro is a girl' thing the better.[/QUOTE] Why? I think the complete ambiguity surrounding the character is neat.
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