• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.
[QUOTE=GoldenBalls;36747786][t]http://i49.tinypic.com/fw7ko5.png[/t] Well, I fixed the phong, and sort of boosted the visibility of the brush strokes a little. But now I'm a little frustrated at the workshop. Is there really no other way to update your submission than to create a new one? Seems rather stupid...[/QUOTE] you should use the phongless version as a style as "dark chocolate"
Has anyone made a first person model of the kringle collection yet?
[QUOTE=TacticalBacon;36748357]Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.[/QUOTE] I know this isn't very specific, but I do know it was within the last few, five or so, Emporiums. Check the two longest ones, I remember them being somewhere in there.
[QUOTE=TacticalBacon;36748357]Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.[/QUOTE] That would be TF2 Emporium XL.
[QUOTE=TheFishyG;36748528]I know this isn't very specific, but I do know it was within the last few, five or so, Emporiums. Check the two longest ones, I remember them being somewhere in there.[/QUOTE] [QUOTE=black0193;36748575]That would be TF2 Emporium XL.[/QUOTE] Thanks mates.
That achievement "vote on a workshop item" is fucking up the workshop. There are items (including mine) on the first page of top rated that are not worthy of being there.
but your mask is awesome
[QUOTE=Constructor;36748946]but your mask is awesome[/QUOTE] Thanks man, but it's not my best one. I like my tin man much more.
Ok, done, Kanopy Killer for Reserve Shooter right here. [url=https://dl.dropbox.com/u/25352599/tf2%20mods/Kanopy%20Killer%20%28Reserve%20Shooter%29.rar]"That's a fucking anti-aircraft gun, Vincent!"[/url] Now go rob a bookie's with it or something.
[img]https://dl.dropbox.com/u/900111/flaregunfinal.jpg[/img] [img]https://dl.dropbox.com/u/900111/flaregunfinal2.jpg[/img] Now to do the primary weapon
Oh baby
Oh elderly
Oh crap! Another Pyro weapon I will have to fight. Why Spies doesn't get cool stuff?
Oh cadaver
Oh Angel of Retribution
Oh midlife crisis
[QUOTE=TacticalBacon;36749011]Ok, done, Kanopy Killer for Reserve Shooter right here. [url=https://dl.dropbox.com/u/25352599/tf2%20mods/Kanopy%20Killer%20%28Reserve%20Shooter%29.rar]"That's a fucking anti-aircraft gun, Vincent!"[/url] Now go rob a bookie's with it or something.[/QUOTE] Grah, I did that a while ago. I even made backpack icons for it. [img]https://dl.dropbox.com/u/37749778/c_reserve_shooter_large.png[/img] The thingy on the end of the barrel is faded out because it would cut off suddenly if it wasn't.
[QUOTE=Teh Kiyoshi;36718230]Double Release! [URL="http://gamebanana.com/tf2/skins/118878"][IMG]http://i800.photobucket.com/albums/yy285/tehkiyoshi/heavy_promod.png[/IMG][/URL] [URL="http://gamebanana.com/tf2/skins/118879"][IMG]http://i800.photobucket.com/albums/yy285/tehkiyoshi/medic_promod.png[/IMG][/URL] My work here is done..[/QUOTE] I don't know if it's the mixing of the two mods that caused this, but I'm using the Medic animations and the first-person Quadwrangler mods. When I use medic's needleguns or crossbow, the left wrist is seriously twisted at one band of tris. Looks like old broken engineer arm. I was already using the Quadwrangler for a while and didn't notice a broken arm.
So, I am still working on that bow replacement and everything is working out pretty well but I have one small problem. If I leave in the LOD part of the QC the whole thing borks up and it won't compile saying 'ERROR: c:\users\quinnjdq\desktop\mdldecompiler.qc(6): - Unknown replace model 'c_bow_reference'' even though I haven't changed the actual files it decompiled with in the slightest. Here's what it looks like prealtered. [QUOTE]$cd "C:\Users\Quinnjdq\Desktop\*\Tf2\heros bow\imput" $modelname "weapons/c_models/c_bow/c_bow.mdl" $model "body" "c_bow_reference.dmx.smd" $model "arrow" "arrow_bodygroup.dmx.smd" $lod 7 { replacemodel "arrow_bodygroup.dmx" "lod1_arrow_bodygroup.dmx" } $lod 13 { replacemodel "arrow_bodygroup.dmx" "lod2_arrow_bodygroup.dmx" } $model "arrow" "UnknownModelName.smd" $lod 7 { replacemodel "UnknownModelName" "lod1_UnknownModelName" } $lod 13 { replacemodel "UnknownModelName" "lod2_UnknownModelName" } $cdmaterials "\models\weapons\c_bow\" $cdmaterials "" $hboxset "default" $hbox 0 "weapon_bone" -17.024 -10.310 -0.786 12.094 1.532 0.733 $hbox 0 "weapon_bone_1" -19.008 -8.833 -1.226 0.109 0.412 1.227 $hbox 0 "weapon_bone_2" -6.654 -22.225 -1.204 0.264 0.244 1.231 $hbox 0 "weapon_bone_4" -1.116 -1.263 -0.045 1.572 1.726 35.086 // Model uses material "models/weapons/c_items/c_bow.vmt" // Model uses material "models/weapons/c_items/c_arrow.vmt" $attachment "muzzle" "weapon_bone_4" 0.00 -0.01 33.41 rotate -90.00 -0.00 0.00 $surfaceprop "default" $illumposition 5.689 -0.335 -1.409 $sequence ref "ref" fps 30.00 $collisionmodel "phymodel.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/QUOTE] Is their anything directly wrong I need to cut out?
Fuse the lods together, and replace the 2 "arrow" $models with one $bodygroup. Also you don't need unknownmodelname.and, just add a "blank" line.
[QUOTE=NapyDaWise;36749994]Fuse the lods together, and replace the 2 "arrow" $models with one $bodygroup. Also you don't need unknownmodelname.and, just add a "blank" line.[/QUOTE] Mind giving me an example of what you mean? I just tried to do that and I still get this [IMG]http://puu.sh/Ias7[/IMG]
I rose from my bed just for this :p You don't need the $cd line if your .qc is in the same folder as your models If you use 2 separate $model lines, it won't work as a bodygroup, they'll overlap You don't need 2 $cdmaterials lines you don't need the // Model uses material lines (they're commented out anyway) [quote] $modelname "weapons/c_models/c_bow/c_bow.mdl" $model "body" "c_bow_reference.dmx.smd" $bodygroup arrow { studio "arrow_bodygroup.dmx.smd" blank } $lod 7 { replacemodel "c_bow_reference.dmx.smd" "lod1_c_bow_reference.dmx.smd" replacemodel "arrow_bodygroup.dmx.smd" "lod1_arrow_bodygroup.dmx.smd" } $lod 13 { replacemodel "c_bow_reference.dmx.smd" "lod2_c_bow_reference.dmx.smd" replacemodel "arrow_bodygroup.dmx.smd" "lod2_arrow_bodygroup.dmx.smd" } $cdmaterials "\models\weapons\c_bow\" $hboxset "default" $hbox 0 "weapon_bone" -17.024 -10.310 -0.786 12.094 1.532 0.733 $hbox 0 "weapon_bone_1" -19.008 -8.833 -1.226 0.109 0.412 1.227 $hbox 0 "weapon_bone_2" -6.654 -22.225 -1.204 0.264 0.244 1.231 $hbox 0 "weapon_bone_4" -1.116 -1.263 -0.045 1.572 1.726 35.086 $attachment "muzzle" "weapon_bone_4" 0.00 -0.01 33.41 rotate -90.00 -0.00 0.00 $surfaceprop "default" $illumposition 5.689 -0.335 -1.409 $sequence ref "ref" fps 30.00 $collisionmodel "phymodel.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/quote]
[QUOTE=Noizeblaze;36743910]So I'm designing a Eureka Effect wrench for the Classic update to complement my [URL="http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/19c5d722.png"]shotgun[/URL]: [IMG]http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/347da659.png[/IMG] It's a custom made tool, a merger of a hammer [sp]fer hittin'[/sp] and a wrench. The Hammer element is also meant to be some manner of electronic device, though I don't want to burden it with a specific function. Visually, I want to make enough of a connection that there's a technical reason (unrelated to stats) why the wire goes into it without adding unnecessary or overly specific greebles, though I am uncertain how to achieve this end. What say you Emporium?[/QUOTE] Is this concept taken already?
[QUOTE=Evil_Knevil;36748936]That achievement "vote on a workshop item" is fucking up the workshop. There are items on the first page of top rated that are not worthy of being there.[/QUOTE] [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] [QUOTE=Evil_Knevil;36748936](including mine)[/QUOTE] [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG]
Thanks again, nappy! [IMG]http://puu.sh/IaGy[/IMG] Going to work on the wood a tad bit more but aside from that it is pretty close to done
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=81781919][IMG]http://i.imgur.com/fnTbM.png[/IMG][/url] honk
[QUOTE=Evil_Knevil;36750106]Is this concept taken already?[/QUOTE] Yup
Does anyone from who makes backpack icons know the rot value for the huntsman?
[url=https://dl.dropbox.com/u/37749778/Releases/Party%20Blower%20for%20Rainblower.rar][img]https://dl.dropbox.com/u/37749778/Releases/PartyblowerForRainblowerPromo.png[/img][/url] See this is what happesn when I don't sleep I'll also make a Lollichop version with the Fire Axe and all that jazz
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