• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
Ahaha, I just saw the Johann Krauss on those concept drawings. Had a good laugh.
[QUOTE=Dr_Aquaphre5h;37611714]has there ever been a mod or something that fixes the holy mackerel so it doesn't turn into a pretzel?[/QUOTE] We can't fix that, it's actually a source problem that Valve was going to fix ages ago but never did.
jigglebones in general are broken even completely unrelated things such as the birthday balloon and botkillers suffer from it
trying to make concept art of that debonersaw thing, i am terrible at this but i did come up with the name "Debonersaw" so it wasn't all unproductive
[QUOTE=ned_ballad;37608935]So I was thinking about how Bonk Boy is a cool set. But ultimately, he's a side kick. So I was thinking, who would be the hero of TF2's universe. And then suddenly, the Incredibles was on, and I noticed Heavy has a lot of features of Mr Incredible, and he would probably be the hero Teufort Deserves. So I took elements of old time Superman, Mr Incredible and some Luchador Wrestling and combined them in [B]MIST MANI-FISTO[/B] [thumb]http://i.imgur.com/N9LlV.jpg[/thumb][/QUOTE] I've made a Captain Crocket pack some time ago as the arch nemesis of Bonk Boy: [IMG]http://img651.imageshack.us/img651/5623/captaincrocketsneak.png[/IMG] [sp]texture work is pending[/sp] Also: [IMG]http://img831.imageshack.us/img831/1959/iamnotawitch.png[/IMG] "I'm not a witch."
[img]http://i.imgur.com/NkVTf.jpg[/img] Just whipped this up!
[QUOTE=donhonk;37612182][img]http://i.imgur.com/NkVTf.jpg[/img] Just whipped this up![/QUOTE] just model in the details, dont normal map it. or, since its a misc, texture them in.
[img]http://puu.sh/13LaG[/img] Added the cross. Looking for someone to texture this. I will give whoever textures the set a puppy that may or may not exist. [sp]It doesn't.[/sp]
[QUOTE=Void Skull;37611657]cowprint? [editline]10th September 2012[/editline] no it does not work with other masks "it's only there because it's cool"[/QUOTE] right under the apparition theres the red triangl thing and above it looks like cowprint. so it cannot be worn with triclops, pyromancers or area 451? and i said it on the workshop but paintable brain style could be cool.
[img]http://niggaupload.com/images/CET0H.png[/img] Colour test!
[QUOTE=Rexic;37612374]right under the apparition theres the red triangl thing and above it looks like cowprint. so it cannot be worn with triclops, pyromancers or area 451? and i said it on the workshop but paintable brain style could be cool.[/QUOTE] The cowprint you're describing is just the Apparition's pale mesh clipping with the Cortex's dark one, giving the illusion of a spotted appearance.
This spammed by gmail in a 25 minute timespan [IMG]http://i.imgur.com/NgjcV.jpg[/IMG] [editline]10th September 2012[/editline] Also lime has a fan :dance: [IMG]http://i.imgur.com/XJu8B.png[/IMG] [editline]10th September 2012[/editline] dem big ass images
help guys [CODE]$bodygroup drip { studio "drop_style_1.smd" studio "drop_style_2.smd" }[/CODE] the first style disables the second style fine but when i enable second style, there is a dim version of the first style still present, what am i missing =(
[CODE]$bodygroup style1 { studio "drop_style_1.smd" blank } $bodygroup style2 { studio "drop_style_2.smd" blank }[/CODE]
[QUOTE=Lexar;37612787]help guys [CODE]$bodygroup drip { studio "drop_style_1.smd" studio "drop_style_2.smd" }[/CODE] the first style disables the second style fine but when i enable second style, there is a dim version of the first style still present, what am i missing =([/QUOTE] Can you show the full QC?
[QUOTE=Omolong;37612825]Can you show the full QC?[/QUOTE] [CODE] $modelname "player/items/pyro/drop_styles.mdl" $bodygroup pipe { studio "pipe_1.smd" } $bodygroup drip { studio "drop_style_1.smd" studio "drop_style_2.smd" } $cdmaterials "/models/player/items/pyro/" $texturegroup skinfamilies { { "drop.vmt" "drip_metal.vmt" } } $hboxset "default" $hbox 0 "bip_spine_3" 0.000000 -0.098430 67.696663 -1.022315 0.000000 0.000000 $hbox 1 "bip_neck" 0.000000 -2.236336 0.000000 -0.164778 0.000000 0.000000 $hbox 2 "drop_root" 0.000000 -14.722374 2.655806 -0.000002 2.781467 -1.570796 $hbox 3 "bip_head" 0.000000 -2.358192 -0.000002 0.067027 -0.000000 0.000000 $surfaceprop "water" $illumposition -0.000 -0.585 73.214 $sequence idle "pipe_1" loop fps 30.00 [/CODE]
[QUOTE]Damn you Valve! Anywho, compiling it as the same name except with a w_ in front of it, (not to mention putting it in the w_pistol model folder) should that do it? Or do I have to rerig the pistol to the third person engi model?[/QUOTE] I usually re rig my models. Just too be sure, as it takes almost no time. Usually you rig the entire gun just to the weapon_bone.
[QUOTE=BANG!;37612823][CODE]$bodygroup style1 { studio "drop_style_1.smd" blank } $bodygroup style2 { studio "drop_style_2.smd" blank }[/CODE][/QUOTE] must say that does not work, having blank still has a dull version of the non blank bodygroup [IMG]http://lex.xsustudios.com/item-concepts/studio.png[/IMG]
Ah my bad, though what do you mean "there is a dim version of the first style still present" ? Can you take a screenshot maybe?
[QUOTE=BANG!;37613077]Ah my bad, though what do you mean "there is a dim version of the first style still present" ? Can you take a screenshot maybe?[/QUOTE] yes, sorry i was too slow, they are in my above post
Have you tried the "Unload Weapon" option in HLMV? Sometimes a model gets loaded as both a normal model and a weapon, so it can cause problems like that.
[QUOTE=Omolong;37613122]Have you tried the "Unload Weapon" option in HLMV? Sometimes a model gets loaded as both a normal model and a weapon, so it can cause problems like that.[/QUOTE] oh my god i feel like such a retard :suicide:, this is 75% of the reason why i think nothing ever works in sdk, because i don't check this one bit. thanks mate, you are brilliant.
update item [IMG]http://cs304105.userapi.com/v304105321/464a/1dfmaWCgo5A.jpg[/IMG] [video=youtube;mnUqg0heaG0]http://www.youtube.com/watch?v=iusNjZ93Ed0&feature=youtu.be[/video]
Well, i got styles onto the drop head, one is what was suggested much earlier in the thread. i hope it looks to what they were after. [IMG]http://lex.xsustudios.com/item-concepts/looks3.png[/IMG] texture obv not done
I still think it should be hooked up to his backpack :v:
[QUOTE=Pocket Medic;37613866]I still think it should be hooked up to his backpack :v:[/QUOTE] if you can mark out an area as to where you think it should go then sure, ill try it =)
you don't want it conflicting with the number one (backpack) and number two (head, although it's tied with grenades) most used misc slots for Pyro.
[QUOTE=Lexar;37613850]Well, i got styles onto the drop head, one is what was suggested much earlier in the thread. i hope it looks to what they were after. [IMG]http://lex.xsustudios.com/item-concepts/looks3.png[/IMG] texture obv not done[/QUOTE] Second style looks better than the default, IMO. (Or maybe because I just find it adorable.)
[QUOTE=ned_ballad;37613885]you don't want it conflicting with the number one (backpack) and number two (head, although it's tied with grenades) most used misc slots for Pyro.[/QUOTE] i was intending to get the bip head following one of the drop jigglebones so you could wear hats with it, not sure how possible this is however.
oh, if it's intended as a hat... that'd get really awkward with backpacks, because items don't usually have three equip regions
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