• TF2 Emporium XXIV
    5,001 replies, posted
[QUOTE=Dachande;25348102]Alright, I'll do it, but I work on maps like how sparkwire works on everything else, just warning you.[/QUOTE] Alrighty then.
pffft i'm sure the characters' faces have more polies than the ambassador
I wish we still had bad reading at least. Anyways, everybody go rate the OP winner! [img]http://www.facepunch.com/fp/ratings/winner.png[/img]
Oh my god. [url]http://www.fpsbanana.com/skins/102253[/url] One of the first actual spy skins I like which also has a version for Stylish spy. [media]http://www.youtube.com/watch?v=P3ALwKeSEYs[/media]
[QUOTE=Happyfaic;25348339]pffft i'm sure the characters' faces have more polies than the ambassador[/QUOTE] Nope, the spy player model has less than the ambassador. And it doesn't even have a bullet hole.
When's the OP going to get updated with mods?
When royzo wakes up
When the OP feels like it.
I made a M. Bison YES mod for when you crit on the all the rocket launchers, should I upload it?
Sounds quite silly.
Okay so I have the compiling issues worked out with 3DS Max, etc. But when I went to compile when I went in game I didn't get anything on the screen. No model, no hands, nothing. Although I don't think it's good I don't think its completely bad either. My qc for the bat is this: [code]$cd "C:\Documents and Settings\Steve\Desktop\viewbat\Output" $modelname "weapons\v_models\v_bat_scout.mdl" $model "bat" "v_bat_scout.dmx.smd" $cdmaterials "models\weapons\viewbat\" $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.130 -5.350 -5.070 1.780 12.260 2.870 $hbox 0 "bip_hand_R" -1.380 -0.490 -2.280 3.000 7.600 4.510 $hbox 0 "weapon_bone" -1.720 -2.610 -1.810 2.060 27.360 1.980 // Model uses material "models\player\scout\scout_hands.vmt" // Model uses material "models\weapons\viewbat\bat.vmt" $attachment "weapon_bone" "weapon_bone" 0.00 0.00 -0.00 rotate -0.00 0.00 0.00 $surfaceprop "default" $illumposition 24.012 -8.000 -8.779 $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised { { event 5004 1 "Weapon_Bat.Draw" } { event 5004 8 "Weapon_Bat.DrawSwoosh2" } { event 5004 16 "Weapon_Bat.DrawSwoosh1" } { event 5004 20 "Weapon_Bat.DrawCatch" } } $sequence swingMiss_a "swingMiss_a" ACT_VM_HITCENTER 2 fps 30.00 $sequence swingMiss_b "swingMiss_b" ACT_VM_HITCENTER 1 fps 30.00 $sequence swingMiss_crit "swingMiss_crit" ACT_VM_SWINGHARD 1 fps 30.00 node raised $sequence holster_idle "holster_idle" loop ACT_VM_IDLE_LOWERED 1 fps 30.00 node lowered $sequence holster "holster" ACT_IDLE_TO_LOWERED 1 fps 30.00 transition raised lowered $sequence unholster "unholster" ACT_VM_LOWERED_TO_IDLE 1 fps 30.00 transition lowered raised[/code] The directory for the textures is tf/materials/models/viewbat/bat. Help please. :crying:
[QUOTE=NeoDement;25348088]I don't notice any performance loss when I pull this weapon out compared to any other weapon. Why are you so hung up on this one weapon when the Direct Hit (and probably others) is just as bad?[/QUOTE] [QUOTE=The Ultimate;25348170]i have never noticed it[/QUOTE] Ok ignore the fact its a mess of wasted polys for something which can look the same with around half the count. [QUOTE=Dachande;25348233]In all honesty It can't be the big performance [B]KILLER[/b] you claim, can it? It could be excessive but surely it couldn't be a huge impact to performance?[/QUOTE] Was a joke, the ambassador has way too many polys for being just a basic gun model, there's really no need for that amount of polys which it has.
So that's why I always lag when holding it.
So can the Direct Hit either optimise them all or optimise nothing imo
[url=http://www.filedropper.com/yes] [img]http://img4.imageshack.us/img4/9026/promonew.png[/img] [/url]
Great content so far, thought I might just throw this in here. Gif made from model viewer. [img]http://dl.dropbox.com/u/3655261/Biotoxsin/Pyro/600pyroguitar.gif[/img]
[QUOTE=NeoDement;25349499]So can the Direct Hit either optimise them all or optimise nothing imo[/QUOTE] Very tempting but I most likely wont do it knowing me.
Wow fuck, these forums are ugly.
My copy of MilkShape (trial version) ran out. While I scramble to get $20 is there any texturing work or something I can do?
Wheres my drill release. :saddowns:
[QUOTE=CritNick;25350321]Wheres my drill release. :saddowns:[/QUOTE] Inside the scout.
[QUOTE=Biotoxsin;25349853]Great content so far, thought I might just throw this in here. Gif made from model viewer. [img_thumb]http://dl.dropbox.com/u/3655261/Biotoxsin/Pyro/600pyroguitar.gif[/img_thumb][/QUOTE] You need to turn on normal maps, bro. By the way, weapon icons pack inbound. Just have to clean up a few quirks and pack 'em up. Then I'll work on hats over the rest of the week. Big thanks to Skunkrocker and Pie_Tony this morning for helping to sort out some Model Viewer problems. Whatever Valve did to Model Viewer recently has made it total shit at displaying textures with partial tinting.
Cool, I should be releasing my new icons pack tomorrow, so that'll be like a cool double release sort of thing, hopefully.
Double the pleasure half the time. :smug:
[QUOTE=Dachande;25350491]Double the pleasure half the time. :smug:[/QUOTE] No wonder you're always frustrated. [editline].[/editline] Still want that plasma TV?
FFFFF hnnnggg someone help me. :argh:
[QUOTE=EDDY TT;25350530]No wonder you're always frustrated. [editline].[/editline] Still want that plasma TV?[/QUOTE] That was cold. Anyway yeah it'd be nice.
[QUOTE=Sgt Pepper;25350574]FFFFF hnnnggg someone help me. :argh:[/QUOTE] Your avatar looks like it needs some help
Well maybe if he'd stop screaming and tell us what he needs assistance with he might get it faster :v:
[QUOTE=Dachande;25350589]That was cold. Anyway yeah it'd be nice.[/QUOTE] I'll get it UV'd and textured soonish.
Sorry, you need to Log In to post a reply to this thread.