• TF2 Emporium Halloween Event 2k13
    3,414 replies, posted
[QUOTE=NeoDement;42449630]You can find the VMT here: "steam\steamapps\common\Team Fortress 2\tf\materials\models\player\items\templates\sta[b][/b]ndard.vmt" Make a backup before you start editing it. Be aware that any edits you make will only show up on any new items you create using the compiler, if you load up an old item and preview it, it will still be using VMTs based on the older template file. You can also add proxies with this (which is what the Filamental uses it for)[/QUOTE] Oh daaang, cheers mate. :D
[QUOTE=OneFourth;42449635]can I have one? even though its not halloween, but based off my workshop items?[/QUOTE] [B]After the halloweenpalooza I'd be more than happy too make a picture with yours or anybody else's items. Its kinda my job lol. Add me too discuss[/B] [B][U]that extends too tha rest of ya, want a personal pic or promo art, hit me up on steam :3[/U][I][/I][/B]
Done, except the promos c: [img]https://dl.dropboxusercontent.com/u/900111/Corpsomopolitan1.jpg[/img] [t]https://dl.dropboxusercontent.com/u/900111/Corpsomopolitan2.jpg[/t]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=184399164][img]http://25.media.tumblr.com/7d91422541e9abbe34b567682c9e0ec6/tumblr_mubykhLaZg1rrtgbwo5_1280.png[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=184399164]Ouch.[/url]
Talk about a splitting headache! :v:
[QUOTE=Demon!;42450483]Talk about a splitting headache! :v:[/QUOTE] I [I]saw[/I] what you did there
[QUOTE=Demon!;42450483]Talk about a splitting headache! :v:[/QUOTE] Ba-Dumm-Tssk
when do you guys think would be the last day you can submit something and still have valve consider it for this halloween?
we're two days away from the deadline and i came up with this idea of a ground-battleship inspired soldier [IMG]http://i.imgur.com/s4xns6g.png[/IMG] [IMG]http://i.imgur.com/Ue8LNXL.png[/IMG] [img]http://i.imgur.com/QDz41AB.png[/img] I took inspiration from [URL="http://i.imgur.com/I1YS9RA.png"]this boss[/URL] from Metal Slug 2.
[QUOTE=heinous;42450652]when do you guys think would be the last day you can submit something and still have valve consider it for this halloween?[/QUOTE] The best way would be to look at the accepted items of last year, and see which one was the latest one submitted that was accepted. Actually, I'm curious too, I'm going to go take a look.
[QUOTE=NeoDement;42449308]Shit, need $phongtint support in the item compiler right now. Well there is a dodgy workaround (which Valve have shown they don't mind people using with the Filamental) where you edit the template VMT to have the extra lines you want (in this case just $phongtint), lemme know if you need more detail edit: also let me know if you need maybe help flexing the chin thing perhaps[/QUOTE] My only question would be in which moment you edit the vmt to get it to work, I tried it once and the importer made me validate the whole thing again. And yeah, I could use some help with the flex, never made an item that needed it.
you edit it before even giving the importer its texture [editline]8th October 2013[/editline] someone said the most recent item that got in gold star update was 10 days before the update
I'd say like The 20th would be the latest to leave submitting to.
[QUOTE=Metaru;42450789]we're two days away from the deadline and i came up with this idea of a ground-battleship inspired soldier [IMG]http://i.imgur.com/s4xns6g.png[/IMG] [IMG]http://i.imgur.com/Ue8LNXL.png[/IMG] [img]http://i.imgur.com/QDz41AB.png[/img] I took inspiration from [URL="http://i.imgur.com/I1YS9RA.png"]this boss[/URL] from Metal Slug 2.[/QUOTE] reposting this from last page, i just got caught at the very bottom of the previous one :C
[QUOTE=Metaru;42450789]we're two days away from the deadline and i came up with this idea of a ground-battleship inspired soldier [IMG]http://i.imgur.com/s4xns6g.png[/IMG] [IMG]http://i.imgur.com/Ue8LNXL.png[/IMG] [img]http://i.imgur.com/QDz41AB.png[/img] I took inspiration from [URL="http://i.imgur.com/I1YS9RA.png"]this boss[/URL] from Metal Slug 2.[/QUOTE] Fuck Halloween, I'm going to make this, and it's too cool to get restricted. EDIT: Metaru, I've added you because it WILL get done, and I intend to credit you when it gets on Workshop
[img]http://i40.tinypic.com/2quslee.jpg[/img] The Sniper hand fix has issues with Halloween mods as well.
[QUOTE=StormriderShift;42452164][img]http://i40.tinypic.com/e8s7sk.jpg[/img] Update: The Sniper hand fix still doesn't like mods, Halloween ones included. Seems to only happen if you switch to Huntsman or SMG though. [img]http://i41.tinypic.com/2lntvlf.jpg[/img][/QUOTE] For a second there I thought that was Randomizer.
More progress on the Demoman ghost armor set. Once again I've enlisted FiveEyes' help, so I'm sure the deadline will be no issue. For starters, the misc: Pauldrons and a tattered cape. Jigglebones don't work yet, I hope to fix this: [QUOTE=][IMG]http://cloud-3.steampowered.com/ugc/1100293836565712134/A6D2FAC341BD57AAEC74F49431EC067C2A2C6AE0/1024x819.resizedimage[/IMG][/QUOTE] [QUOTE=][IMG]http://cloud-2.steampowered.com/ugc/1100293836565709100/1B5169FEAC13ECCE77BF9330E591DE0A82662FDC/1024x819.resizedimage[/IMG][/QUOTE] As for the shield, I figured a tower shield would be a cool idea. Not only is it something that nobody has tried yet (as far as I know), but also the fact it will be transparent along with the rest of the set will mean it won't obscure the player's view too much. And it kinda looks like a tombstone, so that's a plus(?) [IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/shield_zps9b489589.png[/IMG] [QUOTE=][IMG]http://cloud-3.steampowered.com/ugc/1100293836565507092/A80E40AEC962F26FE5962044C28A89D7C9730043/1024x819.resizedimage[/IMG][/QUOTE] [QUOTE=][IMG]http://cloud-2.steampowered.com/ugc/1100293836565512838/74D1887A8D2E75F170EF05C996EFFE4A2A3CCAAA/1024x819.resizedimage[/IMG][/QUOTE]
[IMG]http://i.imgur.com/zxEPeOr.png[/IMG] well this is the only spot i can put it so it wont clip with anything. and its the mvm canteen spot. not sure if thats forbidden or not. what should i do?
[QUOTE=dongalator;42452640][IMG]http://i.imgur.com/zxEPeOr.png[/IMG] well this is the only spot i can put it so it wont clip with anything. and its the mvm canteen spot. not sure if thats forbidden or not. what should i do?[/QUOTE] Roll with it, because it looks awesome
Remade the the "Flippin' Huge Knife": [IMG]http://puu.sh/4KJHL.jpg[/IMG][IMG]http://puu.sh/4KJK5.jpg[/IMG] [IMG]http://puu.sh/4KJL0.jpg[/IMG][IMG]http://puu.sh/4KJLA.jpg[/IMG] Size comparison next to the Skullcutter, which I used for a size reference (I wasn't lying about the "Flippin' Huge" bit.) [IMG]http://puu.sh/4KJNe.jpg[/IMG] 1793 tris, but LODs will be easy to make for it.
OK so almost done with the new Minigun but the importer doesn't do weapons so I want to make sure I compile and pack this sucker correctly. I'm assuming I just emulate the importers packing structure (with the correct folder structure for c_models) correct? Do I need a schema file of some sort? @Gooooooooooogle - What's so dumb about asking for help on something you are unsure of?
[QUOTE=dongalator;42452640][IMG]http://i.imgur.com/zxEPeOr.png[/IMG] well this is the only spot i can put it so it wont clip with anything. and its the mvm canteen spot. not sure if thats forbidden or not. what should i do?[/QUOTE] Roll with it. It's like the Demoman shoes slot, sometimes, you might have to choose canteen or this item. Seeing as canteens are literally useless in 90% of the game modes, I can't see it being a big deal. Looks great, by the way.
[QUOTE=dongalator;42452640][IMG]http://i.imgur.com/zxEPeOr.png[/IMG] well this is the only spot i can put it so it wont clip with anything. and its the mvm canteen spot. not sure if thats forbidden or not. what should i do?[/QUOTE] fuk tha canteen
[img]http://i.imgur.com/iPzn1Q3.png[/img] Anyone claimed this one yet? If not, I'm doing it.
[img]http://puu.sh/4KN1v.jpg[/img]
need some help, guys. Trying to compile the Flippin' Huge Knife, and I'm getting an "error 4: Bad launch configuration" from GUIstudioMdl. I remember getting this before, but I forget how to fix it. Also, just in case, here's my QC, I haven't written one in ages so this is probably a bit shoddy: [QUOTE]$modelname "weapons\c_models\c_giantsword\c_giantsword.mdl" $model "Body" "c_giantsword.smd" $lod 500 replacemodel "c_giantsword.smd" "c_giantsword_LOD1.smd" $lod 1200 replacemodel "c_giantsword.smd" "c_giantsword_LOD2.smd" $cdmaterials "models\weapons\c_items\" $hboxset "default" $hbox 0 "weapon_bone" -9.689 -10.645 -1.888 9.647 45.860 1.922 // Model uses material "c_giantsword.vmt" $surfaceprop "metal" $illumposition -0.003 -0.000 19.015 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 6.3 $inertia 1.00 $damping 0.00 $rotdamping 4.00 } [/QUOTE] Please to be helping?
[QUOTE=Ona;42454075]need some help, guys. Trying to compile the Flippin' Huge Knife, and I'm getting an "error 4: Bad launch configuration" from GUIstudioMdl. I remember getting this before, but I forget how to fix it. Also, just in case, here's my QC, I haven't written one in ages so this is probably a bit shoddy: Please to be helping?[/QUOTE] I haven't been able to get GUIstudioMdl to work since steampipe. I just use Studiomdl now. At a glance the .qc looks fine aside from the space in "c_giantsword.md l". I'd recommend decompiling a model and comparing the .QC files just to be sure you have the proper syntax. Also the draw distances on your LOD's look huge.
[QUOTE=RetroMike;42454127]I haven't been able to get GUIstudioMdl to work since steampipe. I just use Studiomdl now. At a glance the .qc looks fine aside from the space in "c_giantsword.md l". I'd recommend decompiling a model and comparing the .QC files just to be sure you have the proper syntax.[/QUOTE] Well, that QC is based off the one i used when I decompiled the skullcutter, so apart from that weird little thing you pointed out, it's pretty much a dead copy. Plus, I added LOD lines, of course. Haven't used Studiomdl in ages ever since it failed on me continuously last I tried it. But I might as well give it another shot.
You gotta direct the Orange Box tools path to the "\steamapps\common\Team Fortress 2\bin" directory since it moved to SteamPipe.
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