• TF2 Emporium 60: Over 5 years of Mods and Madness
    17,232 replies, posted
[QUOTE=xASTRIXx;46625216]yeah its like valve and dates are nemesis why I am not surprised though[/QUOTE] That's why they invented valve time.
At this point i think they make it a point to be late. There's no comprehendable reason picking a few workshop items and throwing up a sloppy blogpost is this intangibly difficult for a team of 10+ people over the course of a week..
Does anyone know of a good guide of opacity and layers for Gimp? I'm trying to not make a colour reskin of the pyro not look so flat. So that it merges better with the rest of the model.
[IMG]http://i.imgur.com/y7fzSR5.png[/IMG] First time sculpting normals for this. Mainly around the neck and bottom. Any critique for any of it?
[QUOTE=dongalator;46625426][IMG]http://i.imgur.com/y7fzSR5.png[/IMG] First time sculpting normals for this. Mainly around the neck and bottom. Any critique for any of it?[/QUOTE] color blends in too much with default suit
Hey Emporium, so this Sunday is when i'm going to host the next Get together and play something event thing so, vote on what you wanna play this month Vote [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG][URL="http://store.steampowered.com/app/1250/"]Killing Floor[/URL] , we can play the [URL="http://www.tripwireinteractive.com/news/killing-floor-twisted-christmas-thrill-chill-2014-update-now-available!.aspx"]new Christmas map[/URL] [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG][URL="http://store.steampowered.com/app/730/"]Counter Strike: Global Offensive[/URL] [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG][URL="http://store.steampowered.com/app/440"]Team Fortress 2 (we played this last month)[/URL] [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG][URL="http://facepunch.com/showthread.php?t=1438572"]Team Fortress 2007 (aka Orange Box Release)[/URL] [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG][URL="http://store.steampowered.com/app/550/"]Left 4 Dead 2 (vs mode)[/URL] [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG][URL="http://store.steampowered.com/app/282440/"]Quake Live[/URL] [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG][URL="http://store.steampowered.com/app/17080/"]Tribes: Ascend[/URL] Any questions? Join in the group's steam chat so people can berate you [URL="steam://friends/joinchat/103582791430986324"]steam://friends/joinchat/103582791430986324[/URL] I'll schedule an event in the [URL="http://steamcommunity.com/groups/TF2ModEmporium"]steam group[/URL] that'll popup when we're going to go and i'll undoubtedly post here agian then too Oh and suggestions of what to add to the list for next event would be a good shout, otherwise your just going to get stuff i'm really into
[QUOTE=theharribokid;46625473]Hey Emporium, so this Sunday is when i'm going to host the next Get together and play something event thing so, vote on what you wanna play this month Vote [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG][URL="http://store.steampowered.com/app/1250/"]Killing Floor[/URL] , we can play the [URL="http://www.tripwireinteractive.com/news/killing-floor-twisted-christmas-thrill-chill-2014-update-now-available!.aspx"]new Christmas map[/URL] [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG][URL="http://store.steampowered.com/app/730/"]Counter Strike: Global Offensive[/URL] [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG][URL="http://store.steampowered.com/app/440"]Team Fortress 2 (we played this last month)[/URL] [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG][URL="http://facepunch.com/showthread.php?t=1438572"]Team Fortress 2007 (aka Orange Box Release)[/URL] [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG][URL="http://store.steampowered.com/app/550/"]Left 4 Dead 2 (vs mode)[/URL] [IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG][URL="http://store.steampowered.com/app/282440/"]Quake Live[/URL] [IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG][URL="http://store.steampowered.com/app/17080/"]Tribes: Ascend[/URL] Any questions? Join in the group's steam chat so people can berate you [URL="steam://friends/joinchat/103582791430986324"]steam://friends/joinchat/103582791430986324[/URL] I'll schedule an event in the [URL="http://steamcommunity.com/groups/TF2ModEmporium"]steam group[/URL] that'll popup when we're going to go and i'll undoubtedly post here agian then too Oh and suggestions of what to add to the list for next event would be a good shout, otherwise your just going to get stuff i'm really into[/QUOTE] maybe next event we could play double action: boogaloo
[QUOTE=dongalator;46625426][IMG]http://i.imgur.com/y7fzSR5.png[/IMG] First time sculpting normals for this. Mainly around the neck and bottom. Any critique for any of it?[/QUOTE] The section at the bottom where the coat branches off to the tails should be a bit more rounded and not so angled. Maybe extend the coattails. Also, you should add buttons to make it clear that it's unbuttoned. EDIT: I figured out what looked weird with the suit; the coattails should round off at a 90 degree angle, like in this picture; [t]http://us.123rf.com/450wm/dash/dash1301/dash130100144/17221047-handsome-bearded-young-businessman-standing-in-a-grey-suit-with-the-jacket-unbuttoned-looking-at-the.jpg[/t] Perhaps that'll make it look less odd.
[QUOTE=Rajikaru;46625590]The section at the bottom where the coat branches off to the tails should be rounded and not angled. Maybe extend the coattails. Also, you should add buttons to make it clear that it's unbuttoned.[/QUOTE] why would it be rounded? last i remember suits have corners. also i feel like he should actually model on the front of the coat so it doesnt look like he flapped some cloth over the front
[QUOTE=ikes;46625653]why would it be rounded? last i remember suits have corners. also i feel like he should actually model on the front of the coat so it doesnt look like he flapped some cloth over the front[/QUOTE] Okay, but i didn't ask you for your opinion on my criticisms.
[QUOTE=Rajikaru;46625664]Okay, but i didn't ask you for your opinion on my criticisms.[/QUOTE] Doesn't mean my opinion is invalidated. If you can give criticism, you can take it. Don't like it? I can show you to the door.
[B][I][U]The Sound of Progress[/U][/I][/B] [B][U]Pompous Pianist[/U][/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=350309252"][IMG]http://i.imgur.com/9EnLaXr.jpg[/IMG][/URL] [B][U]Musician's Mantel[/U][/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=350308909"][IMG]http://i.imgur.com/Y5PjZ0V.jpg[/IMG][/URL] [B][U]Composer's Clogs[/U][/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=350308450"][IMG]http://i.imgur.com/rrO55kd.jpg[/IMG][/URL] Votes are greatly appreciated!
So I was painting over an existing texture, and I forgot to do it on a different layer. Can I put the original texture on top of it, and somehow make it so everything except what I painted remains? I'm using Gimp, btw
[video=youtube;Jq-urzEaWdA]http://www.youtube.com/watch?v=Jq-urzEaWdA[/video] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.
Demo and Medic look weird, and Spy doesn't move all that much. Soldier has the best one right now imo.
[QUOTE=AyesDyef;46626029] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.[/QUOTE] Make Demo not do the chicken dance. Otherwise slow it down a tiny bit, make the motions bigger, and involve the rest of their bodies. Do really like the idea though.
[QUOTE=AyesDyef;46626029][video=youtube;Jq-urzEaWdA]http://www.youtube.com/watch?v=Jq-urzEaWdA[/video] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.[/QUOTE] my only thing is that the claps could be a bit sharper sounding. i know it's a wip, but just an idea in case you haven't thought of that.
[QUOTE=Jake Steele;46626109]my only thing is that the claps could be a bit sharper sounding. i know it's a wip, but just an idea in case you haven't thought of that.[/QUOTE] I'm well aware of the sound, the issue here is it's not 'slappy' enough. So yes, I will be making them more sharper and crisp.
push overlapping actions more [t]http://3.bp.blogspot.com/-fdgAtFCH0ro/TbRDErdHS5I/AAAAAAAAAOE/5Pl9QdpOl4M/s1600/Hand_Clap_Williams.png[/t] I'd even try doing it in the fingers and breaking the joints a little also their lower bodies aren't moving at all
[QUOTE=AyesDyef;46626029][video=youtube;Jq-urzEaWdA]http://www.youtube.com/watch?v=Jq-urzEaWdA[/video] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.[/QUOTE] I think you should make the snipers intro a little subtler. Have him point with just one hand instead of both and don't have him move his whole upper half just his forearm.
[QUOTE=AyesDyef;46626029][video=youtube;Jq-urzEaWdA]http://www.youtube.com/watch?v=Jq-urzEaWdA[/video] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.[/QUOTE] too rigid imo. their lower bodies hardly move, they just sort of rotate at the pelvis I mean it's looking great, I've messed with a clap taunt but never got passed blocking out engi. Yours would be perfect if it looked less like each clap was ripping their upper torso forwards and they pull it back and repeat
i wonder if a hug taunt would be possible, i wanna give people hugs :^) could be a hold taunt, which ends when someone wants to cancel it
[QUOTE=iAmaNewb;46625930]-awesomeworkshopitem-[/QUOTE] It looks amazing, but it very very slightly bugs me that those clothes are considered stereotypical of composers/musicians in general when composers have existed from the earliest of times to now, of what we consider "classical music". I'm probably the only one who's bugged by this, so while I'm getting rated dumb, you can all listen to some awesome 20th century (1937 to be exact) classical music! Everyone wins [IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] [video=youtube;ttzWiKRV6Io]http://www.youtube.com/watch?v=ttzWiKRV6Io[/video] But yeah, awesome item, the names are making me ocd lol
[QUOTE=ikes;46626305]i wonder if a hug taunt would be possible, i wanna give people hugs :^) could be a hold taunt, which ends when someone wants to cancel it[/QUOTE] if it were made it would work like any partner taunt. Plays an animation for both and ends. I really don't want holding partner taunts. It's hard enough not ginding a relaxo engi or conga heavy, let alone seeing people sitting still hugging midfield
[QUOTE=dongalator;46624267]you have to use the black diffuse, texture in alpha method. cant remember the exact procedure but i had the same problem and that fixed it.[/QUOTE] [QUOTE=heinous;46624270]did you try blendtintoverbaseorsomethinglikethat 1?[/QUOTE] Anybody know what the method dongalator mentioned? Blendtintwhatever is 1, yeah.
[QUOTE=AyesDyef;46626029][video=youtube;Jq-urzEaWdA]http://www.youtube.com/watch?v=Jq-urzEaWdA[/video] Need some feedback, sounds are wip, be as harsh as possible. (It's not me animating) An all class clapping taunt in the style of like [B]"Good job" *claps*[/B] sorta thing.[/QUOTE] The concept of it is great, and I think you got some of the styles of the characters nailed, but the animations are too jerky and not tf2-like(?) They just need to be smoother and less like a silly SFM video.
[QUOTE=TheJukebox;46626355]Anybody know what the method dongalator mentioned? Blendtintwhatever is 1, yeah.[/QUOTE] heres the setup i got for my item that had a similar problem diffuse: [IMG]http://i.imgur.com/YZ3EkB2.png[/IMG] alpha: [IMG]http://i.imgur.com/SEEqGbB.png[/IMG] blendtintbybasealpha checked and blendtintcoloroverbase to 1. [IMG]http://i.imgur.com/7wzraeC.png[/IMG] i wanted the camo splotches to be paintable along with the whole mask, while still retaining some of the original color. my first attempts at the texture had white edges around the splotches, and this setup fixed it.
[QUOTE=TheJukebox;46626355]Anybody know what the method dongalator mentioned? Blendtintwhatever is 1, yeah.[/QUOTE] paintable areas black in diffuse. paintable areas ao in alpha. start with that and go from there. then the blendtittiesbyalphamalethingamajig 1 is this number thing in your vmt editor. it should be at 0.00 by default.
Erm, weren't the Tomb Raider contest winners supposed to be announced yesterday?
First pass at boots: [img]http://i.imgur.com/Slc3TMH.png[/img] Feedback appreciated.
Sorry, you need to Log In to post a reply to this thread.