[QUOTE=kikka;19874593]About the Soldier's hats:
All of the official Soldier hats cover his eyes. Only the unofficial ones, like the Beret and Halo, do not.[/QUOTE]I'd rather have some official hats that don't cover the eyes
he has a fierce and sexy gaze
[QUOTE=Irishman23;19873502]Some one email Robin to me extra clear on this matter, because this can make a huge difference.[/QUOTE]
Yea, and very few of the hats in-game follow the rules they've set out.
Though it is worded so as to be [I]guidelines[/I] rather than rules.
[quote=Valve]
[LIST]
[*] Keep the polycount similar to what's already in the game. [B]Try[/B] to keep hats under 800 polygons, and weapons under 8,000.
[*] Texture sizes [B]should[/B] not be larger than 512x512. For hats, 256x256 is [B]usually[/B] large enough.
[/LIST]
[/quote]
Also it never actually says we can't use more than one texture, and I know a few hats have more than one. (Not just Blu/Red)
Concept design finished!
[img]http://img.photobucket.com/albums/v230/Ragnarokdragon/deadringer_replace_complete.jpg[/img]
Now onto modeling! :3
If i'm honest, i'm a touch confused by the above post. Can't this be achieved with a reskin?
No, there are a few things I changed that contrast from the Dead Ringer model.
[img]http://img.photobucket.com/albums/v230/Ragnarokdragon/DeadRinger_difference.jpg[/img]
The red marks indicate what has been changed or modified on my design. I tried to make the watch look somewhat similar to the Dead Ringer so it's easy to see that it's a replacement (plus it's a pocket watch, you can't really change much from the standard design) while still attempting to give the new watch its own flavor. A simple reskin obviously wouldn't work as the features I implemented don't match up to the polygons on the Dead Ringer model.
BTW, HELP ME THINK OF A NAME FOR THE NEW WATCH!
I'm unoriginal to naming things. :C
[QUOTE=xpod1;19857120]Apparently he also released his Goggle-less Engineer.
Fancy.[/QUOTE]
[IMG]http://filesmelt.com/dl/EyeballEngie.png[/IMG]
Quite fancy indeed.
[QUOTE=Epidemick;19798802]
Which reminds me, Pyro needs an executioner-hood.
I CALLED IT[/QUOTE]
Yes! This!
[QUOTE=Nidhogg;19874803]No, there are a few things I changed that contrast from the Dead Ringer model.
[IMG]http://img.photobucket.com/albums/v230/Ragnarokdragon/DeadRinger_difference.jpg[/IMG]
The red marks indicate what has been changed or modified on my design. I tried to make the watch look somewhat similar to the Dead Ringer so it's easy to see that it's a replacement (plus it's a pocket watch, you can't really change much from the standard design) while still attempting to give the new watch its own flavor. A simple reskin obviously wouldn't work as the features I implemented don't match up to the polygons on the Dead Ringer model.
BTW, HELP ME THINK OF A NAME FOR THE NEW WATCH!
I'm unoriginal to naming things. :C[/QUOTE]
Ah, ok. The Dead Ringer has more poly work than i'd have thought.
[QUOTE=Tracker;19875253]Ah, ok. The Dead Ringer has more poly work than i'd have thought.[/QUOTE]
The DR's viewmodel is fucking 8,500+ polys before the cloaking code. I think it's stupid Valve's giving us such low limits when they [I]constantly[/I] go over them themselves.
[QUOTE=Megafanx13;19874866][IMG_THUMB]http://filesmelt.com/dl/EyeballEngie.png[/IMG_THUMB]
Quite fancy indeed.[/QUOTE]
He's good at balancing lines on his nose anyway.
Fancy enough for me.
[QUOTE=OpethRockr55;19875336]The DR's viewmodel is fucking 8,500+ polys before the cloaking code. I think it's stupid Valve's giving us such low limits when they [I]constantly[/I] go over them themselves.[/QUOTE]
Maybe they're thinking of a system for the contributed features that allows them to get into the game significantly faster than the time required to do a steam update, as then servers must be updated and restarted (both steam servers and actual TF2 servers), clients updated and resumed etc.
Like a database that TF2 gets all the items from, downloads and uses. However this would require that they be relatively small filesize so as to not temporarily disable any new users from playing, as large textures/models may do so.
[QUOTE=xpod1;19873835][url=http://www.alphastudiossoftware.nl/promo_bonkhat.png]I kind of miss this awesome hat.[/url][/QUOTE]
That belonged to Smitty Werbenmanjensen, heee waaas nuuumbeer ooonee
[QUOTE=MedicWine;19876321]That belonged to Smitty Werbenmanjensen, heee waaas nuuumbeer ooonee[/QUOTE]
Holy fuck I can't believe I caught that reference.
NOSTALGIA.
[img]http://i47.tinypic.com/fzalbm.jpg[/img]
Pretty much done. It saddens me that I can't texture for shit :(
[IMG]http://i47.tinypic.com/fzalbm.jpg[/IMG]
[editline]08:54AM[/editline]
Screens nice but the TV needs a more TF-styled Texture.
[QUOTE=Nidhogg;19874646]Concept design finished!
[img]http://img.photobucket.com/albums/v230/Ragnarokdragon/deadringer_replace_complete.jpg[/img]
Now onto modeling! :3[/QUOTE]
Am I the only one who doesn't like this? It's far too similar to the dead ringer, except silver, an engraving and a picture of the scout's mother.
[QUOTE=Pie_Tony;19864007]OH YOU!
But anywho, I was wondering if I should put up my Spyro (dat dragon) ambience pack, so you can enjoy the musical wonders that is the Spyro OST while you TF2.[/QUOTE]
Sweet nutsack of your mother!
YES!
[QUOTE=IdleTard;19876980][img]http://i47.tinypic.com/fzalbm.jpg[/img]
Pretty much done. It saddens me that I can't texture for shit :([/QUOTE]
I think the screen could be a little better..
I think a picture of Pyro's face on the screen would be cool. Or his class symbol.
And are you making one for all classes?
[QUOTE=Stizzles;19877236]I think the screen could be a little better..
I think a picture of Pyro's face on the screen would be cool. Or his class symbol.
And are you making one for all classes?[/QUOTE]
The screen looks much better in game, animated textures don't work in the model viewer.
I know the texture of the rest of the TV could be much better, but I can't get it to not look like plain colors and still look good, but I'll try to improve it. Sadly, texturing is not a strong point of mine (neither modelling, this is my first model EVER)
[media]http://www.youtube.com/watch?v=9B68LS6_L5M[/media]
[QUOTE=Megafanx13;19874866][IMG]http://filesmelt.com/dl/EyeballEngie.png[/IMG]
Quite fancy indeed.[/QUOTE]
You should put N7 on his shirt and call him Shepard.
Tv head, cute!
Can someone teach me how to apply particle effects?
I've scrapped the "Flaming Devil horns" thing because someone on FPSB beat me to it.
But I'm going to make the Axtinguisher burn with flames of fury.
So I have a few questions:
A) How do I apply particles?
B) Is it possible to specific particles for viewmodels and specific particles for world models?
Thank you.
[editline]05:07PM[/editline]
Wait, the Axtinguisher doesn't even have a view model.
NOOOOOOOOOOOOOOOOOOO
[QUOTE=Epidemick;19878897]Can someone teach me how to apply particle effects?
I've scrapped the "Flaming Devil horns" thing because someone on FPSB beat me to it.
But I'm going to make the Axtinguisher burn with flames of fury.
So I have a few questions:
A) How do I apply particles?
B) Is it possible to specific particles for viewmodels and specific particles for world models?
Thank you.
[editline]05:07PM[/editline]
Wait, the Axtinguisher doesn't even have a view model.
NOOOOOOOOOOOOOOOOOOO[/QUOTE]
If you are still going to make it, you first need to make an attachment, defining the bones as such in the .qc file.
[url]http://developer.valvesoftware.com/wiki/Attachment[/url]
Then, you add the particle effect to each of the attachment you want to have that particle effect, again in the .qc
[url]http://developer.valvesoftware.com/wiki/Particles_on_models[/url]
[QUOTE=Epidemick;19878897]Can someone teach me how to apply particle effects?
I've scrapped the "Flaming Devil horns" thing because someone on FPSB beat me to it.
But I'm going to make the Axtinguisher burn with flames of fury.
So I have a few questions:
A) How do I apply particles?
B) Is it possible to specific particles for viewmodels and specific particles for world models?
Thank you.
[editline]05:07PM[/editline]
Wait, the Axtinguisher doesn't even have a view model.
NOOOOOOOOOOOOOOOOOOO[/QUOTE]
The Axtinguisher's world model is it's view model as well.
[QUOTE=Omolong;19879196]The Axtinguisher's world model is it's view model as well.[/QUOTE]
Woah, that makes my job alot easier.
But don't attachments need bones?
(And when I checked, there are no bones in the "c_model")
[QUOTE=Nidhogg;19874803]:words:
BTW, HELP ME THINK OF A NAME FOR THE NEW WATCH!
I'm unoriginal to naming things. :C[/QUOTE]
I have an idea- The Petit Chou-Fleur.
And yes, that is the correct spelling. I think. Petit might have an e on the end if chou-fleur is feminine...
uhh what's the point in a DR replacement
it's viewmodel only so nobody will ever EVER know you're using it
snip
Excuse me NeoDement, I just wanted to report that the Bowman's Boonie is broken. It turns any Sniper hat it replaces invisible and crashes the SDK model viewer. My friend and I have been wanting to use it, so I just thought I'd let you know.
Just an update:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/dumpster2.jpg[/IMG]
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/dumpster3.jpg[/IMG]
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/dumpster4.jpg[/IMG]
Sadly I'm a bit busy with exams and such, so progress slowed down :saddowns:
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