[QUOTE=Galago;19920440]What if I made that into an eagle helmet for the Soldier?
[editline]04:54PM[/editline]
Or maybe this?
[img]http://www.ahgupuk.com/images/De%20Armond%20%20D%20Sweeney%20Eagle%20hat%2010%2006.jpg[/img][/QUOTE]
nah, make a nest with an actual eagle in it
[QUOTE=Corporal Yippie;19921054]nah, make a nest with an actual eagle in it[/QUOTE]
I will try, maybe I'll get Neo to help me.
Is there a robo cop helmet?
[QUOTE=OpethRockr55;19918339]God damn. This thread's picked up a lot of pace.
If you click 'Remove', all it does by default is remove the visual edge, not the vertices that make up that edge. You end up with the same amount of tris as before. Holding CTRL when you click 'Remove' removes those additional vertices as well. It's [I]the[/I] tool to use when getting rid of edge loops and optimizing.[/QUOTE]
Yeah I worked it out, thanks :)
What I used to was delete the loop, then bridge the two borders. It was timely.
[editline]11:40PM[/editline]
[QUOTE=IdleTard;19917924]I misread it, then.
You don't mind then??[/QUOTE]
go for it
[QUOTE=NeoDement;19922501]go for it[/QUOTE]
Nice
What about this?
[IMG]http://i50.tinypic.com/2yuy4ok.jpg[/IMG]
[IMG]http://i47.tinypic.com/669f5w.jpg[/IMG]
Add the Gibus and Bills hat on top.
You dont have to relase it like that. I'd like to see how'd it look.
[QUOTE=IdleTard;19923460]Nice
What about this?
[IMG]http://i50.tinypic.com/2yuy4ok.jpg[/IMG]
[IMG]http://i47.tinypic.com/669f5w.jpg[/IMG][/QUOTE]
The problem is, you can't distinguish between the Modest Pile and a regular Fro.
[QUOTE=IdleTard;19923460]Nice
What about this?
[IMG]http://i50.tinypic.com/2yuy4ok.jpg[/IMG]
[IMG]http://i47.tinypic.com/669f5w.jpg[/IMG][/QUOTE]
Exactly how I described... I knew it'd look good! [/ego]
I wish I knew how the rest looked, just out of curiosity.
[QUOTE=Galago;19923589]The problem is, you can't distinguish between the Modest Pile and a regular Fro.[/QUOTE]
That's why I didn't replace it. As I said earlier, that way we don't get two of the same but we can get class-specific double/triple hats.
I'm open for any ideas for it, though.
[QUOTE=NeoDement;19909646]WIP new heavy hat
[img]http://dl.dropbox.com/u/900111/wip%20heavy.jpg[/img]
I want it to look like a cross between these when it's done:
[img]http://www.sillyjokes.co.uk/images/dress-up/acc/hats/uniform/majorette-blue.jpg[/img]
[img]http://www.rus-sell.com/image_id8553w350h300_Russian_Lighter_KGB_USSR_officer_badge.jpg[/img]
(yeah I know it's not a hat but that design is pretty cool, if a little complex for TF2)
[img]http://no4corners.com/style/wp-content/uploads/2009/12/122420092.jpg[/img]
Good idea, bad idea? Let me know what you think, I just totally want to make a heavy hat.[/QUOTE]
[img]http://dl.dropbox.com/u/900111/silly%20hat.jpg[/img][img]http://dl.dropbox.com/u/900111/silly%20hat2.jpg[/img]
bleh idk
Request:
[IMG]http://www.magicbob2000.com/resources/hocus%20cards_edited-3.jpg[/IMG]
The cards icons as replacements for the Gibbus of any classes. Pwease.
[QUOTE=Zuimzado;19925605]Request:
The cards icons as replacements for the Gibbus of any classes. Pwease.[/QUOTE]
Elaborate.
Just a little sneak peek:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/sneakpeak.jpg[/IMG]
I have a lot of shit to fix. Please give suggestions and don't mind having them ignored as the fucker took ages to UV Map, and I don't want to do it again. For some reason, if you delete/create even ONE polygon from the model the entire UV map returns back to it's scrambled state, and you have to do it all over again. Loading a previously saved map doesn't work. Please correct me if I'm wrong, I'd love to have a way around this.
I was hoping for slightly darker pipes.
Make the pipes greyish white with water stains.
Make the funnel a bit darker, it kinda draws some attention there. Maybe it's just a light, we need a clearer screenshot of the weapon (without the Soldier in the middle).
[B]-Snip-[/B]
[QUOTE=Communist Cake;19926497]I'm just wondering, does anyone still have Thor, (the giant dildo for the bat.) I want to decompile it to find out how it did the jiggle bones. Any other model that's similar will do. (it has to have series of jiggle bones).[/QUOTE]
Pyro's Glove.
Finally got the texture to animate correctly after messing with the vmt (wrote the animatedtexturevar wrong, D:) and I think it now looks better than the one with both layers scrolling.
[media]http://www.youtube.com/watch?v=JhyXYXMwrOk[/media]
Unfortunately I'm restricted on how many frames it can show (the file size goes up quickly), and all of them are shown at the same speed, so no flickering Pyro face, I'm afraid.
Has Valve actually accepted any community made hats?
[QUOTE=IdleTard;19926851]Finally got the texture to animate correctly after messing with the vmt (wrote the animatedtexturevar wrong, D:) and I think it now looks better than the one with both layers scrolling.
[media]http://www.youtube.com/watch?v=JhyXYXMwrOk[/media]
Unfortunately I'm restricted on how many frames it can show (the file size goes up quickly), and all of them are shown at the same speed, so no flickering Pyro face, I'm afraid.[/QUOTE]
I have to say, that is pretty awesome.
Forgot the viewmodel:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/viewmodel.jpg[/IMG]
Still tweaking the textures.
[QUOTE=IdleTard;19923460][IMG]http://i50.tinypic.com/2yuy4ok.jpg[/IMG][/QUOTE]
Oh god. Class specific stacks of hats would be amazing.
[QUOTE=Populus89;19927205]Forgot the viewmodel:
[url]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/viewmodel.jpg[/url][/QUOTE]
Boy, that looks like [i]garbage[/i] :v:...
[QUOTE=Populus89;19927205]Forgot the viewmodel:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/viewmodel.jpg[/IMG]
Still tweaking the textures.[/QUOTE]
That's pretty damn slick, to be honest.
[QUOTE=Baboo00;19927227]Oh god. Class specific stacks of hats would be amazing.[/QUOTE]
Because I didn't make a whole wall dedicated to a list of what order to put the hats in for every class, including the "all-class" hats.
Bah, I hate people...
[QUOTE=Roflman;19927244]Boy, that looks like [i]garbage[/i] :v:...[/QUOTE]
Yeah, [I]beautiful[/I] garbage. Beautiful enough to make me [I]recycle[/I] it
[QUOTE=Populus89;19927205]Forgot the viewmodel:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/viewmodel.jpg[/IMG]
Still tweaking the textures.[/QUOTE]
:barf:
[QUOTE=Populus89;19926117]Just a little sneak peek:
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/sneakpeak.jpg[/IMG]
I have a lot of shit to fix. Please give suggestions and don't mind having them ignored as the fucker took ages to UV Map, and I don't want to do it again. For some reason, if you delete/create even ONE polygon from the model the entire UV map returns back to it's scrambled state, and you have to do it all over again. Loading a previously saved map doesn't work. Please correct me if I'm wrong, I'd love to have a way around this.[/QUOTE]
You're wrong... What program are you using?
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