Ok, now I need help on the .vmt
Added a star so it isn't so empty but now its way to reflective, like rubber.
Example:
[IMG]http://filebox.me/files/wip45qucd_ddd.jpg[/IMG]
[quote]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/soldier/General's Garrison Cap"
"$bumpmap" "models\effects\flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "0"
// "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" ".65"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}
[/quote]vmt, if anyone can help make changes to it.
The vmt is a copy of the straw hat.
Dose the normal have a alpha channle?
[QUOTE=morgul;20112357]Dose the normal have a alpha channle?[/QUOTE]
No. First, he's using the flat_normal which doesn't have an alpha channel. Second, he's got $basemapalphaphongmask set to 1, so it'd be his $basetexture's alpha that he should be worried about.
[QUOTE=Irishman23;20106863]Does it matter if the inside clips into the soldier's head?
It won't be visible so I don't really see a major problem with it.
I can make it not clip his head, but it will take me longer.[/QUOTE]
It matters because it is visible.
When player is killed the hat model will act like a gib and roll on the ground.
If you don't cap that there would be see through hole in it.
There wouldn't be problem if it would just stay on soldiers head (well, other than the taunts that move his hat from side to side, like the direct hit taunt), but it doesn't.
I had an idea.
The Prestigious Plume
[img]http://i49.tinypic.com/mc4t95.jpg[/img]
Yeah, that's all it is.
If it includes the tape then oh GOD yes
[QUOTE=Irishman23;20112088]Ok, now I need help on the .vmt
Added a star so it isn't so empty but now its way to reflective, like rubber.
Example:
[IMG]http://filebox.me/files/wip45qucd_ddd.jpg[/IMG]
vmt, if anyone can help make changes to it.
The vmt is a copy of the straw hat.[/QUOTE]
sigh
i am right in thinking a pith helmet was alrdy done for sniper
[QUOTE=Irishman23;20112088]Ok, now I need help on the .vmt
Added a star so it isn't so empty but now its way to reflective, like rubber.
[code]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/soldier/General's Garrison Cap"
"$bumpmap" "models\effects\flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "0"
// "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "4"
"$rimlightboost" ".65"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
}
}[/code]
vmt, if anyone can help make changes to it.
The vmt is a copy of the straw hat.[/QUOTE]
The problem is either in the basetexture or the model because I tried that vmt with the tophat and it works correctly.
[QUOTE=Talishmar;20117810]The problem is either in the basetexture or the model because I tried that vmt with the tophat and it works correctly.[/QUOTE]
This happened after I decompiled the star from the soldier's medals and added it to the model. I don't know how that could have messed it up.
[QUOTE=Conro101;20094394][img]http://www.hrwiki.org/w/images/6/6f/Dangeresque3NunchuckGunMilkshake.png[/img]
I can't help but think of the nunchuck gun from HR when you talk about the knife gun.[/QUOTE]
That's some tasty reesy cup.
Anyway, I like how swordnade launcher is going.
[QUOTE=BaronVonFail;20085417]I raise you one 2 seconds photoshop job with a few seconds 3ds max job :3
p.s i only modeled it out of boredom i ain't putting this thing in game.
[IMG]http://i867.photobucket.com/albums/ab235/BaronVonFail/Forum%20linking/grenadeblade.png[/IMG]
Oh and if anyone wants the model to actually take it further your welcome too, its not like its a hard thing to do thou[/QUOTE]
Shouldn't the keychain be a sticky?
[QUOTE=Inacio;20127272]Can you make it look different? It looks too plain... :saddowns:
(The Equalizer symbol, perhaps?)[/QUOTE]
How about something like this?
[IMG]http://filebox.me/files/9gyfey9qb_logo.jpg[/IMG]
[QUOTE=Inacio;20127272]Can you make it look different? It looks too plain... :saddowns:
Maybe something like this (just the insignia):
[img]http://img52.imageshack.us/img52/272/97627673.png[/img]
(The Equalizer symbol, perhaps?)[/QUOTE]
reminded me of this
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/question2.png[/IMG]
and I don't want to copy someone's work.
[QUOTE=Inacio;20128320]Oh shit you got to be kidding me :(
I didn't see this, sorry.
But what do you think about the insignia idea? Maybe you can come up with your own design! :buddy:[/QUOTE]
I'll think on it.
The symbol's from a Soldier achievement called Duty Bound.
[img]http://www.teamfortress.com/soldierupdate/images/AchievementIcons/tf_soldier_duty_bound.jpg[/img]
It's not stealing work if it's stealing Valve's work... or something.
[QUOTE=Baboo00;20128900]It's not stealing work if it's stealing Valve's work... or something.[/QUOTE]
I included it on purpose. If it ends up in the game anyway, it's just a reference. :eng101:
And it's not done. The hat's status is on-hold. I might never finish/upload it.
It's too shiny, it doesnt look in-game at all.
I'm Doing a Team Colored Axe D: brb.
[QUOTE=Laurn;20129442]I'm Doing a Team Colored Axe D: brb.[/QUOTE]
Hearts for you. Until you come back and say that it's not possible.
Oh, yeah. I told what's his/her face (the person who requested that) that I would make it on FPSB. Then school started and I completely forgot. Sorry, whoever it was. I'm too busy to do it now, anyways.
I've remade some of my past models with the knowledge I gained while working on the Dumpster.
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Hussar/hussair.jpg[/IMG]
And yes, the flag is jiggleboned.
And of course, [U]each[/U] feather is jiggleboned. The whole thing sums up to 56 jigglebones. I honestly don't know why I bothered.
I fear that if I downloaded that, my computer would go on strike.
[QUOTE=ddsn;20108465][highlight]I WASN'T LYING ASDF.[/highlight]
caps
[IMG]http://files.uploadffs.com/d/0/52290af3/scoutundies.png[/IMG]
yes i know i didnt spell it right big woop do you wanna fight about it
[IMG]http://aboutdev.files.wordpress.com/2009/05/image.png[/IMG][/QUOTE]
I don't make panties for people who don't spell my name right.
[QUOTE=AyesDyef;20129806]I don't make panties for people who don't spell my name right.[/QUOTE]
He didn't misspell it. It's like using "Mike" instead of "Michael". :v:
[QUOTE=Populus89;20129706]I've remade some of my past models with the knowledge I gained while working on the Dumpster.[/QUOTE]
Progress update?
[QUOTE=Populus89;20129706]I've remade some of my past models with the knowledge I gained while working on the Dumpster.
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Hussar/hussair.jpg[/IMG]
And yes, the flag is jiggleboned.
And of course, [U]each[/U] feather is jiggleboned. The whole thing sums up to 56 jigglebones. I honestly don't know why I bothered.[/QUOTE]
Nice. So is that whole back thing a replacement for the Buff Banner pack and flag?
[QUOTE=Galago;20130130]Nice. So is that whole back thing a replacement for the Buff Banner pack and flag?[/QUOTE]
It's a hat silly. :v:
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