• TF2 Emporium VI
    2,001 replies, posted
[QUOTE=Galago;20425680]I'm not saying change the model, I'm saying add a more feathery texture.[/QUOTE] Ah. My bad.
I think the cape's shade of red is too saturated.
[IMG]http://www.britainexpress.com/cities/york/York-photos/york-romanbath-helmet-s.jpg[/IMG] [IMG]http://community.imaginefx.com/fxpose/johnny_shumates_portfolio/images/10408/original.aspx[/IMG] This is as feathery as they got
Those were not exactly feathers, but hair. I doubt there's a way to mimic that without modeling each and every strain. [QUOTE=NotUrAvgAzn;20424777]nice pickaxe on the shield (tho it kind of removes the purpose if you replaced the equalizer model but eh), and amazing mod overall! kinda wish you'd release the darn thing already! tho if i may offer a small piece of input, from the screenshots, the sword looks like it's not aligned correctly with the soldier's grip. perhaps it's just me, perhaps it's from the screenshot alone. speaking of which, any first person shots of this masterpiece? :3:[/QUOTE] When The Soldier is running the melee weapon rotates 90 degrees for some reason.
[QUOTE=Populus89;20425927]When The Soldier is running the melee weapon rotates 90 degrees for some reason.[/QUOTE] huh...didn't see that coming...care to make a vid of what you've got so far tho?
[QUOTE=Gorm;20412341][url]http://www.fpsbanana.com/skins/85477[/url] I guess IdleTard will not need to make a class Specific Tower of Hats for scout :/[/QUOTE] Batters helmet on bottom and bonk on top really squish the baker boy, idletard does need to make a scout tower of hats.
Holy shit, Roman soldier looks fantastic. I approve.
That shield looks fantastic, now if only it was actually used for something...
[QUOTE=Akasolidus;20428012]Batters helmet on bottom and bonk on top really squish the baker boy, idletard does need to make a scout tower of hats.[/QUOTE] Batters helmet and Bonk helmet leads to clipping issues.
I think the Bakerboy should be on top. It's such a small hat that it might otherwise go by unnoticed, although it does create an issue with the Batters Helmet and Bonk Helmet seemingly having identical colors. -snip- Why do I even bother :sigh:
[QUOTE=Simski;20430729]:words:[/QUOTE] I think that flamethrower would make a better addition. That thing looks sweet. :X
-snip-
[QUOTE=Zaratustra;20423642]Suggestion of Tower of Hats for female skins and maybe Pyro: [img]http://naoqueroficarcareca.files.wordpress.com/2008/07/carmen.jpg[/img][/QUOTE] [url]http://www.alphastudiossoftware.nl/islandupdate/day3.php[/url] See this heavy's fruit hat
And now for the dumbest idea ever *drum roll* [url]http://www.youtube.com/watch?v=8hmDs2vKASo&feature=play[/url] This for spy's gun :B
[QUOTE=BaronVonFail;20431161]And now for the dumbest idea ever *drum roll* [url]http://www.youtube.com/watch?v=8hmDs2vKASo&feature=play[/url] This for spy's gun :B[/QUOTE] Lol I'd do it if I took the time to learn to model :3 This weekend...
[QUOTE=Populus89;20425927]Those were not exactly feathers, but hair. I doubt there's a way to mimic that without modeling each and every strain. When The Soldier is running the melee weapon rotates 90 degrees for some reason.[/QUOTE] [IMG]http://dl.dropbox.com/u/2319552/rome3_feather.jpg[/IMG] Yeah, hair, that's what I meant. <see above for a quick PS example>
[img]http://img.loldepot.com/d146f4755c7faddc73fe.png[/img] You better not be touching my oil boy.
[QUOTE=EDDY TT;20432719][img]http://img.loldepot.com/d146f4755c7faddc73fe.png[/img] You better not be touching my oil boy.[/QUOTE] care to pose a "dat maggot" pic?
[QUOTE=EDDY TT;20432719][img]http://img.loldepot.com/d146f4755c7faddc73fe.png[/img] You better not be touching my oil boy.[/QUOTE] We Need those CSI Miami Shades.
Did you draw that cigar?
Heh, he reminds me of a crooked county cop :P
[QUOTE=NeoDement;20432755]Did you draw that cigar?[/QUOTE] Well it does scream photoshop.
Ah right, for a moment I thought somebody had done a much better job than me.
[QUOTE=NeoDement;20432845]Ah right, for a moment I thought somebody had done a much better job than me.[/QUOTE] Heh, I could model it if you want. :v: Note to self: remember to add $collisionmodel and recomple the tail with it. :downs:
I'm back guys :D It seems like someone beat me doing the scout's Tower of Hats, but it doesn't matter, I'm still doing my own. On another note, I kinda hit a wall with the particle effects in the Elephant Gun :( [media]http://www.youtube.com/watch?v=7V0VsoaQb7E[/media] Don't mind the overall crappyness of the particles, I'm using them to illustrate what happens. The thing is, I make the attachments in the .qc and add the particles to them. In game, both in first and third person, they look fine until you taunt. When taunting, the particles begin to follow the crosshair instead of the model, and you end with several instances of the particle showing at the same time, making the game stutter and eventually crash. Anyone has any ideas? Maybe it's because it's a c_ model? You can see the particles are still there when I change weapons, following the bones of the scout, so one of the solutions I came across was making another bone, one that doesn't have any direct correspondence with the Scout's bones (right now, the attachments are in the weapon_bone_1 if I remember correctly), and see if that fix the spawning of the other instances.
Even if that's a bug, its cool as hell.
I'd say try parenting them to a independet bone which is on the model not the scout. Great, my collision models don't even work, now they just vanish into the vast space of which is a map. Anyone feel like helping me?
[IMG]http://www.majhost.com/gallery/PopuIus13/tf2/Weapons/rome6.jpg[/IMG] :downs: Also I thought that cigar was a model. :saddowns:
[QUOTE=IdleTard;20433259][...]so one of the solutions I came across was making another bone, one that doesn't have any direct correspondence with the Scout's bones (right now, the attachments are in the weapon_bone_1 if I remember correctly), and see if that fix the spawning of the other instances.[/QUOTE] [QUOTE=EDDY TT;20433337]I'd say try parenting them to a independet bone which is on the model not the scout.[/QUOTE] Just tried it, didn't work.
[QUOTE=IdleTard;20433259][media]http://www.youtube.com/watch?v=7V0VsoaQb7E[/media][/QUOTE] When he takes out the pistol... I always knew he's fast as hell. Alright, bad joke. But did you want the particles to be that way all the time?
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