• TF2 Emporium VI
    2,001 replies, posted
If Valve doesn't accept that Garrison Cap, I'm going to be so pissed. [editline]12:45AM[/editline] Hats from the Emporium I think could make it officially: - Garrison Cap - Disguise Glasses - Bowman's Boonie - Trucker Cap - Sentry Pistol (not a hat) - <possibly> Roman Helm
Serious question. Is this some sort of crazy hat fetish thread? I don't understand why yall are bumming over hats.
MODS, not just hats these days.
[QUOTE=databee;20466965]Serious question. Is this some sort of crazy hat fetish thread? I don't understand why yall are bumming over hats.[/QUOTE] Yes it is, we all jerk off to the hats section in the Sears catalog every night.
Can I get a little help from FP's best skinners? [IMG]http://filebox.me/files/wnq5sqia0_somethingsnotright.png[/IMG] This has always bugged me. Something is just not right with the lighting. Is there any way to fix it? If it matters, I changed something in the VMT to give the skin the crit glow effect almost all skins are missing. The original VMT. [code]"VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" }[/code] My edited VMT. [code]"VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" "$rimlight" "1" "$rimlightexponent" "5" "$rimlightboost" "3" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] It happens with a few other skins too, but if there's a universal fix, I'll just do it to their respective VMT's and I'll be all set. Thanks for any help.
[QUOTE=Eight Bit;20467667]Can I get a little help from FP's best skinners? [code]"VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" "$glowcolor" "1" }[/code] It happens with a few other skins too, but if there's a universal fix, I'll just do it to their respective VMT's and I'll be all set. Thanks for any help.[/QUOTE] Don't hold me to this, but I believe what you did was change the lighting, as seen with the $rimlight commands. You only need the "$glowcolor". [b]Again, don't hold me to this, I'm only taking the best guess.[/b]
[QUOTE=Corporal Yippie;20465763]wow shut the fuck up he asked for idle's permission, and idle's still doing his version and they aren't bad besides the spy one[/QUOTE] And the Scout one.
[QUOTE=Eight Bit;20467667] [code]"VertexLitGeneric" "VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\player\pyro\pyro_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" "$glowcolor" "1" } [/code] [/QUOTE] Try this one, I find changing it from the weapon warp to the pyro's makes for a better lightwarp in general.
[QUOTE=Eight Bit;20467667]Can I get a little help from FP's best skinners? The original VMT. [code]"VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" }[/code] My edited VMT. [code]"VertexLitGeneric" { "$baseTexture" "models\weapons\v_shotgun\v_shotgun" "$bumpmap" "models\weapons\v_shotgun\v_shotgun_normal" "$normalmapalphaenvmapmask" 1 "$envmap" "env_cubemap" "$envmaptint" "[.35 .35 .35]" "$phong" "1" "$phongexponent" "40" "$phongboost" "12" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$halflambert" "1" "$rimlight" "1" "$rimlightexponent" "5" "$rimlightboost" "3" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] [/QUOTE] Quick guess: set $rimlightboost to 1.
Anyone knows the console command to reload the materials?
[QUOTE=Force-A-Nature;20470825]Anyone knows the console command to reload the materials?[/QUOTE] mat_reloadallmaterials
[QUOTE=AlfieSR;20470877]mat_reloadallmaterials[/QUOTE] Thank you very much. Edit: Does it reload phongs and lights? If no, is there another special command?
So... Um... Is my Roman Pack going to be included in the emporium mods? :/
[QUOTE=Populus89;20471172]So... Um... Is my Roman Pack going to be included in the emporium mods? :/[/QUOTE] Royzo is currently busy. It will get added when its added.
[QUOTE=Mexican;20465699]As I recall IdleTard was all "hey guys help me with these so they get done faster.[/QUOTE] I don't really remember say anything like that. And it's not like they need my permission to do that, it wasn't really even my idea in the first place.
[QUOTE=IdleTard;20471581]I don't really remember say anything like that.[/QUOTE] It's good when some people tell you what you've said even when you didn't say that, isn't it?
[QUOTE=Force-A-Nature;20471609]It's good when some people tell you what you've said even when you didn't say that, isn't it?[/QUOTE] Yeah, it gives you that feeling when you wonder what else you did that night that you don't remember... Just kidding, but I don't know why everyone says I was all "hai guise hlep me plox"
Well, what are you going to do about your Tower of hats for the Spy? I mean, what will you do with the camera beard?
you know Corporal Yippie you could be a little bit nicer next time :( Also i did not know he asked permission jeez. My fault
[QUOTE=Eight Bit;20467667]:words:[/QUOTE] Do you have a normal map or spec map? If so please post it.
[QUOTE=Gorm;20471774]you know Corporal Yippie you could be a little bit nicer next time :([/QUOTE] stop badmouthing people when they don't deserve it, and I'll stop being a jerk
[QUOTE=IdleTard;20471581]I don't really remember say anything like that. And it's not like they need my permission to do that, it wasn't really even my idea in the first place.[/QUOTE] oh wait. Maybe it was neo saying that. and you were the guy who helped. but then you helped way more than neo.
I haven't done anything except SAY I would make them [editline]03:36PM[/editline] Hey, when you're done could you upload a zip/rar of all the hat SMDs? It'd save me a heap of time :) (PM me if you're worried that you'll get banned for warez. Obviously I own TF2) [editline]03:36PM[/editline] (the original hats I mean, not your stacks)
Everyone, Important question about the Tower-Skins: What if you use custom models for the default hats?
It won't be custom on the tower, although if you use a custom skin that probably will be (I haven't actually downloaded them but it seems like the most likely method)
[QUOTE=NeoDement;20472962]It won't be custom on the tower, although if you use a custom skin that probably will be (I haven't actually downloaded them but it seems like the most likely method)[/QUOTE] heavies towerof hattes toque should have been jiggled.
What about models to make all of one team have doppleganger facial hair? sept pyro [editline]11:48AM[/editline] and the spy would have a camera mustache
[QUOTE=Pie_Tony;20469698]Try this one, I find changing it from the weapon warp to the pyro's makes for a better lightwarp in general.[/QUOTE] Thank you so much, it looks a ton better now. :buddy: [IMG]http://filebox.me/files/rbata3haj_Untitled.png[/IMG]
guys, i totally need the .smds of the ammo and health kits, can anybody help? i can't decompile without getting errors, i can't find just the .smds, heeeeeeelp, if somebody gives them to me it'll be worth it ;)
[QUOTE=Zebus;20474523]if somebody gives them to me it'll be worth it ;)[/QUOTE] You know, I don't normally post here, but I'm really interested in knowing exactly what you'd offer.
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