• Daimao's Mod Emporium V6
    2,001 replies, posted
I've had an "Impulse of Creavtivity" Basically, I had an idea. I present to you! Wooden 3 slot Target Stand! [IMG]http://i36.photobucket.com/albums/e30/NaboeN/DSC00309.jpg[/IMG] [IMG]http://i36.photobucket.com/albums/e30/NaboeN/DSC00308.jpg[/IMG] (Crappy phone pics taked at 22:00) I figured I could post some RL, effort and non stolen stuff for once :v:
-snip-
[QUOTE=Campin Carl;16759580]I've had an "Impulse of Creavtivity" Basically, I had an idea. I present to you! Wooden 3 slot Target Stand! I figured I could post some RL, effort and non stolen stuff for once :v:[/QUOTE] Did I miss out on an in-joke cause I don't get it.
Maybe you should add two more planks to prevent it from falling forwards. And what's with the -snip-?
[QUOTE=NOT King Shit;16759607]Did I miss out on an in-joke cause I don't get it.[/QUOTE] I "usually" don't make stuff myself :v: [QUOTE=Velguador;16759637]Maybe you should add two more planks to prevent it from falling forwards. And what's with the -snip-?[/QUOTE] Nah, those on the back are placed so they move weight backwards. Thus preventing it from falling backwards and forward. And I made the slots fit the rest of the bunch of planks we got in the basement so swapping the height of the target shouldn't take more 15 seconds. I'm gonna go use my BB gun to test it tomorrow. Might also use my dads silenced Walther .22
Okay okay, I admit I was wrong. saxton hale hat looks fucking cool
Can you guys try make the Cat in the Hat Hat is suggested please?
[QUOTE=SeneorGoat;16759736]Can you guys try make the Cat in the Hat Hat is suggested please?[/QUOTE] Anybody with scripting knowledge wanna help me here? [url]http://www.facepunch.com/showthread.php?t=794428[/url] After the first response, the thread got buried a bit...
[QUOTE=Onikitsune;16759790]Anybody with scripting knowledge wanna help me here? [url]http://www.facepunch.com/showthread.php?t=794428[/url] After the first response, the thread got buried a bit...[/QUOTE] I replied, but that's a scripting issue, something that's TOTALLY UNRELATED TO THIS THREAD.
[QUOTE=Campin Carl;16759870]I replied, but that's a scripting issue, something that's TOTALLY UNRELATED TO THIS THREAD.[/QUOTE] True.... although, at least it's related to TF2. >.<
And we have A WHOLE FORUM related to that
So is clown hat gonna happen or what? I never got a definite response.
[QUOTE=Daimao;16750862]Make a proper poster for it and I'll include it in the OP.[/QUOTE] What's the definition of a proper poster? [editline]09:11PM[/editline] Oh you put it in anyways. Thanks, babe.
[img]http://dl.getdropbox.com/u/1445439/FP%20Avatars/SaxtonSniper.png[/img]
Hello, hat creators. I don't post here often, but I do use quite a number of these models and applaud you all for your fine efforts. You've all done a tremendous job that rivals, if not completely overshadows, Valve's own work. Hence, I feel it's appropriate to point out a particular problem I've noticed in a few of these releases. Please do not take offense; I only wish to inform you of this flaw with some constructive criticism so that it can be addressed. This is not directed at any particular author as this is actually a common issue present in several of the hats here: Many of the hats have an improper "idle" animation. Namely, the position of the hats in this animation is insanely far away from the 0,0,0 grid mark, usually by thousands of units in one direction. This is typically a side effect caused during the decompiling process. You can check for this easily enough in the model viewer. Simply load your hat model, enable the ground, and look to see if your hat is anywhere in sight. If you don't see it and the "Center View" option simply brings you to an empty void, then you know what the problem is. Now this might not seem like any trouble since the hats still properly attach the player models' heads. However, it can still cause a number of visible issues, especially if the hat is the type that falls off and ragdolls when the player dies. The hat might show odd shading and shadow problems, including an entire lack of a shadow. Another manifestation is the appearance of what looks like a giant dynamic shadow that covers the entire map for a split second. A more concerning problem is the potential for massive framerate drops or lag spikes whenever a hat with improper idle animation begins to ragdoll. If the problem were [i]really[/i] severe (i.e. the idle animation was off the 0,0,0 grid mark by [i]hundreds[/i] of thousands of units), it could very well crash the game. I don't think any of the releases so far possess this dramatic of a case, but I [i]have[/i] experienced the other issues to varying degrees which I can pinpoint to specific hat models. If my explanation wasn't entirely clear through text, allow me to demonstrate with an image the issue as well what it looks like after I recompiled a fixed version for myself: [url=http://www.nextdimension.org/other/hats.png][img]http://www.nextdimension.org/other/hats_thumb.png[/img][/url] Just to reiterate, correcting the hat model's position in the idle animation can fix the following: 1. Odd shading and shadow issues 2. Rendering errors such as the giant split-second shadow 3. Performance drops or lag spikes The problem really only takes a minute or two of effort to address yet it can alleviate so many side effects. In fact, as long as the hat's idle position is reasonably close to the 0,0,0 mark, it really doesn't even matter [i]where[/i] precisely it's placed. I personally like to match Valve's model as close as possible, but as long as the hat is visible near the grid and is above ground, that should be enough. As I mentioned before, this is a common issue with several of the hats here. I don't mean to single out any one, but of the eight hats I've downloaded and examined, I've had to recompile five of them to fix this very issue. Anyhow, I hope this can be of some assistance. At least I hope this gets to the right people. That said, keep up the good work.
Interesting read Marphy, I'll keep that in mind when I do stuff atleast.
[QUOTE=Marphy Black;16760759]-text-[/QUOTE] Wow quite a read thanks! Also 04'er And 4 posts? WAT.
as much as I would love to read that as it seems alot of time went into that. TL;DR
[QUOTE=Marphy Black;16760759] Lots of text [/QUOTE] Hey, thanks for the Info, would you mind explaining how its fixed? becuase i really have no clue. And im pretty sure nearly all my models have this problem :S Thanks
[QUOTE=Squint911;16761044]Hey, thanks for the Info, would you mind explaining how its fixed? becuase i really have no clue. And im pretty sure nearly all my models have this problem :S Thanks[/QUOTE] I'm assuming you'd just need to drag the entire model until it's at the origin in the editor program. As long as you drag the bone with it there shouldn't be any problems.
i just realized it's "Daimao", not "Daimo". fff
"Hey Daimao, you think you could make this little request? The picture of the soldier's medal (the official picture with the TF2 logo on the medal) and the in-game medal aren't the same. The in-game version lacks the logo. I'd love it if someone would fix this." some guy with a blue afro requested this
[QUOTE=Marphy Black;16760759]-Words-[/QUOTE] :crossarms:Is that a Space Mutiny avatar?
[img]http://i272.photobucket.com/albums/jj182/tf2strategy/Site/classlessmedal.jpg[/img] The in-game medal lacks the tf2 logo that the picture has. Anyone willing to skin it onto the medal? [editline]05:48PM[/editline] [QUOTE=MrYippie;16761155]"Hey Daimao, you think you could make this little request? The picture of the soldier's medal (the official picture with the TF2 logo on the medal) and the in-game medal aren't the same. The in-game version lacks the logo. I'd love it if someone would fix this." some guy with a blue afro requested this[/QUOTE] D: Damn you again. *insert suicide smiley here*
[QUOTE=MrYippie;16761155]"Hey Daimao, you think you could make this little request? The picture of the soldier's medal (the official picture with the TF2 logo on the medal) and the in-game medal aren't the same. The in-game version lacks the logo. I'd love it if someone would fix this." some guy with a blue afro requested this[/QUOTE] [QUOTE=Aaron0000;16761224][img]http://i272.photobucket.com/albums/jj182/tf2strategy/Site/classlessmedal.jpg[/img] The in-game medal lacks the tf2 logo that the picture has. Anyone willing to skin it onto the medal?[/QUOTE] :smug: fuck ninja'd at my own game
I want an HD Medal. :saddowns:
[QUOTE=Shawnald;16761318]I want an HD Medal. :saddowns:[/QUOTE] Me and you both, bro.
[QUOTE=Pie_Tony;16760868]as much as I would love to read that as it seems alot of time went into that. TL;DR[/QUOTE]The image is a mild attempt to summarize everything I said. A short text version: Make sure your hat model's idle animation is close to the 0,0,0 mark. Decompiling usually causes this animation to suddenly jut out thousands of units in one direction. This can cause negative side effects for the users. However, it's not too difficult to fix. Hugs and kisses. [QUOTE=Squint911;16761044]Hey, thanks for the Info, would you mind explaining how its fixed? becuase i really have no clue. And im pretty sure nearly all my models have this problem :S[/QUOTE]You probably wouldn't want to fix it the way I do since my only modeling tool is Wordpad. Anyway, you have to adjust the idle.smd (Or whatever corresponding name) animation. If you have proper modeling tools, I would insist you use those somehow, but this is how I go about it with my hack Wordpad method: [url=http://www.nextdimension.org/other/fix.png][img]http://www.nextdimension.org/other/fix_thumb.png[/img][/url] [QUOTE=JaxJesse315;16761198]:crossarms:Is that a Space Mutiny avatar?[/QUOTE]Yes.
[QUOTE=Marphy Black;16760759]*:words:*[/QUOTE] Thanks, I used my own idle for the first hat, so I found it strange when I got the problems you described. Now I know why
[QUOTE=Aaron0000;16761224][img]http://i272.photobucket.com/albums/jj182/tf2strategy/Site/classlessmedal.jpg[/img] The in-game medal lacks the tf2 logo that the picture has. Anyone willing to skin it onto the medal? [/QUOTE] I might do this.
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