• TF2 Emporium XL
    10,904 replies, posted
Why do I ALWAYS have trouble with team coloring. Here's my .qc [code] $cd "C:\Users\Jacen\Desktop\decompiled" $modelname "weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" $model "c_fireaxe_reference" "choppa.smd" $cdmaterials "models/weapons/choppa/" $texturegroup skinfamilies { { "big_choppa_red.vmt" } { "big_choppa.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -2.407 -7.223 -7.864 2.991 31.018 13.627 $surfaceprop "metal" $illumposition 2.882 0.292 11.898 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 4.0 $inertia 1.00 $damping 0.00 $rotdamping 4.00 } [/code] It only uses the red team texture. In blender the model itself has two materials "big_choppa_red.vmt" "big_choppa.vmt" with the red currently assigned on exporting. I open the .smd in notepad++ and assigned material is in fact "big_choppa_red.vmt". Can anyone help? I really don't know what causes these issues.
[QUOTE=Inspecter;31766631][url=https://dl-web.dropbox.com/get/Finalpaintfix2.rar?w=05dee69f][img]http://i299.photobucket.com/albums/mm284/Inspecterclouseau/CD-I%20gifs/finalpromo.png[/img][/url] There now if only someone can remove the previous links to the separate paint fixes.[/QUOTE] 403 error D:
[QUOTE=Captain Chalky;31766762]It should be pretty much the same as KritzKast hat, except it would have a small satellite dish instead of a radio tower. Maybe some difference in the shape of the hardhat.[/QUOTE] Yeah, that makes sense. But It should definitely be set apart from the Lo-Fi. I was just speculating. Maybe this kind of tower? [img]http://static.idesignnetwork.com/images/size/616x/ipadwalls/media/001569_full.png[/img] EDIT: Maybe add some sort of battery on the side that connects to the satellite?
[url=http://imgur.com/a/ErJ2U#YvzHn][img]http://i.imgur.com/HEZAXl.jpg[/img][/url] Almost done, click for more pics.
[img]http://img808.imageshack.us/img808/8055/e272f1b4faafe529f5cc875.png[/img] Moved down and re rigged, was a fucking pain to do.
[QUOTE=Ducksink;31762099]Now turn the spy disguise sound to "Wololo"[/QUOTE] Someone do this. Now.
[QUOTE=Bryceanater;31765744]Whats that last icon under the Vow?[/QUOTE] [url]http://www.polycount.com/forum/showthread.php?t=73645[/url]
[QUOTE=Irespawnoften;31766792]403 error D:[/QUOTE] Should be fixed now. Seems to work for everyone else Irespawnoften.
[QUOTE=Chilean_Wolf;31766364]I made a pistol to go with the Pip-Boy. [img]http://dl.dropbox.com/u/14265935/10MM.jpg[/img] It may be a little big, though, but I need other people's opinions. [img]http://dl.dropbox.com/u/14265935/fuck.jpg[/img][/QUOTE] Is the pistol in the first shot the same as the one in the second one? I like No1 more, if not shorten it a bit.
[QUOTE=Takuat;31767148]Is the pistol in the first shot the same as the one in the second one? I like No1 more, if not shorten it a bit.[/QUOTE] Yeah, it's the same one. I was using FOV 13 in the first picture.
Tesla sentry ingame ! Look ! [img]http://i.imgur.com/eFX0H.png[/img] ... Well, let's see ingame then. [quote][img]http://cloud.steampowered.com/ugc/540650441605355199/B5848DE0BD9F9E3956B20A2E079742E535B46776/[/img][/quote] Okay.
Uber, as you've removed me from your friends list, we'll have to do it here. Please remove the out of date paint fix from the expansion.
[QUOTE=Smashman;31767258]Uber, as you've removed me from your friends list, we'll have to do it here. Please remove the out of date paint fix from the expansion.[/QUOTE] He probably removed you for a good reason.
[QUOTE=NapyDaWise;31767255]Tesla sentry ingame ! Look ! [img]http://i.imgur.com/eFX0H.png[/img] ... Well, let's see ingame then. Okay.[/QUOTE] It's afraid
[QUOTE=Jacen;31766718]Why do I ALWAYS have trouble with team coloring. Here's my .qc [code] $cd "C:\Users\Jacen\Desktop\decompiled" $modelname "weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" $model "c_fireaxe_reference" "choppa.smd" $cdmaterials "models/weapons/choppa/" $texturegroup skinfamilies { { "big_choppa_red.vmt" } { "big_choppa.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -2.407 -7.223 -7.864 2.991 31.018 13.627 $surfaceprop "metal" $illumposition 2.882 0.292 11.898 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 4.0 $inertia 1.00 $damping 0.00 $rotdamping 4.00 } [/code] It only uses the red team texture. In blender the model itself has two materials "big_choppa_red.vmt" "big_choppa.vmt" with the red currently assigned on exporting. I open the .smd in notepad++ and assigned material is in fact "big_choppa_red.vmt". Can anyone help? I really don't know what causes these issues.[/QUOTE] Anyone?
[QUOTE=_Kilburn;31765603]I know I'm horribly late but... [img]http://uppix.net/c/5/e/f6a114cbb73ea9ec4eddc498b1e4f.png[/img] Should I pack those up properly and contribute them? I'm surprised Neo's killicons still didn't get in, and I hate those horrible blobs Valve calls killicons.[/QUOTE] The only thing I don't like is the extra on the Cowmangler. It just seems to be a "why?" thing.
[QUOTE=Jacen;31767328]Anyone?[/QUOTE] It should only have 1 material for the red texture afaik, but because that is already assigned, I have no idea why that is happening. Maybe it's the tf2 team color bug thing
[QUOTE=Smashman;31767258]Uber, as you've removed me from your friends list, we'll have to do it here. Please remove the out of date paint fix from the expansion.[/QUOTE] I hate it when people do that, but in this case, you really should've gave him a break. You already got him to make an expansion, don't ask him to do all that stuff.
[thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D Modeling/foreverfire_2.png[/thumb] Hey, this is looking pretty g- [IMG]http://i621.photobucket.com/albums/tt299/Grenade1950/3D Modeling/toomanyfaces.png[/IMG] Fuck. And I'm not even near done (The extra ~1200 faces are on the fingers. I think I know where I need to optimize)
[QUOTE=Ducksink;31767379]It should only have 1 material for the red texture afaik, but because that is already assigned, I have no idea why that is happening. Maybe it's the tf2 team color bug thing[/QUOTE] It does have one material for red, "big_choppa_red", and one for blu, "big_choppa".
[QUOTE=lemonade1950;31767405][thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D Modeling/foreverfire_2.png[/thumb] Hey, this is looking pretty g- [IMG]http://i621.photobucket.com/albums/tt299/Grenade1950/3D Modeling/toomanyfaces.png[/IMG] Fuck. And I'm not even near done (The extra ~1200 faces are on the fingers. I think I know where I need to optimize)[/QUOTE] Those horns look kinda out of place to me, like they don't even need to be there, but that's my opinion lol.
[QUOTE=Chilean_Wolf;31766364]I made a pistol to go with the Pip-Boy. [img]http://dl.dropbox.com/u/14265935/10MM.jpg[/img] It may be a little big, though, but I need other people's opinions. [img]http://dl.dropbox.com/u/14265935/fuck.jpg[/img][/QUOTE] A little big in my opinion, but that also gave me an idea: [img]http://fallout.neoseeker.com/w/i/fallout/e/e3/Enclave_Helmet.gif[/img] This, for Pyro.
[QUOTE=Jacen;31767467]It does have one material for red, "big_choppa_red", and one for blu, "big_choppa".[/QUOTE] It could be the //Material uses "dir" at the bottom that I think is useless. One possibility is that you would need to maybe add the full directory for the blu texture?
[QUOTE=Blah360;31767568]A little big in my opinion, but that also gave me an idea: [IMG]http://fallout.neoseeker.com/w/i/fallout/e/e3/Enclave_Helmet.gif[/IMG] This, for Pyro.[/QUOTE] *This terribly needs to be done.
[QUOTE=loled;31767594]*This terribly needs to be done.[/QUOTE] Right now.
[img]http://img3.imageshack.us/img3/8529/cactusyes.png[/img] needs to be smoothed, but that's it
I should probably have mentioned that the model always uses what ever material it is assigned. as if it is just ignoring the team coloring code in the .qc file
[QUOTE=loled;31767594]*This terribly needs to be done.[/QUOTE] Agree x1 (List)
Splint is back [img]http://dl.dropbox.com/u/29402563/Splintsback.PNG[/img]
Smashman in being control-freak shocker. ANYWHO, trying to get inspiration to model something...
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