[QUOTE='[Square];31824169']All this talk of Moving Sentry's...
[IMG]http://i25.photobucket.com/albums/c62/Alistair555/Drone-Ranger.jpg[/IMG]
'The Drone Ranger'[/QUOTE]
You trully are making my request alive... My first "design" wasn't that good...
[QUOTE=blaholtzen;31808588][img]http://img31.imageshack.us/img31/5113/radiganshow.png[/img]
[url=http://www.mediafire.com/?ux5x9rxu9wzlbmo][img]http://img690.imageshack.us/img690/7457/standardradigan.png[/img][/url][/QUOTE] Why you no in OP?
[IMG]http://toasterville.com/wp-content/uploads/toaster.jpg[/IMG] For the short circut
[QUOTE=shadowray7;31824654]Why you no in OP?[/QUOTE]
Because Smashman.
[media]http://www.youtube.com/watch?v=hnduS_pPywE[/media]
Now i'm 20% more Old-skool no matter what server i play in.
crap, saved over my final preview.
Can someone help me out here?
I've edited the Texture of the Lumbricus Lid and trying to view it in the SDK Model Viewer.
Everything is correctly named and in the right folders as far as I know.
Now the hat has no texture at all in the model viewer.
What do wrong?
[QUOTE=Frying Dutchman;31825270]Can someone help me out here?
I've edited the Texture of the Lumbricus Lid and trying to view it in the SDK Model Viewer.
Everything is correctly named and in the right folders as far as I know.
Now the hat has no texture at all in the model viewer.
What do wrong?[/QUOTE]
post your Qc file please.
[QUOTE=Roninsmastermix;31825393]post your Qc file please.[/QUOTE]
My whatnow?
I havent done anything to the model itself, just replaced the .vtf and .vmt files.
I'm doing something horribly wrong ain't I?
[QUOTE=Frying Dutchman;31825444]My whatnow?
I havent done anything to the model itself, just replaced the .vtf and .vmt files.
I'm doing something horribly wrong ain't I?[/QUOTE]
Maybe you made the .vmt point towards a wrong folder.
[QUOTE=Headcrab54;31820534]Starting on the Ranger/Soldier pack.
First legitimate attempt at modelling something:
[img]http://dl.dropbox.com/u/1925002/Pics/quaxe.png[/img]
[img]http://dl.dropbox.com/u/1925002/Pics/top-10-best-melee-weapons-quake-axe.png.jpg[/img][/QUOTE]
If you are working on that, might I also recommend the grenade launcher for the demoman?
[sp]i recommended this three times now :([/sp]
[QUOTE=Frying Dutchman;31825444]My whatnow?
I havent done anything to the model itself, just replaced the .vtf and .vmt files.
I'm doing something horribly wrong ain't I?[/QUOTE]
Yeah best you post your vmt file to us so we can see what's happening. I'm also a bit confused at how you are able to edit the texture and all the while you don't seem to know where it's pointing to. Unless you're tampering with the gcf files directly which doesn't make sense at all,.
[editline]19th August 2011[/editline]
[QUOTE=redBadger;31825722]If you are working on that, might I also recommend the grenade launcher for the demoman?
[sp]i recommended this three times now :([/sp][/QUOTE]
i miss your mickey gurl avatar.
[QUOTE=Roninsmastermix;31825747]
i miss your mickey gurl avatar.[/QUOTE]
I'll have it back...
within 6 months
I demand the compensator be released as replacement for new rifle.
GENTLEMEN BEHOLD:
[img]http://dl.dropbox.com/u/8581927/firstreskinyay.png[/img]
So yeah turns out my .vmt was fucked and completely empty.
I feel victorious that I successfully did something though :v:
[QUOTE=Frying Dutchman;31825897]GENTLEMEN BEHOLD:
[img]http://dl.dropbox.com/u/8581927/firstreskinyay.png[/img]
So yeah turns out my .vmt was fucked and completely empty.
I feel victorious that I successfully did something though :v:[/QUOTE]
Be proud my lad, you did something than nothing. Good show.
I'm working on a mini mod to make the Deus Ex sunglasses have black lens instead of golden lens, I tried copying the envmap lines from a VMT of the Beta Sniper's lens but it's done nothing. Here's my VMT for help:
[code]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/all_class/dex_shades"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "0.7"
"$phongboost" "1.60"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
// "$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$lightwarptexture" "models\player\pyro\pyro_lightwarp"
"$phongwarptexture" "models/player/items/all_class/dex_shades_phongwarp"
"$envmap" "env_cubemap"
"$envmapcontrast" ".5"
"$envmaptint" " [1 .8 .4]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "20" // Exponent for phong component of rim lighting
"$rimlightboost" "1" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
}
}[/code]
Mind much if I try to do that?
The texture itself is golden so that might be the problem.
I'm still a major rookie at this so I could be wrong.
[QUOTE=Frying Dutchman;31826224]Mind much if I try to do that?
The texture itself is golden so that might be the problem.
I'm still a major rookie at this so I could be wrong.[/QUOTE]
Be my guest sir, just be sure to share it if you succeed!
Are the pipboy animations broken?
[IMG]http://dl.dropbox.com/u/10139035/linepng_w/c_dex_revolver.png[/IMG]
[IMG]http://dl.dropbox.com/u/10139035/linepng_w/c_dex_sniperrifle.png[/IMG]
that's all for today, I hope I'll finish everything else tomorrow
damn you valve, adding items when dota2 tournament goes on.
I keep being distracted from work on icons with watching stream.
[QUOTE=The_Broker;31826258]Be my guest sir, just be sure to share it if you succeed![/QUOTE]
Something like this?
[img]http://dl.dropbox.com/u/8581927/shades%20blackish.png[/img]
[QUOTE=Frying Dutchman;31826321]Something like this?
[img]http://dl.dropbox.com/u/8581927/shades%20blackish.png[/img][/QUOTE]
It looks close, but can it go any darker? Or how does it look in-game?
[img]http://i51.tinypic.com/30ac9sn.jpg[/img]
Base color tests
Working on tons of things at the same time, and for the halloween contest thing I was planning on making an entirely automatic crossbow. It's going to be a very small crossbow attached to the sniper's arm, and on draw it auto-mounts itself, and loads the arrows. But I still don't know how, actually, because I didn't make any concept :v:
[IMG]http://s3.noelshack.com/uploads/images/7393608135243_v.png[/IMG]
The back part that clips inside his arm needs to be fixed, I didn't model it based on his arm so I expected that. And some parts are so small like the trigger thing, it's freaking small and he can't even hold it. But oh well, I shall fix this in the coming days.
Really, this is a massive wip and it should look 10 times better once done.
Dull as dishwater, get some variation in there
paint some hotrod/GRU flames on the canister :x
[QUOTE=Roninsmastermix;31826560][img]http://i51.tinypic.com/30ac9sn.jpg[/img]
Base color tests[/QUOTE]
What about a red barrel?
[QUOTE=The_Broker;31826381]It looks close, but can it go any darker? Or how does it look in-game?[/QUOTE]
I'm going to see how it currently looks in TF2 will post some pictures when Im done.
Will probably make it darker.
After that it's finding out how to release it. hah
What exactly separates that "reserve shooter prototype" from the default shotgun?
[QUOTE=Roninsmastermix;31826560][img]http://i51.tinypic.com/30ac9sn.jpg[/img]
Base color tests[/QUOTE]
I don't like how big the forward canister is, could you maybe shrink it a bit?
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