• TF2 Emporium XL
    10,904 replies, posted
[QUOTE=Megafanx13;31837443]Interesting. So how does it work, it just goes to scope but has no scope on the model?[/QUOTE] Neither does the Bazaar Bargain. Does it really matter how it works?
[QUOTE=LegndNikko;31837409]When buying a weapon or a hat, it at least shows up/allows you to use it. Beyond buying one stamp, there's almost no intensive (except for generosity) to purchase another. And I can't say from experience, but aren't maps harder to create than items?[/QUOTE] Maps can take as long as the length of a pregnancy to get right, and take plenty of practice before hand. Plus you don't need to pay to play maps. [editline]20th August 2011[/editline] Youme got $2500 for his initial payment of Hoodoo, by the way.
[QUOTE=Void Skull;31837491]Maps can take as long as the length of a pregnancy to get right, and take plenty of practice before hand. Plus you don't need to pay to play maps. [editline]20th August 2011[/editline] Youme got $2500 for his initial payment of Hoodoo, by the way.[/QUOTE] I agree that the revenue generated by a hat is higher than revenue generated by a map is not fair when you compare the effort of creating a map and an item, but I don't think Valve can afford shelling out $100k every time someone makes a map. Additionally you can't really blame people for not buying stamps since the only thing they get in return for it is a common-as-dirt, greasy-looking Play-Doh hat. You'd either need to replace the hat with something totally badass/artistic or hand out a (chance to get a) rare item every time someone buys an X amount of stamps to give players incentive to buy stamps.
[QUOTE=Daimao;31837617]I agree that that is not fair comparing the effort of creating a map and an item but I don't think Valve can afford shelling out $100k every time someone makes a map.[/QUOTE] Considering my items alone have made Valve about 65 grand and 17 grand for myself, I think they can more than afford at least give a bit more to map makers.
[QUOTE=Daimao;31837617]I agree that that is not fair comparing the effort of creating a map and an item but I don't think Valve can afford shelling out $100k every time someone makes a map.[/QUOTE] I think they probably could, actually. The Mann Co. store, all of Valve's very successful games and of course the extremely popular Steam must bring in some pretty nice cash. And maps aren't really added all that often.
Maps have much more to worry about than models, IMO. Models, it's making sure there are no graphical errors, and making sure it fits well. Maps, it has to fit, look aesthetically pleasing/fitting, AND it has to work gameplay wise. Models' attributes are left up to Valve. Plus, many maps use custom model[b]s[/b], meaning there's a lot more work involved. All in all, it just seems unfair that they get paid so little for the hard work they do. Stamps are far more underrated than they should be. IMO, I would like for each map to have its own hat. I get the feeling that nobody wears the Traveler Hat is because there is absolutely no variation in it between different maps/amount of stamps. I like the idea of varied hats based on amount of stamps because then those higher variations would be more rare than others, and therefore more valuable.
What the fuck, my power went out for no reason, and since I don't save often I have to fix the seams and redo the UV maps all over again.
[QUOTE=Psychopath12;31837473]Neither does the Bazaar Bargain. Does it really matter how it works?[/QUOTE] Yes, it does. That little glass piece? It's the scope.
[QUOTE=LegndNikko;31837914]Yes, it does. That little glass piece? It's the scope.[/QUOTE]A piece of glass isn't a scope, it's a looking glass. You can't explain how looking into a looking glass suddenly turns your vision into that of if you were looking through a scope. Who gives a fuck how it works, it just exists.
[QUOTE=Stinky;31837897]What the fuck, my power went out for no reason, and since I don't save often I have to fix the seams and redo the UV maps all over again.[/QUOTE] [url=http://en.wikipedia.org/wiki/Uninterruptible_power_supply]UPS's[/url] are good investments.
[QUOTE=Bazkip;31838020]UPS's are good investments [url]http://en.wikipedia.org/wiki/Uninterruptible_power_supply[/url] Also how do you add hypertext to a link on this damn site that uses it's own bloody formatting instead of the HTML I'm familiar with. Y U NO LET ME <a href= :suicide:[/QUOTE] [url ] www.whogivesafuck.com [ /url] www.whogivesafuck.com being your website of course. Also remove the spaces. Normally just putting in a link works though. HEY GHOST PAGE QUICK, EVERYONE JUMP TO GET PAGE KING. IT'S FUNNY TO WATCH.
[QUOTE=MugenOverlord;31838033][url ] www.whogivesafuck.com [ /url] www.whogivesafuck.com being your website of course. Also remove the spaces. Normally just putting in a link works though. HEY GHOST PAGE QUICK, EVERYONE JUMP TO GET PAGE KING. IT'S FUNNY TO WATCH.[/QUOTE] I wasn't asking how to post a link :v: [Editline]Danke[/editline] [QUOTE=otterwolfy;31838052][ url=yoururlhere ] text you want to be hotlinked. [ /url ] Without the spaces of course.[/QUOTE] Ah, thank you. Also stupid pageking. Here, have some Scout's Mom [IMG]http://dl.dropbox.com/u/35476992/IMG_7236.jpg[/IMG]
[QUOTE=Bazkip;31838020] Also how do you add hypertext to a link on this damn site that uses it's own bloody formatting instead of the HTML I'm familiar with. Y U NO LET ME <a href= :suicide:[/QUOTE] [ url=yoururlhere ] text you want to be hotlinked. [ /url ] Without the spaces of course.
HUGE update on the zombie sniper lets start with the good stuff bullets bodygroup/sydney sleeper bodygroup. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/bullets.png[/IMG] hat bodygroup [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/hat.png[/IMG] updated skeleton hand model (just the wrist part is new) and its attached to the arrows bodygroup [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/new_skelly_hand.png[/IMG] and now my favorite part, the headshot model, yes it does work with the facial animations. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/headhsot_1.png[/IMG] [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/headshot_2.png[/IMG] and the best part about the headshot model, is that when you have ur huntsman this happens: [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/arrow_headshot.png[/IMG] now for the jarate issue, now what ima show you displeases me, but only untill i get the scout done (the innards will be started and finished with him, once i get those done, they will be added to the rest of the models, scaled accordingly of course) first ima show u guys the arrows bodygroup with the jarate in the throw position for general coolness, then the only thing thats wrong with this model. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/jar_skelly.png[/IMG] and what i hate the most (but its actually pretty funny :p) [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/jar_glitch.png[/IMG] ALL TEXTURES ARE NOT FINAL, H.gaspar still wants to play with the blood on the textures before he zombifies the sniper up. Crits are welcome
whats the headshot model? When does that appear?
[QUOTE=NeoDement;31838127]whats the headshot model? When does that appear?[/QUOTE] After deliquent's head has been severly shot as in the headshotte.
its a headshot through the eye, and its for the zombie version of the sniper (it started as a hat for the other eye) its on at all times for the zombie version of the sniper.
Working on the bacon and eggs model, got it all textured, try compiling it, textures missing. Check VMT and QC for wrong paths...nope. All right I'm going to bed before I punch my monitor.
[img]http://img542.imageshack.us/img542/5030/gravegun0001.png[/img] concept of some kind of halloween-y shotgun for the collab
I'm finishing Dick Dastardly Scout sketches, but I need help with the melee. Should I draw it as a propeller roped to a stick, or as a wooden road sign pointing two different ways, like in the cartoon?
now off to start this beauty [IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/zombiespy.png[/IMG] livestream here [url]http://www.livestream.com/insaneicide[/url]
[QUOTE=otterwolfy;31838052][ url=yoururlhere ] text you want to be hotlinked. [ /url ] Without the spaces of course.[/QUOTE] You all realize there's a [noparse][noparse][/noparse] tag, for when you don't want your other tags to parse, right? [noparse][noparse][url=http://example.com/]Example text![/url][/noparse][/noparse]
[QUOTE=biodude94566;31838614]You all realize there's a [noparse][noparse][/noparse] tag, for when you don't want your other tags to parse, right? [noparse][noparse][url=http://example.com/]Example text![/url][/noparse][/noparse][/QUOTE] Yes, though it's less keystrokes to just say "take out the spaces" than it is to add a noparse tag and then say "take out the noparse tag" but then again, that's just me being picky.
Actually I used double noparse tags to show off the noparse tag. :v: If you just use one tag, it'll just show what you wanted to. Then just tell them to copy what you wrote. [noparse][url=http://example.com]Example text![/url][/noparse]
[QUOTE=biodude94566;31838735]Actually I used double noparse tags to show off the noparse tag. :v: If you just use one tag, it'll just show what you wanted to. Then just tell them to copy what you wrote. [noparse][url=http://example.com]Example text![/url][/noparse][/QUOTE] Whoa, neat. :O It's funny that you can noparse a noparse, though that is even more keystrokes lol. xD It's late and I'm lazy, and should probably be finishing mods rather than bantering on here about tags and yeah blah whatever lol. Also, so I'm not too off topic, here have a concept I threw together a while back for the Engineer. [img]http://i55.photobucket.com/albums/g132/woLFy_TaiL/HandymansStriker.png[/img] -25% or -15% build speed Ignites enemies for burn damage No mini-crits
[QUOTE=otterwolfy;31838817] Also, so I'm not too off topic, here have a [b]concept[/b] I threw together a while back for the Engineer. [/QUOTE] I thought I was looking at a model, not a concept?
Here's the glasses on all classes. [img]http://i279.photobucket.com/albums/kk144/jacen91/glasses.jpg[/img] Also, messing around in the model viewer I found out how to make the demo's forehead three times larger.:v: Anyway off to sleep now. [editline]when[/editline] Oh god I'm rhyming. I must really be tired.
[QUOTE=ninjaa003;31838875]I thought I was looking at a model, not a concept?[/QUOTE] It is a model, but it was something I quickly slapped together, far from anything complete and I'd probably remodel it from scratch to optimize it and detail it better. edit: I made it back when I first started modeling, and it probably wouldn't even fit in the Engineer's hand at all, or even reach his other. When I first started I did that often (built things on the wrong scale).
[img]http://img827.imageshack.us/img827/557/tombgunnewlynew.png[/img] progress...
[QUOTE=Jacen;31838879]Here's the glasses on all classes. [img]http://i279.photobucket.com/albums/kk144/jacen91/glasses.jpg[/img] Also, messing around in the model viewer I found out how to make the demo's forehead three times larger.:v: Anyway off to sleep now. [editline]when[/editline] Oh god I'm rhyming. I must really be tired.[/QUOTE] This makes me long for a glasses bodygroup for medic/sniper. Also thanks for not like breaking the left side of the glasses for demo, while funny, it looks better if it's symmetrical.
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