• TF2 Emporium XL
    10,904 replies, posted
[QUOTE=Ian;31839242]This makes me long for a glasses bodygroup for medic/sniper.[/QUOTE] Valve best be listening.
Hey, is there some reason reskins for weapons don't affect their Strange counterparts? For example, my Wrench has the proper reskin but my Strange Wrench still looks normal.
I don't want to be nagging, but i can't find it anywhere online, does anyone know how to make the all-class smds?
[QUOTE=kfhammond;31839442]I don't want to be nagging, but i can't find it anywhere online, does anyone know how to make the all-class smds?[/QUOTE] I believe you have to give your model an animation consisting of 9 frames. Each frame correlates to a class (Scout = 1, Soldier = 2, etc.) Then in each frame you position the hat differently so they sit upon the class model properly. That's all I know I'm afraid, I'm not sure what you put that into the .qc file, but that's the basics of how it works.
[QUOTE=Urser;31839526]I believe you have to give your model an animation consisting of 9 frames. Each frame correlates to a class (Scout = 1, Soldier = 2, etc.) Then in each frame you position the hat differently so they sit upon the class model properly. That's all I know I'm afraid, I'm not sure what you put that into the .qc file, but that's the basics of how it works.[/QUOTE] I was under the impression that you make 9 different single frame animation smds, with the different positions. but what i can't figure out, is that the placement of the hat with be relative to the headbone, but that head bone is in a different position for each class. I just can't get it to work. I can get it to fit one class, then the rest are just wonkydoo. :/ also, some orange? [img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap20.jpg[/img][img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap20b.jpg[/img] let me know if I'm posting to many of these voting things, I just want to be sure that I don't make any changes that people aren't going to like.
[QUOTE=kfhammond;31839556]I was under the impression that you make 9 different single frame animation smds, with the different positions. but what i can't figure out, is that the placement of the hat with be relative to the headbone, but that head bone is in a different position for each class. I just can't get it to work. I can get it to fit one class, then the rest are just wonkydoo. :/ also, some orange? [img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap20.jpg[/img] let me know if I'm posting to many of these voting things, I just want to be sure that I don't make any changes that people aren't going to like.[/QUOTE] do you have some kind of photoshop filter pattern thing on your texture? if so remove it, doesn't look good.
[QUOTE=blaholtzen;31839705]do you have some kind of photoshop filter pattern thing on your texture? if so remove it, doesn't look good.[/QUOTE] nope, just brush work.
[QUOTE=Ian;31839242]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.[/QUOTE] Holy hell, I was thinking of the possibilities of a bodygroup for eyewear on the Engineer, Medic, Sniper and Demoman only a few hours ago. I was also thinking about having misc slots arranged into body sections, such as 'Eye Misc', 'Badge Misc', 'Back Misc', 'Chest Misc' and 'Foot Misc'.
[QUOTE=kfhammond;31839556]I was under the impression that you make 9 different single frame animation smds, with the different positions. but what i can't figure out, is that the placement of the hat with be relative to the headbone, but that head bone is in a different position for each class. I just can't get it to work. I can get it to fit one class, then the rest are just wonkydoo. :/ also, some orange? [img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap20.jpg[/img][img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap20b.jpg[/img] let me know if I'm posting to many of these voting things, I just want to be sure that I don't make any changes that people aren't going to like.[/QUOTE] where's the option with no hair? [editline]20th August 2011[/editline] in celebration of getting a scanner for free from the lat century, here's some big-ass concept images: [img]http://www.deviantart.com/download/253972051/conceptsconceptsconcepts_by_roxerg-d477i37.jpg[/img] [img]http://www.deviantart.com/download/253972247/conceptsconceptsconceptstime_by_roxerg-d477i8n.jpg[/img] all i really want is that 'lil backburner. [editline]20th August 2011[/editline] oh wait they're both the same. fixing soon.
Think you posted the same image twice. And I like the idea of a little backburner, oh man if it's okay can I make a concept out of it? Currently working on teamcoloured Short Circuit..
[QUOTE=Frying Dutchman;31840106]Think you posted the same image twice. And I like the idea of a little backburner, oh man if it's okay can I make a concept out of it? Currently working on teamcoloured Short Circuit..[/QUOTE] fixed. yes, sure, have fun with it. i love it so much i wanna see more of it.
[url=http://www.gamebanana.com/sounds/15916][img]http://i52.tinypic.com/287dr7o.png[/img][/url] Inspired by Ian's idea and after making his with to come true. I've decided to upload it for other people. Hope it gets accepted to the 1st post of TF2 Emporium XL.
I've made a BLU variant of the Short Circuit Only problem I've ran in to so far that it's shiny all of a sudden, anyone know what I did wrong? [IMG]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview1.png[/IMG] So worth continuing? If yes how the hell do I make the model use team coloured textures?
[img]http://img818.imageshack.us/img818/404/internetmemesarecool.png[/img]
[QUOTE=Hatley;31831773]Can anyone please make the purity fist's metal a bit brighter, kind of like this? [img]http://images2.wikia.nocookie.net/__cb20110721132955/mk/images/b/b5/Ladder2_Jax_%28MK9%29.png[/img] The dark colours on it just look wierd to me.[/QUOTE] Retoast.
[QUOTE=Batandy;31840455][img]http://img818.imageshack.us/img818/404/internetmemesarecool.png[/img][/QUOTE] Who's it for?
[QUOTE=Frying Dutchman;31840443]I've made a BLU variant of the Short Circuit Only problem I've ran in to so far that it's shiny all of a sudden, anyone know what I did wrong? [IMG]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview1.png[/IMG] So worth continuing? If yes how the hell do I make the model use team coloured textures?[/QUOTE] It's all in the qc. Here's how I did the Dead Ringer. [quote]$texturegroup skinfamilies { { "models/weapons/c_items/c_pocket_watch.vmt" } { "models/weapons/c_items/c_pocket_watch_blue.vmt" } }[/quote]
[QUOTE=Frying Dutchman;31840443]I've made a BLU variant of the Short Circuit Only problem I've ran in to so far that it's shiny all of a sudden, anyone know what I did wrong? [IMG]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview1.png[/IMG] So worth continuing? If yes how the hell do I make the model use team coloured textures?[/QUOTE] looks like you broke the phongmask on the blue one [editline]20th August 2011[/editline] standardized radigan hasn't been added to the op
Alright thanks a bunch but I still havent figured out why my BLU texture is shiny compared to the normal one. No clue what could've gone wrong or where the problem lies. Second day of learning how to texture: fuck shit up :v: Phongmask, going to look at it now.
[img]http://img6.imageshack.us/img6/5219/spoton.png[/img] Please tell me someone's working on this problem.
I have no idea how I fixed it but it suddenly popped up without shinyness. [img]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview2.png[/img] Texture is fine now, time to make it work ingame.
[QUOTE=Szraneraxtq;31840655][img]http://img6.imageshack.us/img6/5219/spoton.png[/img] Please tell me someone's working on this problem.[/QUOTE] I see no problem. Wha are you talking about?
[QUOTE=Banjo7J;31840760]I see no problem. Wha are you talking about?[/QUOTE]Compare the fist colors. The Heavy's fist on the right is completely black with no brush strokes.
I can try to fix that after I'm done :v: Currently having troubles with the teamcoloured shortcircuit fix again though. My mdldecompiler.exe won't launch I'm missing "vstdlib.dll" how does one fix that? Learning all this is a pain in the ass.
[QUOTE=Frying Dutchman;31840905]I can try to fix that after I'm done :v: Currently having troubles with the teamcoloured shortcircuit fix again though. My mdldecompiler.exe won't launch I'm missing "vstdlib.dll" how does one fix that? Learning all this is a pain in the ass.[/QUOTE] Try having the SDK open
Robot gun hand all up in this bitch [img]http://dl.dropbox.com/u/1835520/models/robothand2.PNG[/img] [img]http://dl.dropbox.com/u/1835520/models/robothand1.PNG[/img] I used the engineer's hand for this, so I guess this won't be submitted to valve. This is going to be fun to texture :I EDIT: Just noticed the bullets and the chambers aren't the same size. Woops. I'll fix that later.
[QUOTE=Constructor;31840970]Try having the SDK open[/QUOTE] Nope still borked been looking for fixes but nothing useful so far sadly. [B]I fixed it now[/B] Gerbil please finish that.:dance:
[QUOTE][IMG]http://dl.dropbox.com/u/2615818/c_dex_shotgun_large.png[/IMG][/QUOTE] This seems to be a Deus Ex page so far. I never asked for this... :v:
[QUOTE=Banjo7J;31840760]I see no problem. Wha are you talking about?[/QUOTE] There is one problem about the arm that bugs me to no end its not visible in first person.
[QUOTE=ScreamingGerbil;31840976]Robot gun hand all up in this bitch [img]http://dl.dropbox.com/u/1835520/models/robothand2.PNG[/img] [img]http://dl.dropbox.com/u/1835520/models/robothand1.PNG[/img] I used the engineer's hand for this, so I guess this won't be submitted to valve. This is going to be fun to texture :I EDIT: Just noticed the bullets and the chambers aren't the same size. Woops. I'll fix that later.[/QUOTE] Reminds me of this... [video=youtube;vfGGmZnhFXg]http://www.youtube.com/watch?v=vfGGmZnhFXg[/video]
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