[QUOTE=ScreamingGerbil;31842586]UV'd and base-colored. Keep going?
[img]http://dl.dropbox.com/u/1835520/models/gunhand1.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand2.PNG[/img][/QUOTE]
Finally a [I]handgun[/I] for engie
[QUOTE=DoctorStranglov;31842904]I would make the bullets a bit smaller. Right now they're about the size of the shotgun shells.[/QUOTE]
Actually, that sounds cool. Shotgun finger.
What's its name? The Magic Touch? :P
We should get a whole arrangement of Engineer gun arms. Just have him be half cyborg or something. Shotgun index finger, machine gun (pistol) pinky finger, gunslinger fist.
[url=http://kinsie.helloiaminter.net/frankenhud/frankenhudr35.zip][b]FrankenHUD Release 35 - My UI Is Augmented Edition[/b][/url]
- Fixed the Bazaar Bargain's crit counter. THIS TIME FOR SURE.
- Added the crit counter for the Silverback revolver.
- Added Iron and Copper.
[QUOTE=The Kins;31843399][url=http://kinsie.helloiaminter.net/frankenhud/frankenhudr35.zip][b]FrankenHUD Release 35 - My UI Is Augmented Edition[/b][/url]
- Fixed the Bazaar Bargain's crit counter. THIS TIME FOR SURE.
- Added the crit counter for the Silverback revolver.
- Added Iron and Copper.[/QUOTE]
Damn you Kins. I can't use FrankenHUD without my game crashing every 5 minutes, but [i]it's so damn hard [b]not[/b] to use it.[/i]
So I need some help. This hat is beating my ass and I can usually fix it, but nothing looks off so I'm turning to the emporium.
It looks fine in Blender, it's already parented
[IMG]http://i.imgur.com/xp7Xs.png[/IMG]
I have the material assigned
[IMG]http://i.imgur.com/slFW8.png[/IMG]
but the end result is always the same
[IMG]http://i.imgur.com/pW7It.png[/IMG]
Here's my QC
[quote]$cd "X:\TF2 Contributions\BB\output"
$modelname "player\items\pyro\pyro_plunger.mdl"
$model "Body" "bb.smd"
$cdmaterials "\models\player\items\pyro\"
$hboxset "default"
// Model uses material "pyro_plunger.vmt"
$surfaceprop "plastic"
$illumposition -0.000 0.000 4.000
$sequence idle "idle" loop fps 30.00
$collisionmodel "bb.smd" {
$concave
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 5.00
}[/quote]
and my VMT
[quote]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\pyro/bb.vtf"
"$bumpmap" "models/player/items/pyro/pyro_plunger_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0" // between 0-1 determines how much blended by tinting vs. replacing the color
"$colortint_base" "{114 62 60}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
"$colortint_tmp" "[0 0 0]"
"$phong" "1"
"$phongexponent" "8"
"$phongexponenttexture" "models/player/items/pyro/pyro_plunger_exponent"
"$phongboost" "2"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[0.15 0.5 1]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2"
"$rimmask" 1
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/quote]
I got nothin.
[QUOTE=The Kins;31843399][url=http://kinsie.helloiaminter.net/frankenhud/frankenhudr35.zip][b]FrankenHUD Release 35 - My UI Is Augmented Edition[/b][/url]
- Fixed the Bazaar Bargain's crit counter. THIS TIME FOR SURE.
- Added the crit counter for the Silverback revolver.
- Added Iron and Copper.[/QUOTE]
Iron and Copper? Wha?
.mdl name and .vmt names are set to plunger and not to bb?
There also the bumpmap from the plunger in there.
[QUOTE=ScreamingGerbil;31842586]UV'd and base-colored. Keep going?
[img]http://dl.dropbox.com/u/1835520/models/gunhand1.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand2.PNG[/img][/QUOTE]
My god. hook up the firing sounds to be engineers punch lines the "pow" "blam"
pow pow blam blam pow.
[QUOTE=Frying Dutchman;31843640].mdl name and .vmt names are set to plunger and not to bb?
There also the bumpmap from the plunger in there.[/QUOTE]
Don't believe I've ever had to change them before but i'll give it a shot
[QUOTE=Sottalytober;31843673]Don't believe I've ever had to change them before but i'll give it a shot[/QUOTE]
Hey I started with this modding business yesterday and pretty much all my problems were simple ones like naming them :v:
I still have this problem though:
[img]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview4.png[/img]
What can I do to fix this? or what can I do for you guys to help me fix this?
[QUOTE=Banjo7J;31843630]Iron and Copper? Wha?[/QUOTE]Password's enough, pal. Don't think you know something about the Lady I don't. My dad did tours out here. You get your man out, take back the Statue, whatever, but I know the commander and I don't want to see him get hurt. Here's a picture so you don't make a mistake.
Here's the key to the front entrance. The commander's not much of a soldier; he'll surrender as soon as he sees you. I need him alive because he's my main contact at the NSF. If he's dead, I don't have much of a business.
---
On an unrelated note, I wonder what I did to piss off Captain Chalky.
Didn't work. Now testing the model in source gives me the plunger model
Medic/allclass
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/110820/qnz4mfjb.png[/IMG][/URL]
Engineer
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/110820/stfv3ov2.png[/IMG][/URL]
Pyro
[URL=http://www.directupload.net][IMG]http://s1.directupload.net/images/110820/im3348a2.png[/IMG][/URL]
Thoughts before i am gojng to texture pl0x.
fucking viewmodel rotates the hand so much it looks retarded.
[img]http://dl.dropbox.com/u/1835520/models/gunhand4.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand3.PNG[/img]
I don't think it looks too bad, just not the expected angle.
[QUOTE=ScreamingGerbil;31843816]fucking viewmodel rotates the hand so much it looks retarded.
[img]http://dl.dropbox.com/u/1835520/models/gunhand4.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand3.PNG[/img][/QUOTE]
The viewmodel actually looks pretty good, it's a pity you cant see most of the details though.
[QUOTE=ScreamingGerbil;31843816]fucking viewmodel rotates the hand so much it looks retarded.
[img]http://dl.dropbox.com/u/1835520/models/gunhand4.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand3.PNG[/img][/QUOTE]
Don't think you'd be able to see much of the gun in the hand anyway. That looks pretty good as is.
[QUOTE=The Kins;31843780]Password's enough, pal. Don't think you know something about the Lady I don't. My dad did tours out here. You get your man out, take back the Statue, whatever, but I know the commander and I don't want to see him get hurt. Here's a picture so you don't make a mistake.
Here's the key to the front entrance. The commander's not much of a soldier; he'll surrender as soon as he sees you. I need him alive because he's my main contact at the NSF. If he's dead, I don't have much of a business.[/QUOTE]
So, the meaning to the Iron and copper thing is a secret then? Or am I just being a complete moron?
Could somebody make The Compensator sniper rifle replace the Machina?
[thumb]http://dl.dropbox.com/u/32006613/Models/foreverfire_6.png[/thumb]
Trigger. It's a piece of metal hanging off the pelvic bone handle. The front piece attached to the trigger will move with the trigger. The other two pieces will not.
[QUOTE=Banjo7J;31844012]So, the meaning to the Iron and copper thing is a secret then? Or am I just being a complete moron?[/QUOTE]
I think it's just a Deus Ex joke.
[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]
I know, I'm a little tired of seeing glasses over glasses. It was comical at first but now it's just annoying.
Is it possible to give the lenses all of the phong shading and rimlighting stuff without breaking transparency?
[QUOTE=Banjo7J;31844012]So, the meaning to the Iron and copper thing is a secret then? Or am I just being a complete moron?[/QUOTE]It's a Deus Ex thing. It's a password you can give to an informant to get a key in the first mission.
this page needs more puppies and deus ex
[img]http://www.shrani.si/f/2H/JG/J2SIuzo/pugmentation.gif[/img]
[QUOTE=SturmtigerVI;31843815]
Engineer
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/110820/stfv3ov2.png[/IMG][/URL]
Thoughts before i am gojng to texture pl0x.[/QUOTE]
homestuck
[QUOTE=ScreamingGerbil;31843816]fucking viewmodel rotates the hand so much it looks retarded.
[img]http://dl.dropbox.com/u/1835520/models/gunhand4.PNG[/img]
[img]http://dl.dropbox.com/u/1835520/models/gunhand3.PNG[/img][/QUOTE]
make the inners have a slight team glow?
stuff done today:
[img]http://dl.dropbox.com/u/10139035/linepng_w/c_dex_arm.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/c_dex_shotgun.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/dex_belltower_heavy.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/dex_glasses_heavy.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/dex_sarifarm.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/clockwerk_hat.png[/img]
[img]http://dl.dropbox.com/u/10139035/linepng_w/stormspirit_hat.png[/img]
AND AWW YEAH BEST AND MOST ORIGINAL ICON FOR TODAY
[img]http://dl.dropbox.com/u/10139035/linepng_w/demo_dex.png[/img]
DEM ELLIS CAP RESKINS
Gonna try making this:
[media]http://www.youtube.com/watch?v=kBjUDCyDCuI[/media]
mostly the drum mag
[QUOTE=ScreamingGerbil;31843816]fucking viewmodel rotates the hand so much it looks retarded.
[img]http://dl.dropbox.com/u/1835520/models/gunhand3.PNG[/img][/QUOTE]
Gangsta-style. :v:
[QUOTE=psyke;31843668]My god. hook up the firing sounds to be engineers punch lines the "pow" "blam"
pow pow blam blam pow.[/QUOTE]
[media]http://www.youtube.com/watch?v=lJnGQeaAgyc[/media]
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