• TF2 Emporium XL
    10,904 replies, posted
Everybody are writing long posts whats up with that
[QUOTE=latin_geek;31858185]I like the no neck thing, looks like someone got garrote-wire'd hardcore.[/QUOTE] Think it's subtly implying that the Spy's headless body went to the fridge and put it back. ....imo.
[QUOTE=kfhammond;31858735][img]http://dl.dropbox.com/u/3869606/tf2/cc/cacklecap21.jpg[/img] It got better, now I think it's getting worse. :/ I can't tell anymore[/QUOTE] pleeeeeeeease make a version without the hair.
[QUOTE=Insaneicide;31858023]there is the concept, here is my progress. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/spy_progress.jpg[/IMG] moar livestream here [url]http://www.livestream.com/insaneicide[/url][/QUOTE] Would be cool if you made the upper right part of his face exposed muscle or skull.
what do ya guys think, heres the concept [IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/zombiespy.png[/IMG] and heres the model without the final edits (will look relatively the same) [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/spy_finals.jpg[/IMG] [editline]21st August 2011[/editline] [QUOTE=Hazard Fox;31859306]Would be cool if you made the upper right part of his face exposed muscle or skull.[/QUOTE] already got that on a model, i dont like to repeat things too much, i already got the sniper the scout the medic and the heavy with either a specific piece of their head missing or showing skull, so sorry man, no. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/heavy_show.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/alright_scout.jpg[/IMG] [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/arr_medic.jpg[/IMG]
[IMG]http://i.imgur.com/gkS4p.png[/IMG] Is there anyone that could help me compile this ?
[QUOTE=Insaneicide;31859325]what do ya guys think, heres the concept [IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/zombiespy.png[/IMG] and heres the model without the final edits (will look relatively the same) [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/spy_finals.jpg[/IMG] [editline]21st August 2011[/editline] already got that on a model, i dont like to repeat things too much, i already got the sniper the scout the medic and the heavy with either a specific piece of their head missing or showing skull, so sorry man, no.[/QUOTE] So wait Snipers the only one you have finished right?
[QUOTE=Takuat;31859470]So wait Snipers the only one you have finished right?[/QUOTE] nope, the demoman and engineer are finished aswell, the engineer needs some updates, such as the removed arm bodygroup, and the new skeleton hand that i gave the sniper, as well as the foot flanges, for him aswell, the heavy scout and medic are 25% done, all i did there was get their faces working in-game. check the progress out here (i havent been updating the thread, glad hecates has been tho.) [url]http://www.facepunch.com/threads/1074840-Team-Fortress-Zombies-mod-REDUX[/url]
Is it possible to make a draw animation for a c_model? If it is then this animation practice won't be wasted. [img]http://dl.dropbox.com/u/1835520/models/animtest1.gif[/img]
Thrusting finger tube deluxe?
[QUOTE=Insaneicide;31859325]what do ya guys think, heres the concept [IMG]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/zombiespy.png[/IMG] and heres the model without the final edits (will look relatively the same) [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/spy_finals.jpg[/IMG] [editline]21st August 2011[/editline] already got that on a model, i dont like to repeat things too much, i already got the sniper the scout the medic and the heavy with either a specific piece of their head missing or showing skull, so sorry man, no. [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/heavy_show.jpg[/IMG][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/alright_scout.jpg[/IMG] [IMG]http://i988.photobucket.com/albums/af3/Insaneicide/arr_medic.jpg[/IMG][/QUOTE] aw shucks i wanted spy to be two-face
[QUOTE=Insaneicide;31859325][IMG]http://i988.photobucket.com/albums/af3/Insaneicide/alright_scout.jpg[/IMG][/QUOTE] [img]http://upload.wikimedia.org/wikipedia/en/c/c7/Two-faceEckhart.jpg[/img]
exactly.
well, the scout being two faced can be interpreted as a relatively interesting reference on the meet the spy video, that being said, the default gib was actually half of the scouts head. [editline]21st August 2011[/editline] [QUOTE=Baboo00;31859670][img]http://upload.wikimedia.org/wikipedia/en/c/c7/Two-faceEckhart.jpg[/img][/QUOTE] every time i see the new two-face, i cant help but see that the mask over his face is WAY to big for a good burnt face effect, the texture on the mask is great, but the latex covers his face in such a way that its horribly noticable
I thought it was CGI
Silly idea: Engineer robot arm that fires off his fingers as projectiles. The fingers have rockets attached and get lodged in the enemy. He regrows them by cranking his thumb. The taunt is he does a Three Stooges style eye poke, but the fingers get rammed in the enemy's eyesockets.
[QUOTE=Insaneicide;31859764] every time i see the new two-face, i cant help but see that the mask over his face is WAY to big for a good burnt face effect, the texture on the mask is great, but the latex covers his face in such a way that its horribly noticable[/QUOTE] It's CGI [QUOTE=PSI Guy;31859863]Silly idea: Engineer robot arm that fires off his fingers as projectiles. The fingers have rockets attached and get lodged in the enemy. He regrows them by cranking his thumb. The taunt is he does a Three Stooges style eye poke, but the fingers get rammed in the enemy's eyesockets.[/QUOTE] Somebody do this now
Still have the same problem with the positioning of the ShortCircuit texture fix: [IMG]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview3.png[/IMG] Just redid everything and still the same result. here's the qc: [QUOTE]$cd "C:\Documents and Settings\User\Bureaublad\ShortCircuitfix\output" $modelname "weapons/c_models/c_dex_arm/c_dex_arm.mdl" $model "body" "c_dex_arm.dmx.smd" $cdmaterials "" $texturegroup skinfamilies { { "models/weapons/c_items/c_dex_arm.vmt" } { "models/weapons/c_items/c_dex_arm_blue.vmt" } } $hboxset "default" $hbox 0 "arm_attach_R" -4.590 0.000 -7.207 4.590 25.445 6.684 // Model uses material "models/weapons/c_items/c_dex_arm.vmt" // Model uses material "models/weapons/c_items/c_dex_arm_blue.vmt" $attachment "muzzle" "arm_attach_R" 0.00 25.44 0.00 rotate -0.00 90.00 -90.00 $surfaceprop "metal" $illumposition 1.688 -20.049 40.100 $sequence ref "ref" fps 30.00 $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/QUOTE] Help
So I decided the heavy can't get enough of new sandviches and very quickly drew up one. [img]http://dl.dropbox.com/u/6993235/Experimental/sandvich%20concepts/submarine%20sandwich%202.png[/img] I'm suprised no one has done a submarine sandwich before. [sp]It's called the sub-sandvich because it doesn't have the bottom bread, dohohoho [/sp] also jethro says it resembles a shotgun, though I can't see it.
[QUOTE=Frying Dutchman;31859964]Still have the same problem with the positioning of the ShortCircuit texture fix: [IMG]http://dl.dropbox.com/u/8581927/Teamcolouredshortcircuitpreview3.png[/IMG] Just redid everything and still the same result. here's the qc: Help[/QUOTE] Try rotating the bone.
So I'm computerless for the next week... Any mods that aren't in the OP and subsequent mods can go into an expansion.
[IMG]http://i.imgur.com/0q4iP.png[/IMG] vote time ?
Engineer can never have too many robot hands.
I thought that they actually removed parts of his face
[QUOTE=NapyDaWise;31860341][IMG]http://i.imgur.com/0q4iP.png[/IMG] vote time ?[/QUOTE] I dont really like any of them. Try making a gunslinger with light-bulbs around the arm-drum thing, cables going along each finger to an electric thing on each finger tip.
[QUOTE=ScreamingGerbil;31860120]Try rotating the bone.[/QUOTE] How do I do that? Only decompiled the files and recompiled them with new lines to accept the new texture.
How could I forget the most important part of any flamethrower, the pilot light? [thumb]http://dl.dropbox.com/u/32006613/Models/foreverfire_7.png[/thumb]
[QUOTE=ned_ballad;31859851]I thought it was CGI[/QUOTE] [QUOTE=Ducksink;31860371]I thought that they actually removed parts of his face[/QUOTE] In some scenes, but if you pay attention to his neck and hairline, the burnt areas of his head are actually masking [i]over[/i] his face, not where his skull would be. The CG burnt half of his face still clearly "masks" the actors real head, though doing it properly would require a TON of photoshop work to paint in what his head is blocking in the shot.
-snip
[QUOTE=NoNameForEvil;31860715]I'm sorry, but your models are god awful.[/QUOTE] Thank you for the extremely constructive criticism. I'm sure I will use it to improve my modeling.
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