Sascha, have you lost weight? What's that? Kill engineer? But engineer is credit to team!
[img]http://i.imgur.com/m8mv3.png[/img][img]http://i.imgur.com/l3pd6.png[/img]
Almost done, "team" colors aren't working, and I think I might raise him a bit higher, so that the heavy holds his shoulder and hand in butt cause there's no other place lol. I'm going to mod some spy sounds to fit as him making gun sounds (when I'm done fiddling with everything else). Like have "Zis is getting awkward" as the firing sound so it's a constant ZIZIZIZIZIZIZIZIZIZI sound and when it stops firing "zis is getting awkward" lol.
Haven't tested first person yet lol.
[QUOTE=Void Skull;31949712][img]http://dl.dropbox.com/u/586461/Models/almost-done.png[/img]
will finish tomorrow, battery hasnt been touched at all, along with some of the tubing[/QUOTE]
Is it just the lighting or do the hazard stripes look somewhat blue?
[editline]26th August 2011[/editline]
Btw, anyone interested in making this?
[IMG]http://dl.dropbox.com/u/36213193/diamondback_NEW.jpg[/IMG]
[QUOTE=Kaymon;31943635]Actually Ducksink, I was the one who linked that pic to you, but unlike Guntherr, I'm not greedy. I won't gripe for credit.[/QUOTE]
Oh, sorry, I thought that when he said "used my idea" he meant this picture, still thanks though, it was alot of help :)
[QUOTE=FISH KILL!;31949981]Is it just the lighting or do the hazard stripes look somewhat blue?
[editline]26th August 2011[/editline]
Btw, anyone interested in making this?
[IMG]http://dl.dropbox.com/u/36213193/diamondback_NEW.jpg[/IMG][/QUOTE]
i would make that! i'll get to work now
[QUOTE=Ducksink;31950166]Oh, sorry, I thought that when he said "used my idea" he meant this picture, still thanks though, it was alot of help :)[/QUOTE]
:3
Also I've been try to fix up my bear hat. But something that plagues me currently is that the face looks like it HAS the lower jaw. Which I do not want.
[IMG]http://dl.dropbox.com/u/37053675/BearHatWIP5.bmp[/IMG]
[QUOTE=FISH KILL!;31949981]Btw, anyone interested in making this?
[IMG]http://dl.dropbox.com/u/36213193/diamondback_NEW.jpg[/IMG][/QUOTE]
I like what you did with it. Still feels like more of an engie weapon though.
I looked into the SOCOM MK23, but that was made in the 90s versus the PPK's 30s, which fits into the game time-period-wise.
Honestly I'd prefer to base it on a revolver, but it's hard to find one with a good, unique shape to differentiate it from the other spy guns. The PPK has its pluses, though: it's the quintessential spy gun thanks to a certain Mr. Fleming, and it's small enough that it could conceivably hold only 6 shots.
Tried out first person view and it's not too bad. :D Though I still can't get team colors to work. The model sees all the textures and has two skins, but the skins don't change at all. :|
[img]http://i.imgur.com/sqyQ5.png[/img]
[img]http://i.imgur.com/5Vae7.png[/img]
Oh, and smoothing errors, smoothing errors everywhere.
My QC, if anyone wants to point out what's wrong with the team colors.
Note: right now it replaces the brass beast just for testing.
[code]$cd "C:\Documents and Settings\Owner\Desktop\spy minigun\gun output"
$modelname "weapons/c_models/c_gatling_gun/c_gatling_gun.mdl"
$model "c_gatling_gun" "c_gatling_gun.dmx.smd"
$cdmaterials "models\player\spy\"
$cdmaterials "models\weapons\v_cigarette_case\"
$cdmaterials "models\player\spy\"
$cdmaterials "models\weapons\v_cigarette_case\"
$texturegroup skinfamilies
{
{ "models\player\spy\spy_blue.vmt" "models\player\spy\mask_spy_minigun" "models\weapons\v_cigarette_case\v_cigarette_case" "models\player\spy\spy_head_blue.vmt" }
{ "models\player\spy\spy_red.vmt" "models\player\spy\mask_spy_minigun" "models\weapons\v_cigarette_case\v_cigarette_case" "models\player\spy\spy_head_red.vmt" }
}
$hboxset "default"
$hbox 0 "weapon_bone" -17.295 -30.016 -9.537 8.167 6.993 61.829
$attachment "muzzle" "weapon_bone" 0.00 -7.76 57.76 rotate -90.00 0.00 0.00
$attachment "eject_brass" "weapon_bone" -8.57 -10.99 5.85 rotate 0.00 154.21 180.00
$surfaceprop "metal"
$illumposition 26.430 -4.564 -11.512
$sequence idle "idle" ACT_IDLE 1 fps 30.00[/code]
[QUOTE=otterwolfy;31950367]Tried out first person view and it's not too bad. :D Though I still can't get team colors to work. The model sees all the textures and has two skins, but the skins don't change at all. :|
[img]http://i.imgur.com/sqyQ5.png[/img]
[img]http://i.imgur.com/5Vae7.png[/img]
Oh, and smoothing errors, smoothing errors everywhere.
My QC, if anyone wants to point out what's wrong with the team colors.
Note: right now it replaces the brass beast just for testing.
[code]$cd "C:\Documents and Settings\Owner\Desktop\spy minigun\gun output"
$modelname "weapons/c_models/c_gatling_gun/c_gatling_gun.mdl"
$model "c_gatling_gun" "c_gatling_gun.dmx.smd"
$cdmaterials "models\player\spy\"
$cdmaterials "models\weapons\v_cigarette_case\"
$cdmaterials "models\player\spy\"
$cdmaterials "models\weapons\v_cigarette_case\"
$texturegroup skinfamilies
{
{ "models\player\spy\spy_blue.vmt" "models\player\spy\mask_spy_minigun" "models\weapons\v_cigarette_case\v_cigarette_case" "models\player\spy\spy_head_blue.vmt" }
{ "models\player\spy\spy_red.vmt" "models\player\spy\mask_spy_minigun" "models\weapons\v_cigarette_case\v_cigarette_case" "models\player\spy\spy_head_red.vmt" }
}
$hboxset "default"
$hbox 0 "weapon_bone" -17.295 -30.016 -9.537 8.167 6.993 61.829
$attachment "muzzle" "weapon_bone" 0.00 -7.76 57.76 rotate -90.00 0.00 0.00
$attachment "eject_brass" "weapon_bone" -8.57 -10.99 5.85 rotate 0.00 154.21 180.00
$surfaceprop "metal"
$illumposition 26.430 -4.564 -11.512
$sequence idle "idle" ACT_IDLE 1 fps 30.00[/code][/QUOTE]
"models\player\spy\spy_head_red.vmt" should be "spy_head_red", and do that for all of them.
[QUOTE=Sparkwire;31948631]That gun makes literally zero sense.[/QUOTE]
[img]http://sparkwire.thanez.net/tf2/30shot/doyoufeel%20luckypunk.jpg[/img]
[QUOTE=EDDY TT;31950711][img]http://sparkwire.thanez.net/tf2/30shot/doyoufeel%20luckypunk.jpg[/img][/QUOTE]
Theres a difference between practicality and functionality.
[QUOTE=Sparkwire;31939842][IMG]http://sparkwire.thanez.net/tf2/Boots/medic.png[/IMG][/QUOTE]
sparkwire kidnapped me
im in a dark room with a computer that only has source sdk on it and hes making me make icons
help
[img]http://img846.imageshack.us/img846/1308/bootsiconlarge.png[/img]
omg he figured out how to use the internet, brb
Spent like an hour getting the jigglebones working right on this thing. I eventually got it to the point I wanted which was to have the cape flow behind him as he walks but also not clip on his feet when walking backwards.
[img]http://www.treybrown.com/images/uploads/counts_cape03.jpg[/img]
[img]http://www.treybrown.com/images/uploads/counts_cape04.jpg[/img]
Got it at 258 triangles with 6 bones (3 bone merges onto the spy skeleton and 3 for the jigglebones.) and two team coloured 256x256 textures with a shared normal.
Texture needs a bit of work but its getting there.
[QUOTE=Sparkwire;31950741]Theres a difference between practicality and functionality.[/QUOTE]
Still your point is mute, both guns don't make much sense but still look impressive.
Also this is TF2, the lack of real logic is there.
[QUOTE=otterwolfy;31949884]Sascha, have you lost weight? What's that? Kill engineer? But engineer is credit to team!
[img]http://i.imgur.com/m8mv3.png[/img][img]http://i.imgur.com/l3pd6.png[/img]
Almost done, "team" colors aren't working, and I think I might raise him a bit higher, so that the heavy holds his shoulder and hand in butt cause there's no other place lol. I'm going to mod some spy sounds to fit as him making gun sounds (when I'm done fiddling with everything else). Like have "Zis is getting awkward" as the firing sound so it's a constant ZIZIZIZIZIZIZIZIZIZI sound and when it stops firing "zis is getting awkward" lol.
Haven't tested first person yet lol.[/QUOTE]
Erm. zizi is the french for dick. at this point, you could have him shout DICKSDICKSDICKSDICKS as well.
[QUOTE=EDDY TT;31950771]Still your point is mute, both guns don't make much sense but still look impressive.
Also this is TF2, the lack of real logic is there.[/QUOTE]
Actually I remember when he originally posted that, someone posted a theory that it'd go through and fire the double rounds, then go round the clip again and fire out the single rounds from between the areas it originally shot.
[QUOTE][img]http://img42.imageshack.us/img42/4240/spycoatsilhouette.png[/img][/QUOTE]
Was the original version of that coat released? Haven't been following the Emporium as closely recently so I've only been checking the OPs.
*puts up umbrella in preparation for clock and box rain*
I made this one a while ago.
[img]http://fc05.deviantart.net/fs70/f/2011/230/3/6/alma_mater___3d_grad_cap_by_i_eat_aliens-d470uw6.jpg[/img]
[url=http://i-eat-aliens.deviantart.com/#/d470uw6]The Alma Mater[/url]
Crappy GIF jigglebone preview.
[img]http://img.photobucket.com/albums/v613/Totakeke/TF2/preview_animated.gif[/img]
[img]http://img.photobucket.com/albums/v613/Totakeke/TF2/preview_5.png[/img]
:eng101:
[QUOTE=cloudbuster;31950881]I made this one a while ago.
[url=http://i-eat-aliens.deviantart.com/#/d470uw6]The Alma Mater[/url]
Crappy GIF jigglebone preview.
[img]http://img.photobucket.com/albums/v613/Totakeke/TF2/preview_animated.gif[img]
[img]http://img.photobucket.com/albums/v613/Totakeke/TF2/preview_5.png[img]
:eng101:[/QUOTE]
Personally I think the square on the top of the cap could be slightly thicker, currently it looks really thin.
Other than that it looks really nice so far!
[QUOTE=QuantumEcho;31950365]I like what you did with it. Still feels like more of an engie weapon though.
I looked into the SOCOM MK23, but that was made in the 90s versus the PPK's 30s, which fits into the game time-period-wise.
Honestly I'd prefer to base it on a revolver, but it's hard to find one with a good, unique shape to differentiate it from the other spy guns. The PPK has its pluses, though: it's the quintessential spy gun thanks to a certain Mr. Fleming, and it's small enough that it could conceivably hold only 6 shots.[/QUOTE]
Well, I guess it looks a bit like an engie weapon because it's meant to be like a handgun version of the Frontier Justice. I imagined that engineer made it for spy, basing it on the FJ's technology.
Besides, it's meant as just a mod anyway, right?
I merely suggested the SOCOM as inspiration. I meant that a generally beefier and more different looking gun might work better. Using it's design outright is of course out of the question. That'd be way too modern looking.
How about something based on [URL="http://datafortress2020.oliwy.net/nomad/Colt_Dragoon_2.0.gif"]Colt Dragoon[/URL] or [URL="http://www.imfdb.org/w/images/d/d3/Le-mat-revolver.jpg"]LeMat[/URL]? Those sure are pretty distinct looking revolvers.
[QUOTE=otterwolfy;31949884]Sascha, have you lost weight? What's that? Kill engineer? But engineer is credit to team!
[img]http://i.imgur.com/m8mv3.png[/img][img]http://i.imgur.com/l3pd6.png[/img][/QUOTE]
Maybe it is a good idea to not replace the minigun with this, but the Tomislav.
That way, nothing has to been turning =D
[QUOTE=treythepunkid;31950764]Spent like an hour getting the jigglebones working right on this thing. I eventually got it to the point I wanted which was to have the cape flow behind him as he walks but also not clip on his feet when walking backwards.
[IMG]http://www.treybrown.com/images/uploads/counts_cape03.jpg[/IMG]
[IMG]http://www.treybrown.com/images/uploads/counts_cape04.jpg[/IMG]
Got it at 258 triangles with 6 bones (3 bone merges onto the spy skeleton and 3 for the jigglebones.) and two team coloured 256x256 textures with a shared normal.
Texture needs a bit of work but its getting there.[/QUOTE]
Want very badly. Please make it replace the fez, it would be awesome.
[img]http://dl.dropbox.com/u/3869606/tf2/pipedream/wipp.jpg[/img]
[img]http://dl.dropbox.com/u/3869606/tf2/pipedream/wipl.jpg[/img]
[img]http://dl.dropbox.com/u/3869606/tf2/pipedream/wipr.jpg[/img]
for pyro,
continue?
[QUOTE=kfhammond;31951187]
for pyro[/QUOTE]
:I
[QUOTE=treythepunkid;31950764]Spent like an hour getting the jigglebones working right on this thing. I eventually got it to the point I wanted which was to have the cape flow behind him as he walks but also not clip on his feet when walking backwards.
[img]http://www.treybrown.com/images/uploads/counts_cape03.jpg[/img]
[img]http://www.treybrown.com/images/uploads/counts_cape04.jpg[/img]
Got it at 258 triangles with 6 bones (3 bone merges onto the spy skeleton and 3 for the jigglebones.) and two team coloured 256x256 textures with a shared normal.
Texture needs a bit of work but its getting there.[/QUOTE]
Goddamn, that's awesome. I love capes.
The colours could be better though. The underside could maybe be deep red/blue or just black/dark gray. The clip thingies holding it could look a bit more interesting too. Maybe try connecting them with a chain?
[QUOTE=Sparkwire;31950741]Theres a difference between practicality and functionality.[/QUOTE]
Reminds me of that Direct Hit that had 40 scopes or so.
[QUOTE=otterwolfy;31949884]Sascha, have you lost weight? What's that? Kill engineer? But engineer is credit to team!
[img]http://i.imgur.com/m8mv3.png[/img][img]http://i.imgur.com/l3pd6.png[/img]
Almost done, "team" colors aren't working, and I think I might raise him a bit higher, so that the heavy holds his shoulder and hand in butt cause there's no other place lol. I'm going to mod some spy sounds to fit as him making gun sounds (when I'm done fiddling with everything else). Like have "Zis is getting awkward" as the firing sound so it's a constant ZIZIZIZIZIZIZIZIZIZI sound and when it stops firing "zis is getting awkward" lol.
Haven't tested first person yet lol.[/QUOTE]
Reminds me of a mod I saw a long while ago where Sasha was replaced with Heavy. So a Heavy shooting a Heavy with a Heavy with a spinning head :v:
[QUOTE=otterwolfy;31949884]I think I might raise him a bit higher, so that the heavy holds his shoulder and hand in butt cause there's no other place lol[/QUOTE]
Heavy's left hand on Spy's left arm, Heavy's right hand on Spy's left thigh?
[QUOTE=otterwolfy;31950367]
[img]http://i.imgur.com/sqyQ5.png[/img]
[img]http://i.imgur.com/5Vae7.png[/img]
Oh, and smoothing errors, smoothing errors everywhere.
[/QUOTE]
Ah!This eez bad
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