• TF2 Emporium XL
    10,904 replies, posted
[QUOTE=TDarkShadow;31960068]I have only one question.. When you select your class to play (and you select the heavy), the heavy spins the barrel of his minigun.. How are you going to solve that one without clipping? D=[/QUOTE] There's already TONS of clipping, his hand is shoved up the spy's ass, and his other hand goes into the spy's shoulder. When firing his hand is right between the shoulder blades popping out and clipping through. Not much I can do about that unless I want to make all new animations, which I don't.
[QUOTE=otterwolfy;31960335]There's already TONS of clipping, his hand is shoved up the spy's ass, and his other hand goes into the spy's shoulder. When firing his hand is right between the shoulder blades popping out and clipping through. Not much I can do about that unless I want to make all new animations, which I don't.[/QUOTE] You could just give it handles bolted into the Spy's back, right?
[QUOTE=Pie_Tony;31960153]Me & Daimao were on the unusual trading server once, being the show-offs we are and this guy on there went completely [I]mental[/I] over daimao being there. (I'm not joking now, he fucking went brainwashed cultist) and wanted to pay daimao money to make something. I was laughing at first. then I laughed even harder when I realised he wasn't joking.[/QUOTE] Yeah I was on that unusual server once But I had no unusuals so they told me to leave so I left
[QUOTE=JimmyA;31952340]that's the hexed version[/QUOTE] No, it's compiled.
[QUOTE=Kamina;31960426]You could just give it handles bolted into the Spy's back, right?[/QUOTE] I'd rather not. And now, another vote. [img]http://i.imgur.com/uZAlf.png[/img] Colors used are Aged Moustache Grey and Peculiarly Drab Tincture.
[QUOTE=otterwolfy;31959785]The Greatest Disguise Ever [img]http://i.imgur.com/m1fqq.png[/img] Five Fanciful Flavors to Fool Your Foes.[/QUOTE] Seeing as at the moment the bullets are being fired from his face, could you instead have the Spy holding his pistol in one hand and the cigarette disguise case in the other so it looks like he's shooting?
[img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/6b47c.png[/img][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d7d36.png[/img] Changed the concept of the bio-hat so that it won't clip with animations. Also it doesn't clip wit most hats (see here with the pickelhaube). Now, i must make a proper model. Also, intelligent gun start : [img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/869c0.png[/img]
[QUOTE=NapyDaWise;31960746][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/6b47c.png[/img][/QUOTE] This is not my glasses
[QUOTE='[Square];31960737']Seeing as at the moment the bullets are being fired from his face, could you instead have the Spy holding his pistol in one hand and the cigarette disguise case in the other so it looks like he's shooting?[/QUOTE] I wanted to stick to the original picture's design (minus the wedgie, that would need custom animations), but the revolver idea sounds good. Though I must say that it would increase the polycount and might cause more lag, the more heavies are around. Seeing as how you would have a player model, a PDA model, a hat/mask model, AND a weapon model as a single weapon. I'd also have to go back to a very old save and redo the bones. I had to convert the spy to an editable poly after posing the bones, then remove the bones in order for it to compile properly. Otherwise the spy's body would just attach to the heavy's bone structure. I like that thinking though. :V Also, seems Drap Tincture seems to be winning, so I'm just going to go with that. brb recompiling them all to use neutral spy color.
[QUOTE=NapyDaWise;31960746][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d7d36.png[/img][/QUOTE] GENTLEMEN, BEHOLD. THE UBERCHARGE. Seriously though, that is incredibly awesome. I hope there's a version for Medic's Dueling Badge.
If you're going to redo it, put one of his arm in his back to use it as the top handle, the other holding the revolver, and one leg as the back handle.
concept for pyro shotgun. [img]http://dl.dropbox.com/u/3869606/tf2/pipedream/cona%20%28Medium%29.jpg[/img]
[QUOTE=otterwolfy;31959785]The Greatest Disguise Ever [img]http://i.imgur.com/m1fqq.png[/img] Five Fanciful Flavors to Fool Your Foes. Going to test these in game to see if the Natascha and Minigun actually work in first person. If not, then those two might be scrapped from the pack. Sadly each team will be running around with a blue spy, instead of opposite team colors. [B]Vote[/B] [B]Winner[/B] - Blue spy is good gun, release as is (if testing reveals that Natascha and Minigun are broken, they won't be included, as mentioned above). [B]Optimistic[/B] - Create some sort of Neutral colored spy. Which I'd rather have someone else do, I'd just de-saturate the team color instead of painting it new.[/QUOTE] Normalize them icons, and get someone to help you with teamcolors, because i reeeally want this teamcolored. Why can't it be teamcolored, again?
[QUOTE=Ducksink;31925717]So here are the stuff I have so far [IMG]http://i.imgur.com/HizmS.png[/IMG][/QUOTE] Call the name pending thing the Head Banger.
[QUOTE=latin_geek;31961146]Normalize them icons, and get someone to help you with teamcolors, because i reeeally want this teamcolored. Why can't it be teamcolored, again?[/QUOTE] There's a thing in the items.txt or whatever it's called, that disables team colors for any minigun. If I was to alter that, it wouldn't work on most servers. Then you'd have a blue spy for blue team as well as red team. Instead of opposite team colors (like I wanted). I tried very very hard to get team colors to work, SDK showed that I had two skins and that all the vmt's were in working order, but team colors are (as stated above) disabled for miniguns. Or something to that effect. Also, the icons, I was lazy, I admit. I just took the icons from the Wiki and pasted them on there, resized them to fit and let it slide.
[QUOTE=latin_geek;31961146]Normalize them icons, and get someone to help you with teamcolors, because i reeeally want this teamcolored. Why can't it be teamcolored, again?[/QUOTE] I'm not exactly sure anymore, apparently it's because of Natascha, but [url=http://www.gamebanana.com/skins/62121]this skin[/url] has teamcolours so I don't know why he can't do it.
[QUOTE=TacticalBacon;31961283]I'm not exactly sure anymore, apparently it's because of Natascha, but [url=http://www.gamebanana.com/skins/62121]this skin[/url] has teamcolours so I don't know why he can't do it.[/QUOTE] Someone really oughtta pretty that thing up. It needs new origins so that the muzzleflash isn't covering your cursor, and perhaps we could shorten the barrels a bit to keep them from going off the top of your screen/once again keeping the muzzleflash off of the cursor.
[QUOTE=otterwolfy;31961251]There's a thing in the items.txt or whatever it's called, that disables team colors for any minigun. If I was to alter that, it wouldn't work on most servers. Then you'd have a blue spy for blue team as well as red team. Instead of opposite team colors (like I wanted). I tried very very hard to get team colors to work, SDK showed that I had two skins and that all the vmt's were in working order, but team colors are (as stated above) disabled for miniguns. Or something to that effect. Also, the icons, I was lazy, I admit. I just took the icons from the Wiki and pasted them on there, resized them to fit and let it slide.[/QUOTE] Should be able to do it anyways. You can apply teamcolors to anything, just have to have it all right in the qc for it to work, I'm pretty sure.
Still have problems on the sentry : Textures are missing, and the model is invisible ingame just after being built. My .qc is here : [url]http://pastebin.com/e1ggnwnU[/url]
[QUOTE=NassimO PotatO;31959937]Nope, silhouette, interiors forms & colors are, and will be forever the most important thing in TF2. I've understand that and the awesome VALVe work on that when i installed the Military Scout. After i've installed that, it was very hard to notice a scout like before for me. Why ? Cause the socks is the most important thing in the scout: a white touch that no others class have. The MS wear black booties, like almost every TF2 characters[/QUOTE] The only thing that really impacts silhouettes in TF2 is the fucking Hat Towers. I don't care how funny they are, they look like shit in game.
[QUOTE=Mariner;31961563]The only thing that really impacts silhouettes in TF2 is the fucking Hat Towers. I don't care how funny they are, they look like shit in game.[/QUOTE] :smith:
perhaps a pose more like this: [img]http://media.tumblr.com/tumblr_lqk8jxBc9c1qe7dwh.png[/img]
[QUOTE=Zadrave;31961588]:smith:[/QUOTE] Just because you don't like the answer doesn't mean you are right.
[QUOTE=Mariner;31961563]The only thing that really impacts silhouettes in TF2 is the fucking Hat Towers. I don't care how funny they are, they look like shit in game.[/QUOTE] [QUOTE=Zadrave;31961588]:smith:[/QUOTE] *looks at Zadrave's avatar* :I
[QUOTE=MugenOverlord;31961616]*looks at Zadrave's avatar* :I[/QUOTE] [IMG]http://ihasahotdog.files.wordpress.com/2009/12/funny-dog-pictures-how-no.jpg[/IMG] [highlight](User was banned for this post ("Image Macro" - Seiteki))[/highlight]
who wants to help me figure out how to make reflections rely on the alpha channel of the basetexture, and phong rely on a normal map? [code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\c_hammerhand" "$bumpmap" "models\weapons\c_items\c_hammerhand_spec" "$phong" "1" "$phongexponent" "20" "$phongboost" ".3" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[0.45 0.7 1]" "$basealphaenvmapmask" "1" "$envmap" "env_cubemap" "$rimlight" "1" "$rimlightexponent" "20" "$rimlightboost" "0.8" "360?$color2" "[ 0.5 0.5 0.5 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "vm_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } }[/code]
reflections? like envmask? $basemapalphaenvmask 1 and then $bumpmapalphaphongmask 1
[QUOTE=Void Skull;31961672]who wants to help me figure out how to make reflections rely on the alpha channel of the basetexture, and phong rely on a normal map? [code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\c_hammerhand" "$bumpmap" "models\weapons\c_items\c_hammerhand_spec" "$phong" "1" "$phongexponent" "20" "$phongboost" ".3" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[0.45 0.7 1]" "$basealphaenvmapmask" "1" "$envmap" "env_cubemap" "$rimlight" "1" "$rimlightexponent" "20" "$rimlightboost" "0.8" "360?$color2" "[ 0.5 0.5 0.5 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "vm_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } }[/code][/QUOTE] Eww envmaps. You may want to skip on that one, they tend to look kinda nasty. If by reflection you mean shininess, that would be phong. $basemapalphaphongmask 1
[QUOTE=NapyDaWise;31960746][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/6b47c.png[/img][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d7d36.png[/img] [/QUOTE] Blighted beak.
Tried that just now. I can get phong to work, but then reflections don't work. I can get reflections to work, but then phong doesn't work. I'm just going by HLMV though.
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