Copy paste the contents of your QC file into a [noparse][code][/noparse] box.
I had a sudden idea for a Heavy weapon after seeing that Coffin MG.
So when he's carrying it around, it looks like a perfectly normal coffin, right? No funny business. But when he spools it up, the coffin flips open and: (Start from 6:00)
[media]http://www.youtube.com/watch?v=x-9awyAHaRo&feature=player_detailpage#t=364s[/media]
Was thinking something like an MG built into the coffin, it flips back up when not spooled up.
[QUOTE=Ducksink;31970951]While [b]cool,[/b] it wouldn't look even slightly like it[/QUOTE]
I see what you did there
[QUOTE=Sexy Robot;31957958][url=http://dl.dropbox.com/u/9411074/The_touching_story.rar][img]http://dl.dropbox.com/u/9411074/promo_story.png[/img][/url]
Updated.
Joke version coming soon.
[editline]a[/editline]
The joke version's model is now included in a separate folder.[/QUOTE]
Could someone make it so this only has the pipe? I downloaded it thinking it just had the pipe, only to realize that the sweater was in there too, which looks weird with my choice of weapon skins.
[QUOTE=HyperTails;31971211]I see what you did there[/QUOTE]
good to see you've been staying frosty
[QUOTE=Sexy Robot;31957958][url=http://dl.dropbox.com/u/9411074/The_touching_story.rar][img]http://dl.dropbox.com/u/9411074/promo_story.png[/img][/url][/QUOTE]
That face...
[img]http://www.virginmedia.com/images/harry-enfield-278x160.jpg[/img]
[QUOTE=Ducksink;31970951]While [B]cool[/B], it wouldn't look even slightly like it[/QUOTE]
That wasn't very ice of you to say.
[QUOTE=NapyDaWise;31968396][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/63aa5.png[/img]
Everything seems to work fine, now, to add details ![/QUOTE]
waaaaay to green imo, should be more subtle
other then that it looks fantastic, both model and texture wise
also does the glass have an envmap?
[editline]27th August 2011[/editline]
[QUOTE=DoctorQ;31970308]This + Ze Goggles =
[img]http://cdn.ifanboy.com/wp-content/uploads/2011/07/Mr.-Freeze.jpg[/img]
Unless you're planning on adding some red-lensed goggles as a style.[/QUOTE]
ze goggles look nothing like that, aslo he wears them on his forehead
if you put the tank thing on engie however it would look much more like mr freeze
[IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/7.png[/IMG]
Removed some of the scratches to make it less visually busy. Other than that, it's all packed up & shipped off to Sexy Robot, along with some promos.
[QUOTE=blaholtzen;31971512]waaaaay to green imo, should be more subtle
[B]
other then that it looks fantastic, both model [U]and texture wise[/U]
[/B]
also does the glass have an envmap?
[editline]27th August 2011[/editline]
ze goggles look nothing like that, aslo he wears them on his forehead
if you put the tank thing on engie however it would look much more like mr freeze[/QUOTE]
They're base colours.
for testing the glass invisibleness.
[QUOTE=DoctorQ;31970308]This + Ze Goggles =
[img]http://cdn.ifanboy.com/wp-content/uploads/2011/07/Mr.-Freeze.jpg[/img]
Unless you're planning on adding some red-lensed goggles as a style.[/QUOTE]
[url]http://www.gamebanana.com/skins/111076[/url]
[QUOTE=Pie_Tony;31971985]They're base colours.
for testing the glass invisibleness.[/QUOTE]
oh, I was referring to the colors, like, pants color for the flexible part
so in retrospect it should've said "color wise"
[QUOTE=Rowinish;31970953]Hello,
Just having this strange problem where the compiled model doesn't show up in the model viewer.
Has anyone else had this problem? Help Is appreciated.
DETAILS:
QC compiled, (all six files made with no errors)
load the .mdl,
blank screen/empty model viewer.
Thanks,
QC:
[code]$cd "C:\****************************\TV\output"
$modelname "player\items\pyro\tv.mdl"
$model "Body" "tv.smd"
$cdmaterials "\models\player\items\pyro\"
$cdmaterials ""
//$texturegroup skinfamilies
//{
// { "models/player/items/pyro/fireman_helmet.vmt" }
// { "fireman_helmet_blue.vmt" }
//}
$hboxset "default"
$hbox 0 "bip_head" -5.625 -13.198 -4.108 5.645 0.727 6.954
// Model uses material "models/player/items/pyro/fireman_helmet.vmt"
// Model uses material "fireman_helmet_blue.vmt"
$surfaceprop "metal"
$illumposition 3.583 0.010 78.024
$sequence idle "idle" loop fps 30.00
$collisionmodel "tv.smd"
{
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
$jigglebone "jiggle_1" {
is_flexible {
yaw_stiffness 500
yaw_damping 4
pitch_stiffness 100
pitch_damping 4
angle_constraint 90
}
}
$jigglebone "jiggle_2" {
is_flexible {
yaw_stiffness 200
yaw_damping 3
pitch_stiffness 200
pitch_damping 4
angle_constraint 10
}
}
[/code]
also during compile I got 1 warning:
WARNING: @idle : bounding box out of range : -89162 -6 9999 : 10754 22 10754[/QUOTE]
That's because it's positioned at an extremely far away position from the camera that I think is caused by the out of range bounding box. I've only had this issue on models where that warning happened.
Just load it as a weapon for a player model and you should be able to see it.
[editline]when[/editline]
Got some modelling done.
[img]http://i279.photobucket.com/albums/kk144/jacen91/minigun.png[/img]
Not sure on how I'm going to do the block of wood that separates the bomb from the gun.
[QUOTE=Pie_Tony;31971985]They're base colours.
for testing the glass invisibleness.[/QUOTE]
I hope the green color will be kept as an alternate skin, I really like it.
[QUOTE=The_Broker;31972595]I hope the green color will be kept as an alternate skin, I really like it.[/QUOTE]
when did I say I was getting rid of it?
Right now it's just TOO green.
[QUOTE=Pie_Tony;31972621]when did I say I was getting rid of it?
Right now it's just TOO green.[/QUOTE]
There is no such thing as TOO green! Only varying degrees of opinions.
EDIT: I know you're gonna change it, but please don't permanently get rid of the... as you call it "TOO green" glass. Pretty please sir!
[QUOTE=The_Broker;31972660]There is no such thing as TOO green! Only varying degrees of opinions.
EDIT: I know you're gonna change it, but please don't permanently get rid of the... as you call it "TOO green" glass. Pretty please sir![/QUOTE]
Sadly there is.
The way I see it, too much green makes it too hard for snipers to get a decent idea of where the medic's head is.
It should be very opaque with only a slight tint of green.
[QUOTE=Pie_Tony;31972766]Sadly there is.
The way I see it, too much green makes it too hard for snipers to get a decent idea of where the medic's head is.
It should be very opaque with only a slight tint of green.[/QUOTE]
In your opinion, yes. But in my opinion, no. Time to agree to disagree again.
[QUOTE=slashsnemesis;31971363]That face...
[img]http://www.virginmedia.com/images/harry-enfield-278x160.jpg[/img][/QUOTE]
This gave me a horrendous idea
BRB torenting Afteraffects
[highlight](User was banned for this post ("Warez" - Daimao))[/highlight]
[QUOTE=k2.;31970437]Anyone want to make
[thumb]http://wapedia.mobi/thumb/4176501/en/max/470/720/MatebaAutoRevolver6in.jpg?format=jpg%2Cpng%2Cgif[/thumb]
or
[IMG]http://www.centerfireguns.com/images/detailed/handgun-revolver-taurus-2441139ulpss-m45410-3-ul-ch-pss.jpg[/IMG]
for the spy?[/QUOTE]
[IMG]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/e159d.png[/IMG]
Close enough.
[QUOTE=Sparkwire;31973026][IMG]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/e159d.png[/IMG]
Close enough.[/QUOTE]
rhino revolvers ftw
[QUOTE=Sparkwire;31973026][IMG]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/e159d.png[/IMG]
Close enough.[/QUOTE]
Aaaand this is why i love sparkwire.
[QUOTE=Jetamo;31970832][IMG]http://dl.dropbox.com/u/4379567/modelling/mummyproof.PNG[/IMG]
So yeah, should I give him some bandages like this or not.[/QUOTE]
give him a tie from bandages
[QUOTE=Pie_Tony;31972766]Sadly there is.
The way I see it, too much green makes it too hard for snipers to get a decent idea of where the medic's head is.
It should be very opaque with only a slight tint of green.[/QUOTE]
Or team colored.
[editline]motherfuckingponies[/editline]
[QUOTE=Constructor;31973147]Aaaand this is why i love sparkwire.[/QUOTE]
I love sparkwire because he's [del]a pony[/del] a cool guy
[QUOTE=Jetamo;31970832][img]http://dl.dropbox.com/u/4379567/modelling/mummyproof.PNG[/img]
So yeah, should I give him some bandages like this or not.[/QUOTE]
Dat pose.
[video=youtube;xpRS27q1rn8]http://www.youtube.com/watch?v=xpRS27q1rn8[/video]
[img]http://i279.photobucket.com/albums/kk144/jacen91/render-4.png[/img]
I don't know about those straps. Should I redo them? agree / disagree
I still don't know what I'm doing about the block of wood to separate the bomb and gun.
I would like to rent one person to uv-unwrap my mummy spy headwrap for me. >_>
[QUOTE=Jacen;31974021][img]http://i279.photobucket.com/albums/kk144/jacen91/render-4.png[/img]
I don't know about those straps. Should I redo them? agree / disagree
I still don't know what I'm doing about the block of wood to separate the bomb and gun.[/QUOTE]
Make the left strap go to where the right one is on the top of the gun and have the right strap do the same with the left side.
Make them an X basically.
[QUOTE=slashsnemesis;31974168]Make the left strap go to where the right one is on the top of the gun and have the right strap do the same with the left side.
Make them an X basically.[/QUOTE]
I'd prefer to leave the layout the way it is now, I'm just not sure about the rear strap model itself.
[editline]when[/editline]
Well, time to go to work.
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