• TF2 Emporium XL
    10,904 replies, posted
[QUOTE=kibbleknight;32118953]re-posting from emporium 30: [URL=http://imageshack.us/photo/my-images/826/minigun2.png/][IMG]http://img826.imageshack.us/img826/5259/minigun2.png[/IMG][/URL] I Really need to drawn this better. Also from Emporium 30: [URL=http://imageshack.us/photo/my-images/405/engiedjheadset.png/][IMG]http://img405.imageshack.us/img405/8695/engiedjheadset.png[/IMG][/URL] a DJ head set for engineer that i used paint to draw, had the idea of a DJ set where sentries were speakers, and the dispenser was styled like a turntable. the hat is supposed to have this design on the back: [URL=http://imageshack.us/photo/my-images/253/djengitext.jpg/][IMG]http://img253.imageshack.us/img253/8919/djengitext.jpg[/IMG][/URL][/QUOTE] I suggest learning how to make it yourself, since no one else is ever going to. [editline]4th September 2011[/editline] [QUOTE=Mariner;32118788]Creating v_models takes five minutes if you've already made the world model.[/QUOTE] Really, huh? I guess they're more worthless than I thought.
[QUOTE=Kaymon;32118638][CODE]"VertexlitGeneric" { "$baseTexture" "models\player\items\heavy/bear_hat_test" "$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal"// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$phong" "1" "$phongexponent" "5" "$phongboost" ".5" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[.25 .5 2]" "$blendtintbybasealpha" "1" "$blendtintcoloroverbase" "1" "$colortint_base" "{248 151 56}" "$colortint_tmp" "[0 0 0]" "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } } } [/CODE] How do I disable paint on the Tough Guy's Toque .vmt that I edited for my Bear Hat to test ingame? Which parts do I comment out with two forward slashes?[/QUOTE] That might be it, idk
[QUOTE=A B.A. Survivor;32119007]I suggest learning how to make it yourself, since no one else is ever going to. [editline]4th September 2011[/editline] Really, huh? I guess they're more worthless than I thought.[/QUOTE] its not that i don't want to learn how to, its that my computer is so crap i can't model on it.
[QUOTE=Kaymon;32118638][CODE]"VertexlitGeneric" { "$baseTexture" "models\player\items\heavy/bear_hat_test" // "$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal"// "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$phong" "1" "$phongexponent" "5" "$phongboost" ".5" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[.25 .5 2]" // "$blendtintbybasealpha" "1" // "$blendtintcoloroverbase" "1" // "$colortint_base" "{248 151 56}" // "$colortint_tmp" "[0 0 0]" "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } // "ItemTintColor" // { // "resultVar" "$colortint_tmp" // } // "SelectFirstIfNonZero" // { // "srcVar1" "$colortint_tmp" // "srcVar2" "$colortint_base" // "resultVar" "$color2" } } } [/CODE][/QUOTE] Try that.
fyi i've changed the code in the quote
[QUOTE=lemonade1950;32119005]Well when I get posts like this I feel compelled to do something about it. So I did something that would make us both happy.[/QUOTE] [URL="http://tf2wiki.net/w/images/f/fa/Scout_jeers04.wav"]Again, my reaction.[/URL]
[QUOTE=theharribokid;32119037]That might be it, idk[/QUOTE] [video=youtube;MzAvEjdd8ug]http://www.youtube.com/watch?v=MzAvEjdd8ug[/video] [editline]4th September 2011[/editline] [QUOTE=theharribokid;32119050]fyi i've changed the code in the quote[/QUOTE] And again! I just commented stuff out. :v:
[QUOTE=A B.A. Survivor;32119007] Really, huh? I guess they're more worthless than I thought.[/QUOTE] It's not worthless, unless you're [i]trying[/i] to code for a poorly optimized game. All a v_model is is a version of the model where everything that you can't see from first person or during animations is [i]deleted[/i], and with those tri savings, you can detail parts of the model that are now always going to be much closer to the player than in third person.
I got error parsing from the code from Candy Biu. Any suggestions? "Error parsing at line 67 (Assumed ending.)"
lemonade you're a big dumb baby
[QUOTE=NeoDement;32119135]lemonade you're a big dumb baby[/QUOTE] "I'm so embarrassed. I'm so embarrassed that I've modeled, textured, and rigged [i]an entire fucking player model[/i] that no one likes because they can barely model a decent fucking rocket tube."
Rigging player models is more a tedious long job than anything hard.
[IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/3-3.png[/IMG] did some of the wood texture and chose a few different base colors. Work is going slow because I am busy/fucking lazy
Going off NassimO's old HD skins (of the default class designs, just a high resolution texture) as a base, I'm making some more consistent beta-style skins. Here's the first one I've finished: [img]http://i.imgur.com/cF113.png[/img] I'm using these higher-resolution skins because they're brought up to par with the Pyro, Engineer, Medic, Scout, and Heavy which are already at this higher-resolution by default. Hopefully this will allow me to make the class emblems look more appealing.
[QUOTE=Megafanx13;32119336]Going off NassimO's old HD skins (of the default class designs, just a high resolution texture) as a base, I'm making some more consistent beta-style skins. Here's the first one I've finished: [img]http://i.imgur.com/cF113.png[/img] I'm using these higher-resolution skins because they're brought up to par with the Pyro, Engineer, Medic, Scout, and Heavy which are already at this higher-resolution by default. Hopefully this will allow me to make the class emblems look more appealing.[/QUOTE] I never did understand why some classes had much smaller texture sizes than the others.
[QUOTE=MugenOverlord;32119389]I never did understand why some classes had much smaller texture sizes than the others.[/QUOTE] Doesn't make a whole lot of sense, no.
[QUOTE=NassimO PotatO;32115982]GENTLEMENS, BEHOOOLD, COLORS ! [URL="http://www.mediafire.com/?9fgaao7wuc5ub9t"][IMG]http://img11.hostingpics.net/pics/800070Untitled1.png[/IMG][/URL][/QUOTE] Arghh, I need this in an image file, I don't have Photoshop ):
Aaaaaaaaaagh. [img]http://img97.imageshack.us/img97/7495/gunao.png[/img] I haven't a damned clue how to manually mark seams for UV unwrapping so the texture image doesn't look like a huge mess, but at least it's gotten this far. I am dreading even trying to texture this thing seeing as I really don't know how.
[QUOTE=DoctorQ;32119474]Aaaaaaaaaagh. [img]http://img97.imageshack.us/img97/7495/gunao.png[/img] I haven't a damned clue how to manually mark seams for UV unwrapping so the texture image doesn't look like a huge mess, but at least it's gotten this far. I am dreading even trying to texture this thing seeing as I really don't know how.[/QUOTE] Ctrl+E -> Mark Seam :v:
[QUOTE=lemonade1950;32119507]Ctrl+E -> Mark Seam :v:[/QUOTE] Okay correction: I know how to do it, but it ends up coming out looking like god knows what when I do it.
[QUOTE=Kaymon;32119117]I got error parsing from the code from Candy Biu. Any suggestions? "Error parsing at line 67 (Assumed ending.)"[/QUOTE] It's because he didn't comment out the" }" underneath which closed that section. Just comment out the line under the last commented out line or use my one ;D
[QUOTE=E.C.S;32119464]Arghh, I need this in an image file, I don't have Photoshop ):[/QUOTE] [IMG]http://i.imgur.com/IjDv1.png[/IMG] Big enough?
[QUOTE=QuantumEcho;32119577][IMG]http://i.imgur.com/IjDv1.png[/IMG] Big enough?[/QUOTE] Yeah, thanks :D
[QUOTE=MugenOverlord;32119213][IMG]http://i181.photobucket.com/albums/x22/mugenoverlord/3-3.png[/IMG] did some of the wood texture and chose a few different base colors. Work is going slow because I am busy/fucking lazy[/QUOTE] Colors from the concept itself :v: [thumb]http://www.deviantart.com/download/215976759/the_way_of_the_west_by_terrormokes-d3kl4qf.png[/thumb]
[img]http://img155.imageshack.us/img155/9358/onghda.png[/img] Finally got this done. Now someone needs to animate it. ( NassimO finished off Sparkwire's texture )
with that texture it doesn't look like a bat anymore
[QUOTE=ned_ballad;32119858]with that texture it doesn't look like a bat anymore[/QUOTE] It never was a bat.
[QUOTE=QuantumEcho;32119577][IMG]http://i.imgur.com/IjDv1.png[/IMG] Big enough?[/QUOTE] One pixel of each color would be enough :v
[QUOTE=Sharc;32119753]Colors from the concept itself :v: [thumb]http://www.deviantart.com/download/215976759/the_way_of_the_west_by_terrormokes-d3kl4qf.png[/thumb][/QUOTE] The colors are far too saturated to directly rip, although I can use that as far as placement of colors and for a grip design idea. Keep in mind there are also small differences between the model and the concept.
[QUOTE=Sexy Robot;32119866]It never was a bat.[/QUOTE] I know, but the gold and black texture it had awhile ago made it look like the kangaroo had wings.
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