• TF2 Emporium XL
    10,904 replies, posted
It's better than bleach.
[QUOTE=Sparkwire;32125959][IMG]http://sparkwire.thanez.net/tf2/crossbow_halloween/reload.gif[/IMG] i mak gud animes :)))[/QUOTE] Pro anim8tor
[QUOTE=Sparkwire;32125959][IMG]http://sparkwire.thanez.net/tf2/crossbow_halloween/reload.gif[/IMG] i mak gud animes :)))[/QUOTE] He must have some fucking good magnets to do that.
[QUOTE=Sparkwire;32125959][IMG]http://sparkwire.thanez.net/tf2/crossbow_halloween/reload.gif[/IMG] i mak gud animes :)))[/QUOTE] Where's his left hand gotten to?
[QUOTE=Sparkwire;32125959][IMG]http://sparkwire.thanez.net/tf2/crossbow_halloween/reload.gif[/IMG] i mak gud animes :)))[/QUOTE] bro, watch van helsing, then animate this beaut like srsly :<
[QUOTE=Rebbe;32126296]bro, watch van helsing, then animate this beaut like srsly :<[/QUOTE] No, must follow the tradition of snipers where cycling a bolt magically moves an arrow or bullet into the chamber even though there is no clear idea of where said arrow or bullet came from. Sniper is a wizard.
[url="http://dl.dropbox.com/u/32006613/Halberd%202.zip"][img]http://dl.dropbox.com/u/32006613/promo_venus_spy_trap.png[/img][/url] Comes with the option of glitchy particles or no particles at all.
[QUOTE=lemonade1950;32126373][url="http://dl.dropbox.com/u/32006613/Halberd%202.zip"][img]http://dl.dropbox.com/u/32006613/promo_venus_spy_trap.png[/img][/url] Comes with the option of glitchy particles or no particles at all.[/QUOTE] I've seen this before.
[QUOTE=Jalcober;32121194]lol your on your ipad[/QUOTE] :(
[QUOTE=EDDY TT;32126316]No, must follow the tradition of snipers where cycling a bolt magically moves an arrow or bullet into the chamber even though there is no clear idea of where said arrow or bullet came from. Sniper is a wizard.[/QUOTE] "Yer a wizard Mundy" "Nahhh"
[QUOTE=maxumym;32126464]I've seen this before.[/QUOTE] I just redid [url="http://www.gamebanana.com/skins/108092"]this[/url] skin that I made a while ago.
[QUOTE=EDDY TT;32126316]No, must follow the tradition of snipers where cycling a bolt magically moves an arrow or bullet into the chamber even though there is no clear idea of where said arrow or bullet came from. Sniper is a wizard.[/QUOTE] At the end of meet the sniper, doesn't it show how he puts the bullet into the rifle's chamber?
[QUOTE=Mariner;32122848][IMG]http://dl.dropbox.com/u/20389014/heckya1.png[/IMG] Base color farts.[/QUOTE] Quick Draw B-brother?
[QUOTE=Pie_Tony;32126557]At the end of meet the sniper, doesn't it show how he puts the bullet into the rifle's chamber?[/QUOTE] It does. I don't see how that applies to a full-sized crossbow bolt, though. [QUOTE=EDDY TT;32126316]Sniper is a wizard.[/QUOTE]
[QUOTE=Sharc;32126601]Quick Draw B-brother?[/QUOTE] Mebbe.
[QUOTE=MrIcePho3nix;32126651]It does. I don't see how that applies to a full-sized crossbow bolt, though.[/QUOTE] I know that, but young eddy there mentioned the rifle in his sentence.
Any good demoman grenade launcher skins? And new.
I still need some help with my Bear Hat vmt file. Everything I've tried makes it either completely white or have a broken texture. What do I comment out on the vmt? [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] The hat replaces the Tough Guy's Toque. I only want it to use a single texture for both teams for this test.
[code] "$blendtintbybasealpha" "1" "$blendtintcoloroverbase" "1" "$colortint_base" "{248 151 56}" "$colortint_tmp" "[0 0 0]" [/code] Remove this if you don't want to use paint (which appear white in model viewer) You can also remove : "$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal" Since it's the tough guy's toque normal map.
[QUOTE=lemonade1950;32126373][url="http://dl.dropbox.com/u/32006613/Halberd%202.zip"][img]http://dl.dropbox.com/u/32006613/promo_venus_spy_trap.png[/img][/url] Comes with the option of glitchy particles or no particles at all.[/QUOTE] Another weapon to my collection.
[QUOTE=NapyDaWise;32127625](which appear white in model viewer)[/QUOTE] Not if you get the paint fix from the tf2 wiki.
[QUOTE=NapyDaWise;32127625][code] "$blendtintbybasealpha" "1" "$blendtintcoloroverbase" "1" "$colortint_base" "{248 151 56}" "$colortint_tmp" "[0 0 0]" [/code] Remove this if you don't want to use paint (which appear white in model viewer) You can also remove : "$bumpmap" "models\player\items\heavy/heavy_stocking_cap_normal" Since it's the tough guy's toque normal map.[/QUOTE] You say it'll appear white in model viewer but will it be white ingame as well? I need it to use the vtf I've specified and I've made sure it's correct in every sense.
So, I was looking at the Metroid and Nanobaclava fix in the OP, and this came to mind. Bow down to my amazing cropping skills! [IMG]http://i.imgur.com/q3Mod.png[/IMG] inb4 boxes/clocks
[QUOTE=Yukoviz;32127887]So, I was looking at the Metroid and Nanobaclava fix in the OP, and this came to mind. Bow down to my amazing cropping skills! [IMG]http://i.imgur.com/q3Mod.png[/IMG] inb4 boxes/clocks[/QUOTE] If it was paintable you could save a lot of time by just painting it orange and naming it "Metroid's Helmet". Oh well!
[QUOTE=Kaymon;32127724]You say it'll appear white in model viewer but will it be white ingame as well? I need it to use the vtf I've specified and I've made sure it's correct in every sense.[/QUOTE] Paint doesn't appear in the model viewer (unless you have the paint fix sparkwire mentioned), but will appear ingame.
anyone know any good lightwarp fixes for source sdk?
Anyone got pics of the rocket pocket?
[QUOTE=Kirbyfactor;32128024]Anyone got pics of the rocket pocket?[/QUOTE] sec [editline]5th September 2011[/editline] [IMG]http://i.imgur.com/P4nnO.jpg[/IMG] [IMG]http://i.imgur.com/znDdS.jpg[/IMG]
[QUOTE=Bryceanater;32127992]anyone know any good lightwarp fixes for source sdk?[/QUOTE] ... Fixes? You don't need fixes.
[img]http://sparkwire.thanez.net/tf2/crossbow_halloween/reload_real.gif[/img] The string moves in-game, i just forgot to animate/render it with a copy of the properly rigged model.
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