• TF2 Emporium XL
    10,904 replies, posted
[QUOTE=Pie_Tony;32133268][img]http://dl.dropbox.com/u/6993235/Experimental/sandvich%20concepts/sub-sandvich_base.png[/img] Shotgun Sandvich? Smart.[/QUOTE] I dont see a shotgun...
[img]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/img] My fingers hurt :(
[QUOTE=Pie_Tony;32133268][img]http://dl.dropbox.com/u/6993235/Experimental/sandvich%20concepts/sub-sandvich_base.png[/img] Shotgun Sandvich? Smart.[/QUOTE] I'd have laughed more if it were based on his primaries instead of his secondaries. That way it could be called the [i]Sub[/i]Machinegun v:v:v
[QUOTE=Rainbowmaker;32130110][img]http://i.imgur.com/tcpuk.png[/img] GUYS I FINALLY BROUGHT BACK THE SCOUT'S BETA SMG?ISNT THAT COOL?I MEAN REALLY THERE IS NO FLAWS- [img]http://i.imgur.com/Jw4JP.png[/img] Dammit. Anyways i'm experimenting with v_models and all and i think its really cool to do,i'm planning to port some Fallout New Vegas Weapons maybe and put them on the models and edit them so they fit[/QUOTE] [i]Port[/i] Fallout weapons? Then what will happen to this? [img]http://dl.dropbox.com/u/14265935/ao.jpg[/img] :saddowns: [editline]5th September 2011[/editline] PS: Rainbows make me cry.
[QUOTE=murphy7;32130882][img]http://www.abload.de/img/unbenannt-4d7dz.jpg[/img] In case you missed it and some more shots of the back + wires. Texture is obvious wip.[/QUOTE] Beautiful, you have my congratulations. :)
[QUOTE=Psychopath12;32133530]I'd have laughed more if it were based on his primaries instead of his secondaries. That way it could be called the [i]Sub[/i]Machinegun v:v:v[/QUOTE] It was rather tempting, but I thought this would be the perfect combo for a secondary.
[QUOTE=Sparkwire;32133502][img]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/img] My fingers hurt :([/QUOTE] Excuse me but, what is that?
[QUOTE=Sparkwire;32133502][img]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/img] My fingers hurt :([/QUOTE] Dat packing.
[QUOTE=FISH KILL!;32133671]Excuse me but, what is that?[/QUOTE] Hell
[QUOTE=Sparkwire;32133502][img]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/img] My fingers hurt :([/QUOTE] some of that geometry looks exactly the same, you didn't feel like overlapping it?
[QUOTE=Chilean_Wolf;32133531][i]Port[/i] Fallout weapons? Then what will happen to this? [img]http://dl.dropbox.com/u/14265935/ao.jpg[/img] :saddowns: [editline]5th September 2011[/editline] PS: Rainbows make me cry.[/QUOTE] awesome job
[QUOTE=Zebus;32133715]some of that geometry looks exactly the same, you didn't feel like overlapping it?[/QUOTE] It wasn't worth it on my model, thank you for the suggestion though.
[QUOTE=Zebus;32133715]some of that geometry looks exactly the same, you didn't feel like overlapping it?[/QUOTE] It depends if the model is entirely symmetrical. If it isn't, then upon AO baking, some part of the AO applied symmetrically wouldn't make sense. However it IS a good idea to overlap some part to decrease unnecessary wasted UV space and to increase the general detail ratio.
Getting this error in Guistudio WARNING: AppFramework : Unable to load module materialsystem.dll! WARNING: Unable to load interface VMaterialSystem079 from materialsystem.dll
[IMG]http://dl.dropbox.com/u/24610414/snip.gif[/IMG] :| I'll delete the ammo thingy animation
Awesome!
[QUOTE=Jalcober;32133913]Getting this error in Guistudio WARNING: AppFramework : Unable to load module materialsystem.dll! WARNING: Unable to load interface VMaterialSystem079 from materialsystem.dll[/QUOTE] Did you try closing/ reopening the SDK, and compiling with HLMV opened?
[QUOTE=Mico27;32133869]It depends if the model is entirely symmetrical. If it isn't, then upon AO baking, some part of the AO applied symmetrically wouldn't make sense. However it IS a good idea to overlap some part to decrease unnecessary wasted UV space and to increase the general detail ratio.[/QUOTE] yeah i didn't want him to do the whole model, just the rounded parts that are pretty big could have been flipped onto the respective sides to save space and heighten resolution.
[QUOTE=Sparkwire;32133502][img]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/img] My fingers hurt :([/QUOTE] Too much black space, do it again.
[IMG]http://speedcap.net/img/afb0a5c0a7deb4ef3e02fd09597b44c4/b952a.png[/IMG] Texturing Otterwolfys thing.
[QUOTE=Sparkwire;32133502][IMG]http://speedcap.net/img/a659862bb30a85b02d30e0865505138e/d1516.png[/IMG] My fingers hurt :([/QUOTE] Teach me ;A;
[QUOTE=murphy7;32130882][img]http://www.abload.de/img/unbenannt-4d7dz.jpg[/img] In case you missed it and some more shots of the back + wires. Texture is obvious wip.[/QUOTE] [media]http://www.youtube.com/watch?v=WJt_-IkMAzE[/media]
[QUOTE=exeanimator;32133594]Beautiful, you have my congratulations. :)[/QUOTE] Thanks! Hey, I remember you from gamebanana. Loving your animations, pretty much saw all your wips on youtube. You have great animating skills!
[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" "$rimlight" "1" // To enable rim lighting (requires phong) "$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] K here's my VMT. Somebody wanted to fix it on chat so I'm putting it here again. I removed the colortint lines from the VMT since that supposedly removes paint, but as this is right now, my bear hat for the Heavy appears white ingame.
Okay here is the [I]final[/I] and [I]last[/I] version of the Coconut Launcher! Please replace this with the old one! It features [B]new Sounds[/B] and [B]Team Colors[/B]... Also the Coconut should work properly now! [url="http://www.mediafire.com/?n9nkdabnyyz2t7k"][img]http://dl.dropbox.com/u/39000371/promo_paper_3.png[/img][/url]
What's that texture for Sparkwire?
Grr, all my custom skins are breaking my game. Time to reinstall D:
[QUOTE=murphy7;32134517]Thanks! Hey, I remember you from gamebanana. Loving your animations, pretty much saw all your wips on youtube. You have great animating skills![/QUOTE] Aw thanks :3
Is there a mod anywhere that adds cosmetic items to the class select screen?
I removed the colortint and blendtint lines from my VMT but now my hat just shows up with a broken texture ingame. It has those friggin' black and white checkerboards. Assistance?
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