[QUOTE=Chilean;32176293]what's that?[/QUOTE]
Using and abusing airblast to the fullest. Some SPUFers joked/complained that Pyro had become an Aero when they added those massive flamethrower changes (less damage and afterburn, minicrits for airblasting and cheaper airblasts)
[QUOTE=Chilean;32176293]what's that?[/QUOTE]
Aero is a Greek prefix for "air" much like how Pyro is a Greek prefix for "fire"
[QUOTE=PSI Guy;32176331]Using and abusing airblast to the fullest. Some SPUFers joked/complained that Pyro had become an Aero when they added those massive flamethrower changes (less damage and afterburn, minicrits for airblasting and cheaper airblasts)[/QUOTE]
Cheaper airblasts was implemented alongside a longer pause between airblasts, so that change was balanced.
[QUOTE=Roninsmastermix;32176081][IMG]http://farm7.static.flickr.com/6186/6126293466_640b808bc4_b.jpg[/IMG]
Made the glass on the goggle envmapped. The metal parts a bit darker. Just fixing the stitches on the leather and i'll be calling it done.[/QUOTE]
I know that you decided to call your entire comprehensive pack of multiple-class themed sets a sole name, but this particular themed item set within that pack of themed item sets could be called "The Aeronut"
Puns, I dunno v:v:v
[QUOTE=Psychopath12;32176408]I know that you decided to call your entire comprehensive pack of multiple-class themed sets a sole name, but this particular themed item set within that pack of themed item sets could be called "The Aeronut"
Puns, I dunno v:v:v[/QUOTE]
The [i]Pilot[/i] Light
dohohohoho
[QUOTE=Mr. Tinder;32174196]Tentative texture just to test out coloration.
[img]http://i.imgur.com/k8D4k.png[/img] [img]http://i.imgur.com/OoSHk.png[/img][/QUOTE]
+Voodoo Juju
[QUOTE=biodude94566;32176105]Pre-second release! Lemme know if anything's wrong with this at all. I'll recompile on request, will probably hex it shortly for the Summer Shades, since they're more common.
[url=http://dl.dropbox.com/u/2125127/TF/medic_lenses.zip][img]http://i.imgur.com/AA1Rb.png[/img][/url][/QUOTE]
Just out of curiosity is there anyway they could be included on the model by default, or does it have replace something?
I might try to recreate the cremator's conscience (again!) to make it less clippy and silhouette changing. But first, I'll sleep.
[img]http://dl.dropbox.com/u/1835520/models/CCconcept2.png[/img]
[QUOTE=Shugo;32175102]So this doesn't work in multiplayer? Or what? Does it only check once when it boots up or something?[/QUOTE]
You have to be disconnected from the internet to make TF2 to use your own items_game.txt instead the one from API.
[QUOTE=Shugo;32175102]My main critique would have to be the Meet the Soldier shovel sound. Am I the only one who notices that there's very CLEARLY a drumbeat from Meet the Soldier's background music in there? That's the main reason I hate it. Why didn't you just go rip the clean version from HL2? I'm pretty sure that's where it comes from. Even beyond that, I think it's a redundant change anyway; there's nothing wrong with the default sound.[/quote]
I've realized about that and i will do this after when i add some sounds and after posting a video progress i will change it.
[QUOTE=Shugo;32175102]I already have loads of this work done, some alt sounds that I think are a bit better than the ones you're using (by Pie_Tony), and some better workarounds (like removing the "thp" sound from the Fists of Steel draw) that I think could help you, but you never responded to my previous post about this so...suit yourself[/quote]
Sorry but i might not noticed your post but i will check it.
[QUOTE=The Party Spy;32173659]I've never heard those scout pain sounds, are they going to be included in the pack?[/QUOTE]
I've been using this:
[url=http://dl.dropbox.com/u/11572174/panic%20scout.rar][img]http://dl.dropbox.com/u/11572174/promo_scout.png[/img][/url]
It's really hilarious that Scout acts like a tough guy but he's a wimp for real while using this sound.
[QUOTE=Shugo;32175102]If I don't like your version and I decide to go about reviving my old project that was exactly like this, don't hate on me for stealing any ideas; I had a lot of these changes (like wooden Shiv, for example) already made.[/quote]
I don't hate you and i know about your file as well. I've used it 1 year ago before deciding to make my own.
[QUOTE=Razi The Red;32176609]Just out of curiosity is there anyway they could be included on the model by default, or does it have replace something?[/QUOTE]
There is but I'd have to learn how to compile player models with facial flexes and all.
Oh yeah, how goes the Bionicle Mask? Has work halted on it?
[QUOTE=HyperTails;32176863]Oh yeah, how goes the Bionicle Mask? Has work halted on it?[/QUOTE]
It's gone to a better place.
With the N Trophy hat.
[QUOTE=HyperTails;32176863]Oh yeah, how goes the Bionicle Mask? Has work halted on it?[/QUOTE]
Waiting on Sexy Robot to finish the UV. :I
[QUOTE=Saint Jimmy;31624973]
[
[url=http://www.mediafire.com/?tu59zhr7p81m516] [img]http://i.imgur.com/lLH4J.png[/img] [/url][/QUOTE]
I can't download this one
anyone else have the same problem?
Yup. Shame one of the better released hats isn't downloadable.
No idea why. It works perfectly for me.
Here's a mirror.
[url]http://dl.dropbox.com/u/897064/Cool%20Chullo.zip[/url]
[QUOTE=Smashman;32177210]No idea why. It works perfectly for me.
Here's a mirror.
[url]http://dl.dropbox.com/u/897064/Cool%20Chullo.zip[/url][/QUOTE]
Thanks buddy
EDIT:I placed it in:C:\Program Files\Steam\steamapps\steamname\team fortress 2\tf
yet it's just a tosslecap
what did I do wrong?
[QUOTE=Kirbyfactor;32177248]Thanks buddy
EDIT:I placed it in:C:\Program Files\Steam\steamapps\steamname\team fortress 2\tf
yet it's just a tosslecap
what did I do wrong?[/QUOTE]
did you place the materials and model folders in the tf folder?
EDIT: the mediafire download still works for me too. How odd.
[QUOTE=Harakiwi;32177373]did you place the materials and model folders in the tf folder?
EDIT: the mediafire download still works for me too. How odd.[/QUOTE]
Did this and it worked!
Thanks friend
[QUOTE=biodude94566;32176841]There is but I'd have to learn how to compile player models with facial flexes and all.[/QUOTE]
Was worth a shot. Thanks :buddy:
I know there's a 99% chance this has been done before, but I couldn't find any, so I set out to make a Dragon Quest Slime hat myself. (Not like it was hard or anything... Simplest shape evar.)
[img]http://img269.imageshack.us/img269/2934/previewjl.png[/img]
I animated it using shape keys in Blender and exported it as a flex animation. Problem is that I don't think it's possible to set flex animations as an idle animation for a hat? Is it?
It has a very fluid / water-like animation, so shape keys just made the most sense to me. But if it's not possible I'll just go re-do the animation with bones I suppose.
[QUOTE=Bazkip;32176394]Cheaper airblasts was implemented alongside a longer pause between airblasts, so that change was balanced.[/QUOTE]
Shorter pause. The balancing was that airblasting became cheaper, faster and caused minicrit reflections, but flaming was significantly less useful. Stupidly so, in fact, that they had to buff it shortly after to make it even slightly viable against an AFK player.
Continuing my (so far fruitless) quest of bugging people to fix the awesome Kanopy Killer.
[IMG]http://sparkwire.thanez.net/tf2_releases/kanopykiller/promokanopy.png[/IMG]
I thought I'd demonstrate the reasons this time.
First of all. The strap in first person. [URL="http://cloud.steampowered.com/ugc/595822077646037920/AB44F78F665C3C5F41182C3B658477B9B0D1E0F1/"]Distracting.[/URL] Just doesn't look good either. A still picture doesn't quite show it.
Second. The physmodel. Well, [URL="http://cloud.steampowered.com/ugc/595822077646040056/B612F47B71D16CCBFE707686474C31D9AA848351/"]just look[/URL] [URL="http://cloud.steampowered.com/ugc/595822077646038950/8AD266A87A1D598D12066A93D9EE450ECFD8C40C/"]for yourself[/URL]
[B]Note:[/B] It always seems to end up in either one of those two positions.
And lastly, if it's possible, I'd also like a "correct" mirrored version, so that the ejection port is on the right side (As seen in the promo picture above). Mostly because, well... [URL="http://cloud.steampowered.com/ugc/595822077646042161/10BCAF005644BD37F9EAB31FB3132CA093428BA3/"]Shells come out from here otherwise.[/URL]
Would also spare me from the buggy ejection port cover anims. [URL="http://cloud.steampowered.com/ugc/595822077646041182/24F99EF6637ABCCE6B6DAAAEACD61F0B64820224/"]Heavy's[/URL] deserves a special mention.
Thanks for letting me waste your time again.
[QUOTE=exeanimator;32173176][IMG]http://i.imgur.com/F0JsT.png[/IMG]
stuff.
Planning on adding ammo belts and stuff.[/QUOTE]
Add a bottle of holy water.
As a jarate replacement.
[QUOTE=Szraneraxtq;32174635][thumb] http://cloud.steampowered.com/ugc/578933579041717538/1BD38FE3D0D5431C88FE562D71E4F2ADDD8F6C31/[/thumb][/QUOTE]
If we do have a halloween payload map how would it turn out?
I think we are going to push a cart [B]TO HELL[/B]
-snip-
I need your help.
It's time to go back to this set.
[img]http://dl.dropbox.com/u/2672923/infraredhelmsample4.jpg[/img]
I'm going to accept the fact that the robot arm may just be a player skin. I will need 2 weapon ideas to go along with the helmet. I'd prefer does that are seldom used like the wrangler and pistol. Post here what you have in mind. Concept images will be appreciated greatly.
I finaly could be bothered to note the most important commands in my script.
fps_max "75" Caps the FPS to stop waisting GPU capabilities
cl_burninggibs "1" If someones on fire and they get gibbed there gibs will be on fire too.
cl_detaildist "8096" Won't decrease detail in textures and models (because you hvae to use noclip to get that far away)
cl_detailfade "0" Won't decrase texture and model quality anyway
cl_maxrenderable_dist "8096" renders everthing in the visable area
cl_new_impact_effects "1" uses particles instead of sprites for bullet his
cl_phys_props_max "1024" Fallen hats weapons and crpses and other props will all be rendered.
cl_ragdoll_collide "1" ragdols now collide with other ragdolls and other props
cl_ragdoll_fade_time 120 corpses fade away after 2 hours
mat_aaquality "2" highest posible texture quality (above very high)
mat_antialias "8" 8x antialiasing
mat_bumpmap "1" enables bumpmaps
mat_envmapsize "512" envmap thingy
mat_envmaptgasize "512" envmap thingo
mat_motion_blur_enabled "1" motion blur enabled
mat_motion_blur_forward_enabled "1" better motion blur
mat_force_bloom "1" enables bloom FTW
mat_motion_blur_strength "1" just the right amount of motion blur
mat_parallaxmap "1" enables paralaxmap FTW
mat_picmip "-1" increases texture detail (thanks Recurracy)
mat_software_aa_blur_one_pixel_lines "0.5" diferent sort of motion blur compared to default (looks better)
mat_software_aa_edge_threshold "0.8" better AA
mat_software_aa_quality "2" Better AA
mat_software_aa_strength "2" just the right amount of better AA
mat_vsync "0" disables virticle sync
mat_wateroverlaysize "512" highest posible water quality (better than the highest setting in options)
mp_decals "4096" unlimited sprays and what not
mp_usehwmmodels "1" higher quality faces and facial expressions
r_rainradius "2250" no culling of the weather efects
r_rainsplashpercentage "100" better rain
r_shadowmaxrendered "1024" all visable shadows rendered
r_shadows "1" enables shadows
r_waterdrawrefraction "1" better water
r_waterforceexpensive "1" best water
r_waterforcereflectentities "1" best water
There's a fuckton of other commands in there but these are the most noticeable ones.
*bam* I have an image: [url]http://dl.dropbox.com/u/21669623/promo_paper.png[/url] (warning it's crap)
*boof* I have a URL: [url]http://dl.dropbox.com/u/21669623/autoexec.cfg[/url] (warning it's fps lowering)
but what I don't have is the knowledge of how to combine them...
[QUOTE=Theobromine F.;32179594]I finaly could be bothered to note the most important commands in my script.
fps_max "75" Caps the FPS to stop waisting GPU capabilities
cl_burninggibs "1" If someones on fire and they get gibbed there gibs will be on fire too.
cl_detaildist "8096" Won't decrease detail in textures and models (because you hvae to use noclip to get that far away)
cl_detailfade "0" Won't decrase texture and model quality anyway
cl_maxrenderable_dist "8096" renders everthing in the visable area
cl_new_impact_effects "1" uses particles instead of sprites for bullet his
cl_phys_props_max "1024" Fallen hats weapons and crpses and other props will all be rendered.
cl_ragdoll_collide "1" ragdols now collide with other ragdolls and other props
cl_ragdoll_fade_time 120 corpses fade away after 2 hours
mat_aaquality "2" highest posible texture quality (above very high)
mat_antialias "8" 8x antialiasing
mat_bumpmap "1" enables bumpmaps
mat_envmapsize "512" envmap thingy
mat_envmaptgasize "512" envmap thingo
mat_motion_blur_enabled "1" motion blur enabled
mat_motion_blur_forward_enabled "1" better motion blur
mat_force_bloom "1" enables bloom FTW
mat_motion_blur_strength "1" just the right amount of motion blur
mat_parallaxmap "1" enables paralaxmap FTW
mat_picmip "-1" I don't know exacly but it looks good
mat_software_aa_blur_one_pixel_lines "0.5" diferent sort of motion blur compared to default (looks better)
mat_software_aa_edge_threshold "0.8" better AA
mat_software_aa_quality "2" Better AA
mat_software_aa_strength "2" just the right amount of better AA
mat_vsync "0" disables virticle sync
mat_wateroverlaysize "512" highest posible water quality (better than the highest setting in options)
mp_decals "4096" unlimited sprays and what not
mp_usehwmmodels "1" higher quality faces and facial expressions
r_rainradius "2250" no culling of the weather efects
r_rainsplashpercentage "100" better rain
r_shadowmaxrendered "1024" all visable shadows rendered
r_shadows "1" enables shadows
r_waterdrawrefraction "1" better water
r_waterforceexpensive "1" best water
r_waterforcereflectentities "1" best water
There's a fuckton of other commands in there but these are the most noticeable ones.
*bam* I have an image: [url]http://dl.dropbox.com/u/21669623/promo_paper.png[/url] (warning it's crap)
*boof* I have a URL: [url]http://dl.dropbox.com/u/21669623/autoexec.cfg[/url] (warning it's fps lowering)
but what I don't have is the knowledge of how to combine them...[/QUOTE]
[url=http://dl.dropbox.com/u/21669623/autoexec.cfg][img]http://dl.dropbox.com/u/21669623/promo_paper.png[/img][/url]
I honestly want that robot arm to become a misc ala the Rogue's Col Roule.
Along with the Stylish Spy.
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