• TF2 Emporium XL
    10,904 replies, posted
Mat_Picmip increases the texture detail. Before you could set it to -10 so even map props looked good.
I need your insight, again. As with the backpack items such as the razorback and darwin, they are weapons by use but they are equipped as cosmetic items by the engine. Does this mean that they will not appear in first person view? I want to make a back pack for the the engineer but part of it should be visible in first person view along with my wrangler replacement. Is this possible or do i need to make a separate viewmodel version for that part of the backpack?
Can someone hex this for the equaliser please? [url=http://www.mediafire.com/?678t5vte6ly42ml][img]http://i.imgur.com/syFyX.png[/img][/url]
Good to see you working on that mod again Roninsmastermix. I love it ever much so.
[QUOTE=HyperTails;32179870]Good to see you working on that mod again Roninsmastermix. I love it ever much so.[/QUOTE] Yeah i had to set it aside a bit so when i come back to it, it would look fresh and unfamiliar. It makes it easier to spot the flaws and what not. I'm texturing the helm now and hopefully i'll have a modular backpack weapon that is controlled by a wrangle replacement thing. Can't explain much but hopefully it will be a good model to show later.
[QUOTE=NassimO PotatO;32169445]Gas anyone ? [IMG]http://img11.hostingpics.net/pics/412738Untitled1.png[/IMG][/QUOTE] The reason I disagreed is the font. It's just not quite right for the period or artstyle. Try something like [URL="http://new.myfonts.com/fonts/typodermic/blue-highway-deluxe/"]Blue Highway[/URL]. [editline]8th September 2011[/editline] [QUOTE=FISH KILL!;32178109]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] Some of those issues I could fix, but then again I don't like the gun in TF2.
[QUOTE=Roninsmastermix;32179488]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.[/QUOTE] The colors on the hat look a tad silly imo. I'd prefer it to maybe be his overalls color or black, with maybe a green/gray/black scope. Or maybe the scope in Operator's Overalls?
[QUOTE=Theobromine F.;32179594]I finaly could be bothered to note the most important commands in my script.[/QUOTE] You forgot mp_usehwmvcds 1 and r_lod 0. And most of those commands aren't necessary as they're already tweak able in the basic graphics settings. The only commands you really need are: mp_usehwmmodels 1 mp_usehwmvcds 1 r_lod 0 cl_burninggibs 1 mat_picmip -10 used to also be there but Valve changed -1 to the highest possible a while ago.
this is what i meant... [img]http://i55.tinypic.com/4hd15v.jpg[/img] pardon the crude sketch. its a modular backpack that has an interchangeable front end that can be replaced by either a minigun, missile launcher, ray gun, teleport arm, or regen gun or what ever we may come up with. It replaces the wrangler but it comes with a backpack that should be both visible from the world view and also in the first person view. Possible?
[QUOTE=Mariner;32179929]Some of those issues I could fix, but then again I don't like the gun in TF2.[/QUOTE] Could you? That would be so cool of you! And what would you be able to fix specifically?
[QUOTE=FISH KILL!;32179999]The colors on the hat look a tad silly imo. I'd prefer it to maybe be his overalls color or black, with maybe a green/gray/black scope.[/QUOTE] Yeah i agree. The colors on my works are never final until the last minute. Will probably change in time. Also its using team spirit colors. It's advisable to use a default color that is not being used on paint cans so Valve can be happy to sell more paints.
[QUOTE=exeanimator;32173176][IMG]http://i.imgur.com/F0JsT.png[/IMG] stuff. Planning on adding ammo belts and stuff.[/QUOTE] I REFUSE TO BELIEVE THIS GOODNESS. it's too good.
[QUOTE=exeanimator;32173176][IMG]http://i.imgur.com/F0JsT.png[/IMG] stuff. Planning on adding ammo belts and stuff.[/QUOTE] I dub this... "The Jackman of all trades"
[QUOTE=Roninsmastermix;32179488]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.[/QUOTE] The "Tacticool"? v:v:v [img]http://i.imgur.com/6RRpd.png[/img]
[QUOTE=Roninsmastermix;32180031]this is what i meant... [img]http://i55.tinypic.com/4hd15v.jpg[/img] pardon the crude sketch. its a modular backpack that has an interchangeable front end that can be replaced by either a minigun, missile launcher, ray gun, teleport arm, or regen gun or what ever we may come up with. It replaces the wrangler but it comes with a backpack that should be both visible from the world view and also in the first person view. Possible?[/QUOTE] I don't really get how a backpack could be seen in first person. The closest thing I think about is the Medigun/Kritzkrieg: same backpack, different handles in client view. About the Sniper's shields, do the Demo's work the same way? They're both visible in client/world view.
[QUOTE=FISH KILL!;32180051]Could you? That would be so cool of you! And what would you be able to fix specifically?[/QUOTE] Well, deleting the strap, probably correcting the ejector port issues, and realigning the physmodel are all within my skills ATM. Of course, I have my own projects for both TF2 and my AFA degree, and like I said, I never gave a shit about the SPAS-TF2 because I really don't like it for TF2. It's used in [i]every other game[/i] already, and like the M Series Super-90 Family Business, it comes out in the late 70's, which is too much of a stretch to shove it into the already steretched artstyle.
[QUOTE=Kidofthecentury;32180288]I don't really get how a backpack could be seen in first person. The closest thing I think about is the Medigun/Kritzkrieg: same backpack, different handles in client view. About the Sniper's shields, do the Demo's work the same way? They're both visible in client/world view.[/QUOTE] The minigun is part of the backpack. The minigun's barrel extends forward to the point that it should be visible to the player. This also is a good visual cue so when using the wrangler replacement you could see that the projectiles are coming from the minigun barrel that is mounted on the upper left side of the player's shoulder. The demoman's shields are both visible in world view and player view but when i tested minigun mounted backpack on my sniper model, the minigun barrel is not visible, thus my question.
[QUOTE=Mariner;32180421]Well, deleting the strap, probably correcting the ejector port issues, and realigning the physmodel are all within my skills ATM. Of course, I have my own projects for both TF2 and my AFA degree, and like I said, I never gave a shit about the SPAS-TF2 because I really don't like it for TF2. It's used in [i]every other game[/i] already, and like the M Series Super-90 Family Business, it comes out in the late 70's, which is too much of a stretch to shove it into the already steretched artstyle.[/QUOTE] I kinda agree on the artstyle fitting issue. I wouldn't want that thing in-game officially, but as a mod for the boring-as-fuck regular shotty it's superb. I also like the kind of militaristic feeling it has. It kinda makes it seem like a service weapon of sorts for the mercs, seeing how common it is. It also seems like it could be provided by Mann co. I also like how it reminds me of HL2, kinda like the weapon was made as a tribute to it. I even made HL2-style sounds for it because of that. Funny thing I noticed is that I usually dislike the SPAS in typical fps games. Probably partly because it's so common and because it just doesn't strike me as so cool when portrayed realistically. I guess the TF2 style is just that awesome. Plus, imo. [B]anything[/B] can fit the artstyle if done properly. Though if you don't want to do it, that's totally okay. Hopefully someone else will, though. I have my doubts about Sparkwire fixing it himself.
sparkwire said I'm not allowed :v:
[QUOTE=NeoDement;32181109]sparkwire said I'm not allowed :v:[/QUOTE] What.
[QUOTE=Roninsmastermix;32180542]The minigun is part of the backpack. The minigun's barrel extends forward to the point that it should be visible to the player. This also is a good visual cue so when using the wrangler replacement you could see that the projectiles are coming from the minigun barrel that is mounted on the upper left side of the player's shoulder. The demoman's shields are both visible in world view and player view but when i tested minigun mounted backpack on my sniper model, the minigun barrel is not visible, thus my question.[/QUOTE] Danger Shield and Razorback aren't visible in first person. Demoman's sheilds are visible only when used with a two-handed melee weapon (or Persian Persuader). The closest to what you're describing that is in-game is like the Buff Banner, Battalion's Backup, and Concherer, however, those are visible thanks to being separate from the backpacks themselves. You might be a bit hard-pressed to make it work with proper rigging, the best I can think of is to rig it to his "hands" so it'd be visible in first person and have the rest of the model extend behind him to the point where it appears to be on his back in world-view. I don't know all this mumbo-jumbo, but it seems like a realistic workaround.
[QUOTE=Psychopath12;32181307]Danger Shield and Razorback aren't visible in first person. Demoman's sheilds are visible only when used with a two-handed melee weapon (or Persian Persuader). The closest to what you're describing that is in-game is like the Buff Banner, Battalion's Backup, and Concherer, however, those are visible thanks to being separate from the backpacks themselves. You might be a bit hard-pressed to make it work with proper rigging, the best I can think of is to rig it to his "hands" so it'd be visible in first person and have the rest of the model extend behind him to the point where it appears to be on his back in world-view. I don't know all this mumbo-jumbo, but it seems like a realistic workaround.[/QUOTE] I was thinking the same. (Having the wrangler replacement in c-model with gun on top that is rigged to a different part of the model) The problem with this is that when switching to a different weapon, the wrangler disappears. If this happens the minigun part of the backpack will also disappear along with it. i don't know if that looks ok but right now it all seems that i may need to make 2 models for this item to make it work like the buff banner as you implied.
what ever happened to smashman actually [b]updating[/b] the OP? :\
[QUOTE=LilRobot;32181700]what ever happened to smashman actually [b]updating[/b] the OP? :\[/QUOTE]He cannot fit any more images into that post, that's what the extensions are for.
[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] Since this is a misc (i think), how does it look on the fosters facade? btw awesome misc idea Mr. Tinder, can't wait for this as a skin! EDIT: It feels like it should have a creepy-pyro-stitched-thing melee to go with it, like a needle-hand/s, though that would need different animations :S EDIT: Also, since i don't want to make another post on something unrelated, i've drawn another picture of pyro's grandpa. I don't know how to make it small sized to fit on the page so i'll just put a link to it: [URL="http://img163.imageshack.us/img163/58/sgrandpaairguitar.jpg"]http://img163.imageshack.us/img163/58/sgrandpaairguitar.jpg[/URL]
I don't understand why a few people are whining about that spas 12. If it's bothering you so much then just get rid of it.
[QUOTE=Roninsmastermix;32179488]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.[/QUOTE] Oh my Gods... The more I see the robot arm, the more I love it... And I really hope it wont be just a skin... As said, if it's not a "full object", making it a misc woud be amazing, just like the Purity Fist, for example... The "GasMask" looks really great too, and the backpack seems to be really cool to wear... I really want it to be implement into the game by Valve...
quick moc [img]http://i56.tinypic.com/29vnzfn.jpg[/img] The minigun part should be replaceable. Options so far are ray gun, re-gen gun, teleport gun, zapping gun. More can be suggested.
[QUOTE=Tylizzle;32182345]I don't understand why a few people are whining about that spas 12. If it's bothering you so much then just get rid of it.[/QUOTE] I think it's mostly just me. And [B]hell no[/B], I'm not deleting it. It's the best damn shotgun replacement ever made. All I want is for it to be even better or even outright [B]perfect[/B], because I think it deserves that. AND, the idea of going back to that awful vanilla one just, [B]terrifies me[/B].
[QUOTE=Roninsmastermix;32182496]The minigun part should be replaceable. Options so far are ray gun, re-gen gun, teleport gun, zapping gun. More can be suggested.[/QUOTE] Could we see some sketches of these other guns? Not everyone has a firm mental visualization of what a "ray gun" looks like, for example, some people might think of different things while still maintaining the same base idea.
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