• TF2 Emporium XL
    10,904 replies, posted
[img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d920a.png[/img] Progress of the pack. Also : Engineer's .qc [code]$cd "C:\Users\Baptiste\Desktop\TF2 modelling\Items\6-Engie\weapons\Halloween pack\Madhand\compil" $modelname "player/engineer.mdl" $bodygroup engineer { studio "engineer_morphs_low.dmx.smd" } $bodygroup hat { studio "hat_bodygroup.dmx.smd" studio "UnknownModelName.smd" } $bodygroup rightarm { studio "glove_bodygroup.dmx.smd" studio "robotarm_bodygroup.dmx.smd" studio "UnknownModelName.smd" } $poseparameter body_pitch -45.00 45.00 360.00 $poseparameter body_yaw -45.00 45.00 360.00 $cdmaterials "models\player\engineer\" $texturegroup skinfamilies { {"models/player/engineer/engineer_red.vmt" "models/player/engineer/engineer_head_red.vmt" "models/player/engineer/madhand.vmt" } {"engineer_blue.vmt" "engineer_head_blue.vmt" "madhand_blu.vmt" } {"engineer_red_invun.vmt" "engineer_head_red_invun.vmt" "engineer_red_invun.vmt" } {"engineer_blue_invun.vmt" "engineer_head_blue_invun.vmt" "engineer_blue_invun.vmt" } } $hboxset "engineer" $hbox 1 "bip_head" -6.000 -11.000 -8.000 6.000 4.000 6.000 $hbox 3 "bip_spine_0" -9.000 -2.000 -10.000 9.000 4.000 4.000 $hbox 3 "bip_spine_1" -9.000 -3.000 -10.500 9.000 3.000 4.500 $hbox 2 "bip_spine_2" -10.000 -3.000 -9.000 10.000 3.000 5.000 $hbox 2 "bip_spine_3" -10.000 -3.500 -10.000 10.000 1.500 4.000 $hbox 4 "bip_upperArm_L" 0.000 -3.500 -2.750 12.000 3.500 3.250 $hbox 4 "bip_lowerArm_L" 0.000 -2.250 -3.250 13.000 2.250 3.250 $hbox 4 "bip_hand_L" -3.500 -10.000 -3.000 1.500 0.000 5.000 $hbox 5 "bip_upperArm_R" 0.000 -3.500 -2.750 12.000 3.500 3.250 $hbox 5 "bip_lowerArm_R" 0.000 -3.250 -2.750 13.000 3.250 2.750 $hbox 5 "bip_hand_R" -2.500 0.500 -3.500 2.500 9.500 4.500 $hbox 6 "bip_hip_L" 2.000 -4.000 -5.000 16.000 4.000 4.000 $hbox 6 "bip_knee_L" 0.000 -2.250 -4.500 16.000 3.250 2.500 $hbox 6 "bip_foot_L" -2.000 -10.000 -3.000 2.000 2.000 3.000 $hbox 7 "bip_hip_R" 2.000 -4.000 -5.000 16.000 4.000 4.000 $hbox 7 "bip_knee_R" 0.000 -3.250 -4.500 16.000 2.250 2.500 $hbox 7 "bip_foot_R" -2.000 -2.000 -2.500 2.000 10.000 3.500 // Model uses material "engineer_red.vmt" // Model uses material "engineer_head_red.vmt" // Model uses material "madhand.vmt" // Model uses material "engineer_blue.vmt" // Model uses material "engineer_head_blue.vmt" // Model uses material "madhand_blu.vmt" // Model uses material "engineer_red_invun.vmt" // Model uses material "engineer_head_red_invun.vmt" // Model uses material "engineer_blue_invun.vmt" // Model uses material "engineer_head_blue_invun.vmt" $attachment "head" "bip_head" 0.00 -10.66 1.23 rotate 74.70 -90.00 -0.00 $attachment "flag" "bip_spine_2" 0.12 1.92 9.64 rotate 0.95 -6.92 -1.52 $attachment "exhaust" "bip_hand_R" -2.86 -0.54 2.68 rotate -37.72 -175.85 -11.65 $attachment "partyhat" "bip_head" 0.00 -9.26 -2.23 rotate 75.00 90.00 180.00 $includemodel "player/engineer_animations.mdl" $surfaceprop "flesh" $illumposition 1.347 -0.514 38.444 $sequence ref "ref" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand bip_hand_R knee 0.000 0.000 0.000 $ikchain lhand bip_hand_L knee 0.000 0.000 0.000 $ikchain rfoot bip_foot_R knee 0.000 0.000 0.000 $ikchain lfoot bip_foot_L knee 0.000 0.000 0.000 $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.00 $rotdamping 12.00 $rootbone "bip_pelvis" $jointmassbias "bip_pelvis" 2.00 $jointrotdamping "bip_pelvis" 0.00 $jointconstrain "prp_cord" x limit -30.00 120.00 0.00 $jointconstrain "prp_cord" y limit -35.00 16.00 0.00 $jointconstrain "prp_cord" z limit -130.00 95.00 0.00 $jointmassbias "bip_hip_r" 0.80 $jointrotdamping "bip_hip_r" 4.00 $jointconstrain "bip_hip_r" x limit -45.00 25.00 0.00 $jointconstrain "bip_hip_r" y limit -80.00 35.00 0.00 $jointconstrain "bip_hip_r" z limit -25.00 25.00 0.00 $jointmassbias "bip_knee_r" 0.80 $jointrotdamping "bip_knee_r" 3.00 $jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_r" y limit 0.00 110.00 0.00 $jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00 $jointmassbias "bip_foot_r" 0.75 $jointrotdamping "bip_foot_r" 7.00 $jointconstrain "bip_foot_r" x limit -10.00 35.00 0.00 $jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_r" z limit -42.00 24.00 0.00 $jointmassbias "bip_hip_l" 0.80 $jointrotdamping "bip_hip_l" 4.00 $jointconstrain "bip_hip_l" x limit -45.00 25.00 0.00 $jointconstrain "bip_hip_l" y limit -80.00 45.00 0.00 $jointconstrain "bip_hip_l" z limit -25.00 25.00 0.00 $jointmassbias "bip_knee_l" 0.80 $jointrotdamping "bip_knee_l" 3.00 $jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" y limit 0.00 110.00 0.00 $jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_foot_l" 0.75 $jointrotdamping "bip_foot_l" 7.00 $jointconstrain "bip_foot_l" x limit -10.00 35.00 0.00 $jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_l" z limit -42.00 24.00 0.00 $jointmassbias "bip_spine_0" 1.60 $jointconstrain "bip_spine_0" x limit -8.00 55.00 0.00 $jointconstrain "bip_spine_0" y limit -15.00 15.00 0.00 $jointconstrain "bip_spine_0" z limit -25.00 25.00 0.00 $jointmassbias "bip_upperarm_r" 0.80 $jointrotdamping "bip_upperarm_r" 16.00 $jointconstrain "bip_upperarm_r" x limit -50.00 50.00 0.00 $jointconstrain "bip_upperarm_r" y limit -20.00 55.00 0.00 $jointconstrain "bip_upperarm_r" z limit -80.00 70.00 0.00 $jointmassbias "bip_lowerarm_r" 1.80 $jointrotdamping "bip_lowerarm_r" 4.00 $jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" z limit -85.00 20.00 0.00 $jointmassbias "bip_upperarm_l" 0.80 $jointrotdamping "bip_upperarm_l" 16.00 $jointconstrain "bip_upperarm_l" x limit -50.00 50.00 0.00 $jointconstrain "bip_upperarm_l" y limit -20.00 55.00 0.00 $jointconstrain "bip_upperarm_l" z limit -70.00 80.00 0.00 $jointmassbias "bip_lowerarm_l" 1.80 $jointrotdamping "bip_lowerarm_l" 4.00 $jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_l" y limit -85.00 20.00 0.00 $jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_hand_l" 0.60 $jointrotdamping "bip_hand_l" 8.00 $jointconstrain "bip_hand_l" x limit -30.00 37.00 0.00 $jointconstrain "bip_hand_l" y limit -30.00 50.00 0.00 $jointconstrain "bip_hand_l" z limit -20.00 35.00 0.00 $jointmassbias "bip_neck" 1.60 $jointconstrain "bip_neck" x limit -30.00 30.00 0.00 $jointconstrain "bip_neck" y limit -50.00 50.00 0.00 $jointconstrain "bip_neck" z limit -26.00 23.00 0.00 $jointmassbias "bip_head" 2.50 $jointrotdamping "bip_head" 8.00 $jointconstrain "bip_head" x limit -25.00 8.00 0.00 $jointconstrain "bip_head" y limit -8.00 8.00 0.00 $jointconstrain "bip_head" z limit -15.00 15.00 0.00 $jointmassbias "bip_hand_r" 0.60 $jointrotdamping "bip_hand_r" 8.00 $jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00 $jointconstrain "bip_hand_r" y limit -40.00 50.00 0.00 $jointconstrain "bip_hand_r" z limit -35.00 20.00 0.00 $jointconstrain "prp_legpouch" x limit -57.00 17.00 0.00 $jointconstrain "prp_legpouch" y limit -35.00 30.00 0.00 $jointconstrain "prp_legpouch" z limit -20.00 30.00 0.00 } $collisiontext { break { "model" "player\gibs\engineergib006" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib001" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib003" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib005" "health" "0" "fadetime" "10"} break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib002" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib004" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib007" "health" "0" "fadetime" "10"} } [/code] What can i remove/add ? Where did i made a mistake ? For record, the engineer is invisible in modelviewer, and purple checked ingame. And it does not use my gunslinger model...
[QUOTE=Haekb;32191242][IMG]http://i.imgur.com/CwWIx.jpg[/IMG] Cool Pose, Bro. (The spec map has a few weird errors, gotta fix.)[/QUOTE] Detail parts need to be bigger or more simplified, otherwise it's not cartoonish enough.
[QUOTE=OxIGeZ;32196444]But that's latest. Also you guys are slow. You have a team of what, 4 or 3 people? Yet you still doing it a lot slower then Shugo alone, before he had his life or something. You showing off every icon, like that one-two is something big, but there's over 500 icons in game. Not that I'm complaining, maybe you actually doing a shittons of work, but it looks like you waste more time of talking about icons, than working on them[/QUOTE] Turns out there were quite a few that had to be redone. But don't worry, when we do finish and release the updated pack, updates will happen faster. (Valve time)
No one wants to do voices so here's a placeholder video until someone wants to [video=youtube;_kAkJcQiq58]http://www.youtube.com/watch?v=_kAkJcQiq58[/video]
[QUOTE=Ducksink;32198142]No one wants to do voices so here's a placeholder video until someone wants to [video=youtube;_kAkJcQiq58]http://www.youtube.com/watch?v=_kAkJcQiq58[/video][/QUOTE] Make it for sniper. No more soldier/demo melee weapons, please.
[QUOTE=Ceiling Man;32197861]Turns out there were quite a few that had to be redone. But don't worry, when we do finish and release the updated pack, updates will happen faster. (Valve time)[/QUOTE] Like the icons with my paint fixes? and the medieval icons?
add some chest hair.
[QUOTE=NapyDaWise;32197485][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d920a.png[/img] Progress of the pack. Also : Engineer's .qc [code]$cd "C:\Users\Baptiste\Desktop\TF2 modelling\Items\6-Engie\weapons\Halloween pack\Madhand\compil" $modelname "player/engineer.mdl" $bodygroup engineer { studio "engineer_morphs_low.dmx.smd" } $bodygroup hat { studio "hat_bodygroup.dmx.smd" studio "UnknownModelName.smd" } $bodygroup rightarm { studio "glove_bodygroup.dmx.smd" studio "robotarm_bodygroup.dmx.smd" studio "UnknownModelName.smd" } $poseparameter body_pitch -45.00 45.00 360.00 $poseparameter body_yaw -45.00 45.00 360.00 $cdmaterials "models\player\engineer\" $texturegroup skinfamilies { {"models/player/engineer/engineer_red.vmt" "models/player/engineer/engineer_head_red.vmt" "models/player/engineer/madhand.vmt" } {"engineer_blue.vmt" "engineer_head_blue.vmt" "madhand_blu.vmt" } {"engineer_red_invun.vmt" "engineer_head_red_invun.vmt" "engineer_red_invun.vmt" } {"engineer_blue_invun.vmt" "engineer_head_blue_invun.vmt" "engineer_blue_invun.vmt" } } $hboxset "engineer" $hbox 1 "bip_head" -6.000 -11.000 -8.000 6.000 4.000 6.000 $hbox 3 "bip_spine_0" -9.000 -2.000 -10.000 9.000 4.000 4.000 $hbox 3 "bip_spine_1" -9.000 -3.000 -10.500 9.000 3.000 4.500 $hbox 2 "bip_spine_2" -10.000 -3.000 -9.000 10.000 3.000 5.000 $hbox 2 "bip_spine_3" -10.000 -3.500 -10.000 10.000 1.500 4.000 $hbox 4 "bip_upperArm_L" 0.000 -3.500 -2.750 12.000 3.500 3.250 $hbox 4 "bip_lowerArm_L" 0.000 -2.250 -3.250 13.000 2.250 3.250 $hbox 4 "bip_hand_L" -3.500 -10.000 -3.000 1.500 0.000 5.000 $hbox 5 "bip_upperArm_R" 0.000 -3.500 -2.750 12.000 3.500 3.250 $hbox 5 "bip_lowerArm_R" 0.000 -3.250 -2.750 13.000 3.250 2.750 $hbox 5 "bip_hand_R" -2.500 0.500 -3.500 2.500 9.500 4.500 $hbox 6 "bip_hip_L" 2.000 -4.000 -5.000 16.000 4.000 4.000 $hbox 6 "bip_knee_L" 0.000 -2.250 -4.500 16.000 3.250 2.500 $hbox 6 "bip_foot_L" -2.000 -10.000 -3.000 2.000 2.000 3.000 $hbox 7 "bip_hip_R" 2.000 -4.000 -5.000 16.000 4.000 4.000 $hbox 7 "bip_knee_R" 0.000 -3.250 -4.500 16.000 2.250 2.500 $hbox 7 "bip_foot_R" -2.000 -2.000 -2.500 2.000 10.000 3.500 // Model uses material "engineer_red.vmt" // Model uses material "engineer_head_red.vmt" // Model uses material "madhand.vmt" // Model uses material "engineer_blue.vmt" // Model uses material "engineer_head_blue.vmt" // Model uses material "madhand_blu.vmt" // Model uses material "engineer_red_invun.vmt" // Model uses material "engineer_head_red_invun.vmt" // Model uses material "engineer_blue_invun.vmt" // Model uses material "engineer_head_blue_invun.vmt" $attachment "head" "bip_head" 0.00 -10.66 1.23 rotate 74.70 -90.00 -0.00 $attachment "flag" "bip_spine_2" 0.12 1.92 9.64 rotate 0.95 -6.92 -1.52 $attachment "exhaust" "bip_hand_R" -2.86 -0.54 2.68 rotate -37.72 -175.85 -11.65 $attachment "partyhat" "bip_head" 0.00 -9.26 -2.23 rotate 75.00 90.00 180.00 $includemodel "player/engineer_animations.mdl" $surfaceprop "flesh" $illumposition 1.347 -0.514 38.444 $sequence ref "ref" fps 30.00 $sequence ragdoll "ragdoll" ACT_DIERAGDOLL 1 fps 30.00 $ikchain rhand bip_hand_R knee 0.000 0.000 0.000 $ikchain lhand bip_hand_L knee 0.000 0.000 0.000 $ikchain rfoot bip_foot_R knee 0.000 0.000 0.000 $ikchain lfoot bip_foot_L knee 0.000 0.000 0.000 $collisionjoints "phymodel.smd" { $mass 100.0 $inertia 10.00 $damping 0.00 $rotdamping 12.00 $rootbone "bip_pelvis" $jointmassbias "bip_pelvis" 2.00 $jointrotdamping "bip_pelvis" 0.00 $jointconstrain "prp_cord" x limit -30.00 120.00 0.00 $jointconstrain "prp_cord" y limit -35.00 16.00 0.00 $jointconstrain "prp_cord" z limit -130.00 95.00 0.00 $jointmassbias "bip_hip_r" 0.80 $jointrotdamping "bip_hip_r" 4.00 $jointconstrain "bip_hip_r" x limit -45.00 25.00 0.00 $jointconstrain "bip_hip_r" y limit -80.00 35.00 0.00 $jointconstrain "bip_hip_r" z limit -25.00 25.00 0.00 $jointmassbias "bip_knee_r" 0.80 $jointrotdamping "bip_knee_r" 3.00 $jointconstrain "bip_knee_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_r" y limit 0.00 110.00 0.00 $jointconstrain "bip_knee_r" z limit 0.00 0.00 0.00 $jointmassbias "bip_foot_r" 0.75 $jointrotdamping "bip_foot_r" 7.00 $jointconstrain "bip_foot_r" x limit -10.00 35.00 0.00 $jointconstrain "bip_foot_r" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_r" z limit -42.00 24.00 0.00 $jointmassbias "bip_hip_l" 0.80 $jointrotdamping "bip_hip_l" 4.00 $jointconstrain "bip_hip_l" x limit -45.00 25.00 0.00 $jointconstrain "bip_hip_l" y limit -80.00 45.00 0.00 $jointconstrain "bip_hip_l" z limit -25.00 25.00 0.00 $jointmassbias "bip_knee_l" 0.80 $jointrotdamping "bip_knee_l" 3.00 $jointconstrain "bip_knee_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_knee_l" y limit 0.00 110.00 0.00 $jointconstrain "bip_knee_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_foot_l" 0.75 $jointrotdamping "bip_foot_l" 7.00 $jointconstrain "bip_foot_l" x limit -10.00 35.00 0.00 $jointconstrain "bip_foot_l" y limit -19.00 25.00 0.00 $jointconstrain "bip_foot_l" z limit -42.00 24.00 0.00 $jointmassbias "bip_spine_0" 1.60 $jointconstrain "bip_spine_0" x limit -8.00 55.00 0.00 $jointconstrain "bip_spine_0" y limit -15.00 15.00 0.00 $jointconstrain "bip_spine_0" z limit -25.00 25.00 0.00 $jointmassbias "bip_upperarm_r" 0.80 $jointrotdamping "bip_upperarm_r" 16.00 $jointconstrain "bip_upperarm_r" x limit -50.00 50.00 0.00 $jointconstrain "bip_upperarm_r" y limit -20.00 55.00 0.00 $jointconstrain "bip_upperarm_r" z limit -80.00 70.00 0.00 $jointmassbias "bip_lowerarm_r" 1.80 $jointrotdamping "bip_lowerarm_r" 4.00 $jointconstrain "bip_lowerarm_r" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" y limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_r" z limit -85.00 20.00 0.00 $jointmassbias "bip_upperarm_l" 0.80 $jointrotdamping "bip_upperarm_l" 16.00 $jointconstrain "bip_upperarm_l" x limit -50.00 50.00 0.00 $jointconstrain "bip_upperarm_l" y limit -20.00 55.00 0.00 $jointconstrain "bip_upperarm_l" z limit -70.00 80.00 0.00 $jointmassbias "bip_lowerarm_l" 1.80 $jointrotdamping "bip_lowerarm_l" 4.00 $jointconstrain "bip_lowerarm_l" x limit 0.00 0.00 0.00 $jointconstrain "bip_lowerarm_l" y limit -85.00 20.00 0.00 $jointconstrain "bip_lowerarm_l" z limit 0.00 0.00 0.00 $jointmassbias "bip_hand_l" 0.60 $jointrotdamping "bip_hand_l" 8.00 $jointconstrain "bip_hand_l" x limit -30.00 37.00 0.00 $jointconstrain "bip_hand_l" y limit -30.00 50.00 0.00 $jointconstrain "bip_hand_l" z limit -20.00 35.00 0.00 $jointmassbias "bip_neck" 1.60 $jointconstrain "bip_neck" x limit -30.00 30.00 0.00 $jointconstrain "bip_neck" y limit -50.00 50.00 0.00 $jointconstrain "bip_neck" z limit -26.00 23.00 0.00 $jointmassbias "bip_head" 2.50 $jointrotdamping "bip_head" 8.00 $jointconstrain "bip_head" x limit -25.00 8.00 0.00 $jointconstrain "bip_head" y limit -8.00 8.00 0.00 $jointconstrain "bip_head" z limit -15.00 15.00 0.00 $jointmassbias "bip_hand_r" 0.60 $jointrotdamping "bip_hand_r" 8.00 $jointconstrain "bip_hand_r" x limit -37.00 30.00 0.00 $jointconstrain "bip_hand_r" y limit -40.00 50.00 0.00 $jointconstrain "bip_hand_r" z limit -35.00 20.00 0.00 $jointconstrain "prp_legpouch" x limit -57.00 17.00 0.00 $jointconstrain "prp_legpouch" y limit -35.00 30.00 0.00 $jointconstrain "prp_legpouch" z limit -20.00 30.00 0.00 } $collisiontext { break { "model" "player\gibs\engineergib006" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib001" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib003" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib005" "health" "0" "fadetime" "10"} break { "model" "player\gibs\random_organ" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib002" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib004" "health" "0" "fadetime" "10"} break { "model" "player\gibs\engineergib007" "health" "0" "fadetime" "10"} } [/code] What can i remove/add ? Where did i made a mistake ? For record, the engineer is invisible in modelviewer, and purple checked ingame. And it does not use my gunslinger model...[/QUOTE] Try and base it on this Engineer instead: [url]http://dl.dropbox.com/u/2372797/NeoDement/CEngineer_Neo.rar[/url] (thanks to Rebaccus for making it, and Insaneicide for reuploading it)
Does anyone know how I can make a good hitbox/physmodel for my weapon so it doesnt fall half into the ground when people holding it die?
[QUOTE=Frying Dutchman;32198251]add some chest hair.[/QUOTE] Chest hair looks like someone gave him a Cleveland steamer
are you just making an australia shaped stain on his chest or are you giving it some hair grain detail?
[QUOTE=Sexy Robot;32197024][img]http://img200.imageshack.us/img200/7287/yoasd2.png[/img] Bang! And the witch is gone.[/QUOTE] Perhaps the barrel should be a [i]wand[/i], and the scope could include a crystal ball?
It needs to be a little bit taller IMO. A bit more like the Saxxy statue.
[QUOTE=Ducksink;32198364]Chest hair looks like someone gave him a Cleveland steamer[/QUOTE] A cleveland steamer in the shape of australia? skills. Also make that arm jiggleboned only on one axis please :O
I'll see if I can make some voice clips.
[QUOTE=NeoDement;32198313]Try and base it on this Engineer instead: [url]http://dl.dropbox.com/u/2372797/NeoDement/CEngineer_Neo.rar[/url] (thanks to Rebaccus for making it, and Insaneicide for reuploading it)[/QUOTE] If i decompile the engineer model you used for the hammerhand, will it work ? There's only the engineer's animations in the .rar. (or i'm missing something)
[QUOTE=NapyDaWise;32198616]If i decompile the engineer model you used for the hammerhand, will it work ? There's only the engineer's animations in the .rar. (or i'm missing something)[/QUOTE] I think the c_animations are broken by the MDLdecompiler, which is why he's giving you those ones.
wow I just gave you completely the wrong link wait a minute
How can I compile the model with working eyes? I really need a help.
[url]http://is.zombiedawn.net/engineer_recompile.zip[/url] This one. The other one was Daimao's c_ animation sources for the Engineer.
Hello there, Emporiumees. I would like your help, because i am creating a very large sound mod. I'd tell you what it was, but i'll let the pictures speak for itself. [IMG]http://i.imgur.com/SYa2a.png[/IMG] Now, i need help. I want to replace some Weapons Sound Effects, but in GCFScape, there is no "Weapons" Folder. Thusly, when i want to change a weapon sound effect, i'll have to get a mod of first, because i don't know what the file names are and thus won't be able to replace it. Any idea how to fix this?
in "team fortress 2 materials.gcf" go to "tf\sound\weapons"
[QUOTE=Raijin;32198891]in "team fortress 2 materials.gcf" go to "tf\sound\weapons"[/QUOTE] Oh, the [I]materials[/I].gcf Huh. That explains alot :v:
actually it brings up more questions than it answers.
[QUOTE=NateDude;32198901]Oh, the [I]materials[/I].gcf Huh. That explains alot :v:[/QUOTE] Don't worry, it annoyed the hell out of me too until I realized it was in the materials gcf.
[QUOTE=Sexy Robot;32197024][img]http://img200.imageshack.us/img200/7287/yoasd2.png[/img] Bang! And the witch is gone.[/QUOTE] Blow the wicked witch's evil head all over Kansas and Australia.
[img]http://speedcap.net/img/87892f754a306a60d60e1937cde52b88/1db82.png[/img] Nearly finished Red texture. Blu's on the way.
TF2 font on a texture is wrong, IMO.
[img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/d7a6a.png[/img] Whooo ! Better than nothing :V I'll try to fix the rest ! Thank you neodement !
[QUOTE=NeoDement;32198728][URL]http://is.zombiedawn.net/engineer_recompile.zip[/URL] This one. The other one was Daimao's c_ animation sources for the Engineer.[/QUOTE] That file is missing the hat bodygroup DMX file. Any chance of it turning up? I want to see if I can get an updated version of Idletard's tool belt helmet mod.
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