[QUOTE=Left_4_Pills;31683893]But Demoman...D-Demomen, would have been spamming dynamites and Medic has a huge fucking needle that probably doesn't go in your arm.[/QUOTE]
Knowing valve, the Dynamite would have been like the MIRV and the syringe would have functioned like the Medkit/Bioweapon.
I don't like either of those weapons. However, with the addition of the Disciplinary Action's "On-hit ally" attribute, I could see an "On-hit ally: Heal them" attribute working if they specifically tuned it so that it doesn't get annoying to use or severely outclass the Medigun. A sort of burst healing to be used in dire situations and isn't easily spammable without putting yourself at risk (unless you're in friendly territory).
[QUOTE=TacticalBacon;31683895]The AR looks more like a BAR to me.[/QUOTE]
It's a BAR with a large than average magazine and modified stock. Looks like it was just supposed to be a generic automatic rifle in the period style, which makes the BAR's design perfect.
[img]http://gyazo.com/624975bab1e7f54d8761cd1aa6f08338.png[/img]
Fits, I could make the pump fit better but it looks fine in First Person.
-snip-
Gotta stop posting progress shots in the middle of drama. I'll repost them later when all this cools down
[QUOTE=Psychopath12;31683946]Knowing valve, the Dynamite would have been like the MIRV and the syringe would have functioned like the Medkit/Bioweapon.
I don't like either of those weapons. However, with the addition of the Disciplinary Action's "On-hit ally" attribute, I could see an "On-hit ally: Heal them" attribute working if they specifically tuned it so that it doesn't get annoying to use or severely outclass the Medigun. A sort of burst healing to be used in dire situations and isn't easily spammable without putting yourself at risk (unless you're in friendly territory).[/QUOTE]
The weapon designs themselves may not be the best, but they fit the class a hell of a lot better than a sword and shield or a head bust melee weapon.
[QUOTE=Eeshton;31683691]You're telling me to basically scrap an entire week's worth of progress just because you say so, how is telling me to scrap a project helping me in anyway, quitting a project never helped anyone, especially since you're telling me relearn anything nullifying the "learned something" argument.[/QUOTE]
You are being pretty abrasive about people giving you crit.
On the topic of scrapping a project, I've remodeled my deputy badge four times, the spyswatter at least three times, pipe cleaner twice, horrendous head hook was remodeled three times as well, my lego cap took three times to get right as well. Most of the time you don't get a model right, you have to start over, and that's just the way it is. No real way around it unless you save every time in a different save, which would consume alot of disc space. Then again, I'm a n00b :V what do I know?
[QUOTE=Eeshton;31683961][img]http://gyazo.com/624975bab1e7f54d8761cd1aa6f08338.png[/img]
Fits, I could make the pump fit better but it looks fine in First Person.[/QUOTE]
A'ight lemme help you out.Stock is not meant to be that large,in any case.Its used for aimed shots,and its supposed to be balanced out.Now take a look at your stock.Then a normal stock.Then back at yours.See the difference?
[QUOTE=Eeshton;31683961][img]http://gyazo.com/624975bab1e7f54d8761cd1aa6f08338.png[/img]
Fits, I could make the pump fit better but it looks fine in First Person.[/QUOTE]
It looks like he's holding a log, please listen to our advice.
[QUOTE=Megafanx13;31683742]one-shot grenade launcher might've been an interesting idea for Demoman.[/QUOTE]
it would me pretty useless unless it would do massive damage.
[QUOTE=Psychopath12;31683946]Knowing valve, the Dynamite would have been like the MIRV and the syringe would have functioned like the Medkit/Bioweapon.
I don't like either of those weapons. However, with the addition of the Disciplinary Action's "On-hit ally" attribute, I could see an "On-hit ally: Heal them" attribute working if they specifically tuned it so that it doesn't get annoying to use or severely outclass the Medigun. A sort of burst healing to be used in dire situations and isn't easily spammable without putting yourself at risk (unless you're in friendly territory).[/QUOTE]
Medic is cool an all but after watching Meet the Medic, I would not want him near my body ._.
wake up with a gun on my groin...actually that's not a pretty bad idea...MEDIC!?!?
Now I'm kinda scared to post my progress. :<
[img]http://i52.tinypic.com/yp7on.jpg[/img]
The wires are pretty high poly right now, so I might go back and redo them. Other than that I think I'm ready to unwrap. Yay/nay?
[QUOTE=Roxerg;31684010]it would me pretty useless unless it would do massive damage.[/QUOTE]
There was a really good skin on FPSB for a 4-shot pump-action grenade launcher (The EX-41) that looked similar to the M79, but it became broken with the c_model update.
[editline]11th August 2011[/editline]
[QUOTE=Roxerg;31684010]it would me pretty useless unless it would do massive damage.[/QUOTE]
They did something like this with the Loch-n-Load, just 2 shots instead of 1.
[QUOTE=Sie-Sveinhund;31682862]Okay, so the skin is complete, in blue, amber, and classic green versions. Only problem is the self illumination. The program I use for skinning doesn't really support alpha maps all too well. So, again, I need a volunteer to restore the self illumination, as well as take some model viewer renders for me.
If this isn't done I simply can't release.[/QUOTE]
Reposting because the skin itself is great and I dearly want to release it, but this major flaw will bug me if it isn't fixed.
[QUOTE=Sie-Sveinhund;31684112]Reposting because the skin itself is great and I dearly want to release it, but this major flaw will bug me if it isn't fixed.[/QUOTE]
I might be able to help you out with that.
[QUOTE=Megafanx13;31684126]I might be able to help you out with that.[/QUOTE]
Please do, i'd love to see this released.
[QUOTE=Sie-Sveinhund;31684112]Reposting because the skin itself is great and I dearly want to release it, but this major flaw will bug me if it isn't fixed.[/QUOTE]
The Source engine's VMTs supports something called is called a $selfillummask. It basically is a black and white image with no alpha that tells what to illuminate and what to keep dark. The whiter it is on the mask, the more lit it is. It works the same as a $basetexture command:
[code]
"$selfillum" "1"
"$selfillummask" "<location>"[/code]
Reposting for last time, I really liked this one, amongst many I adored such as the Aperture Rocket launcher, Clever Girl, and the Heart attack on a gun. Thanks Barron, Spark and Sexy.
[URL=http://filesmelt.com/][IMG]http://filesmelt.com/dl/boom_0013.jpg[/IMG][/URL]
[QUOTE=Left_4_Pills;31684014]Medic is cool an all but after watching Meet the Medic, I would not want him near my body ._.
wake up with a gun on my groin...actually that's not a pretty bad idea...MEDIC!?!?[/QUOTE]
I wonder who touched your gun v:v:v
Anyway, anyone want to bite on the Scissorman's shears (broken) with Saxxy animations for Pyro idea?
Seeing as i really want to work on a new idea i just came out with (EXTERMINATE EXTERMINATE) I am releaseing my rupee mod now. If there are any problems, please tell me. (This was the first thing i put in tf2) [URL="http://www.mediafire.com/?4yi0acqwsg5iyfs"][IMG]http://i.imgur.com/Xlswy.png[/IMG][/URL]
Edits: :(
[QUOTE=Corndog Ninja;31678237][B][url=http://wiki.teamfortress.com/w/images/d/da/Medic_helpme02.wav]I need some help, guys![/url][/B]
I'm trying to get my first model ingame, but it just isn't working, plain and simple.
I made Rayman's shoes to replace the Essential Accessories. The texture is teamcolored, and I made the model in 3DS Max.
[img]http://gyazo.com/6776ed88559b64b4581baf09795c958a.png[/img]
I rigged the shoes to the foot, toe, and toe_end bones, and then exported to .smd
[img]http://gyazo.com/2460ba3f9afabcbae75d76727fe937a7.png[/img]
I tried to follow Mnemo's instructions as far as creating files.
[img]http://gyazo.com/18ecc54fb243803e01fb82e9bf4aa218.png[/img]
Here's my .qc
[code]$cd "C:\Program Files (x86)\steam\steamapps\corndogninja\team fortress 2\tf\models\player\items\scout"
$modelname "player\items\scout\raymanshoe.mdl"
$includemodel "player\items\raymanshoe.mdl"
$model "Body" "raymanshoes.smd"
$cdmaterials "\models\player\items\scout\"
$texturegroup skinfamilies {{"materials\models\player\items\scout\raymanshoe_red.vmt"}{"raymanshoe_blu.vmt"}}
$hboxset "default"
$hbox 0 "bip_foot_L"
$hbox 0 "bip_toe_L"
$hbox 0 "bip_toeEnd_L"
$hbox 0 "bip_foot_R"
$hbox 0 "bip_toe_R"
$hbox 0 "bip_toeEnd_R"
// Model uses material "materials\models\player\items\scout\raymanshoe_red.vmt"
// Model uses material "raymanshoe_blu.vmt"
$surfaceprop "wood"
$illumposition 0.349 0.000 80.672
$sequence idle "idle" fps 30.00[/code]
But, nothing's working. I can't get it to show up in itemtest, let alone ingame. I've been working on this for days without any success, and I've posted questions before without answers. Please, [I]please,[/I] give me a hand here?[/QUOTE]
I hope I'm late but you need to change $modelname "player\items\scout\raymanshoe.mdl" to $modelname "player\items\scout\mnc_mascot_outfit.mdl"
[QUOTE=Captain Chalky;31684248]I just got the greatest idea for Halloween! [B]Heavy Scissorhands[/B]! It [B]has to[/B] be done![/QUOTE]
i want my scarecrow mask, dammit
someone do that
Reposting since it seems like the drama cooled down...
The Lava Spitter (still no concepts)
[thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D%20Modeling/lavaspitter_2.png[/thumb]
[thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D%20Modeling/lavaspitter_2_1.png[/thumb]
[thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D%20Modeling/lavaspitter_2_2.png[/thumb]
[thumb]http://i621.photobucket.com/albums/tt299/Grenade1950/3D%20Modeling/lavaspitter_2_3.png[/thumb]
[QUOTE=Void Skull;31684285]i want my scarecrow mask, dammit
someone do that[/QUOTE]
I know how you feel, btw you didn't want to texture the pack Von me and you were doing?
[QUOTE=lemonade1950;31684289]Reposting since it seems like the drama cooled down...
The Lava Spitter (still no concepts)
[/QUOTE] Loving the curved handle and overall design!
[QUOTE=Szraneraxtq;31684150]The Source engine's VMTs supports something called is called a $selfillummask. It basically is a black and white image with no alpha that tells what to illuminate and what to keep dark. The whiter it is on the mask, the more lit it is. It works the same as a $basetexture command:
[code]
"$selfillum" "1"
"$selfillummask" "<location>"[/code][/QUOTE]
I'd like to keep the amount of textures as low as possible to save filesize but I will try this. Completely slipped my mind.
[QUOTE=Captain Chalky;31684248]I just got the greatest idea for Halloween! [B]Heavy Scissorhands[/B]! It [B]has to[/B] be done![/QUOTE]
I don't see that as really fitting for the Heavy...unless it was like, Medic's experiment on him or something :v:
[QUOTE=Quinnjdq;31684307]Loving the curved handle and overall design![/QUOTE]
The handle and the trigger were the toughest things to actually make, if you ask me. The handle still came out rather simple. I'm not good at those... I need more practice in making GUNS instead of hats and melees
-snip-
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