• TF2 Emporium XL
    10,904 replies, posted
Idea for Heavy Halloween snack "The Necromnomnomicon's Recipe"/"Cthulu's Breakfast" It's a horrible tentacled eldritch abomination inbetween two slices of bread. The creature itself would have tons of tentacles and eyes, and could look around or have animated tentacles. "Necromnomnomicon" is a combination of "Necromicon", a fictional book that can summon Elder Gods and "Om Nom Nom". "Cthulu's Breakfast" is obvious but it's easier to say/read
An idea for the Splended Screen and Scimitar. [img]http://img97.imageshack.us/img97/1712/thunderon.png[/img] THUNDER!
[QUOTE=PSI Guy;31739022]Idea for Heavy Halloween snack "The Necromnomnomicon's Recipe"/"Cthulu's Breakfast" It's a horrible tentacled eldritch abomination inbetween two slices of bread. The creature itself would have tons of tentacles and eyes, and could look around or have animated tentacles. "Necromnomnomicon" is a combination of "Necromicon", a fictional book that can summon Elder Gods and "Om Nom Nom". "Cthulu's Breakfast" is obvious but it's easier to say/read[/QUOTE] if were a necromicon it should be a book.' because books are tasty.
[QUOTE=Petachepas;31737697]I´M SPAMOMAN, KING OF SPAMELOT, AND THIS IS ASSCALIBUR! OBVIOUSLY I´M THE CHOOSEN ONE [IMG]http://img856.imageshack.us/img856/7391/asscalibur.png[/IMG] [IMG]http://img851.imageshack.us/img851/2272/spamomankingofspamelot.png[/IMG] Only for fun. The rock looks odd because of the lighting, it´s a great rock. Good job, rock[/QUOTE] i'd use that
[QUOTE=Supacasey;31737731]Nope. [img]http://img198.imageshack.us/img198/4463/993d6ebc5a289679b9db7ec.png[/img][/QUOTE] "[b]I[/b] use a brand new, bolt-action rifle with a custom scope and my own charging mechanism. What do [b]YOU[/b] use?" "Oh, nothing much. just this." "..." "...Is there a reason your pants just sank lower?"
[QUOTE=Roxerg;31739096]i'd use that[/QUOTE] Yeah. Finish it. I'll download the shit out of it.
[QUOTE=Dirt Bastard;31739093]if were a necromicon it should be a book.' because books are tasty.[/QUOTE] Didn't someone suggest that under the name "The Food for Thought"?
TF2 Emporium - Intoxicated Edition! Only drunk modelers may apply.
I don't care if people get tired of the whole "Engineer is from Texas" thing lol, I'm making a bolotie. [img]http://i.imgur.com/CsmBo.png[/img] edit: lol pageking and goodnight.
Until I can come up with something original I've been working on this Big Choppa. If I finish it, it will probably be a pyro melee replacement, maybe demoman too. [img]http://i279.photobucket.com/albums/kk144/jacen91/disismechoppa.png[/img]
[QUOTE=Jacen;31739576]Until I can come up with something original I've been working on this Big Choppa. If I finish it, it will probably be a pyro melee replacement, maybe demoman too. [img]http://i279.photobucket.com/albums/kk144/jacen91/disismechoppa.png[/img][/QUOTE] I demand a Big Shoota for the heavy.
No, the heavy needs a Deff Gun. :v:
[QUOTE=NeoDement;31733616]a drunk pietony is on mic [url]http://www.livestream.com/pies_house[/url][/QUOTE] Fuck why did I miss this
[QUOTE=Ducksink;31739875]Fuck why did I miss this[/QUOTE] because you are NOT COOL ENOUGH.
[QUOTE=Pie_Tony;31739962]because you are NOT COOL ENOUGH.[/QUOTE] Just shut up and get drunk again
[QUOTE=Ducksink;31739984]Just shut up and get drunk again[/QUOTE] Well I might do it tonight or tomorrow. Don't expect more after that though for a long while.
[QUOTE=Pie_Tony;31739995]Well I might do it tonight or tomorrow. Don't expect more after that though for a long while.[/QUOTE]] Troubles with the wife huh
So I heard that Blender doesn't go well with animations, and I thought "Heh, it can't be that bad!" It is. [code]$cd "C:\Steam\steamapps\fissionmetroid101\team fortress 2\tf\models\items\" $modelname "items\plate.mdl" $model "body" "plate.smd" //$model "body" "plate_reference.smd" $cdmaterials "\models\items\" $cdmaterials "\models\player\gibs" //$hboxset "default" //$hbox 0 "cube" -12.243 -10.801 -12.305 12.368 0.000 12.305 // Model uses material "c_sandwich.vmt" // Model uses material "plate.vmt" $surfaceprop "plastic" $illumposition 0.042 -0.000 7.025 $sequence idle "idle" loop fps 10.00 $collisionmodel "phymodel.smd" { $concave $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] What can I do to get the spinning effect to work?... Or is it a problem with the model?
[media]http://www.youtube.com/watch?v=fS91YUKmV5Y&feature=channel_video_title[/media] smoothing groups
[QUOTE=Szraneraxtq;31740263]So I heard that Blender doesn't go well with animations, and I thought "Heh, it can't be that bad!" It is. [code]$cd "C:\Steam\steamapps\fissionmetroid101\team fortress 2\tf\models\items\" $modelname "items\plate.mdl" $model "body" "plate.smd" //$model "body" "plate_reference.smd" $cdmaterials "\models\items\" $cdmaterials "\models\player\gibs" //$hboxset "default" //$hbox 0 "cube" -12.243 -10.801 -12.305 12.368 0.000 12.305 // Model uses material "c_sandwich.vmt" // Model uses material "plate.vmt" $surfaceprop "plastic" $illumposition 0.042 -0.000 7.025 $sequence idle "idle" loop fps 10.00 $collisionmodel "phymodel.smd" { $concave $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] What can I do to get the spinning effect to work?... Or is it a problem with the model?[/QUOTE] Blender should be fine with animations, I never worked with them on source, but I do know that they should work normally
[QUOTE=Ducksink;31740309]Blender should be fine with animations, I never worked with them on source, but I do know that they should work normally[/QUOTE] Well I experimented, and I found that the decompiled .smd file works when recompiled. However, the one I used in my .smd doesn't, so I think there's a problem when it gets imported into Blender.
[QUOTE=Szraneraxtq;31740335]Well I experimented, and I found that the decompiled .smd file works when recompiled. However, the one I used in my .smd doesn't, so I think there's a problem when it gets imported into Blender.[/QUOTE] have you parented the vertex group to the bone and added the $hbox for it in the .qc?
[QUOTE=Batandy;31740343]have you parented the vertex group to the bone and added the $hbox for it in the .qc?[/QUOTE] The entire model is parented to a bone called "cube" like the vanilla model, and I had to remove the $hbox lines to prevent a problem with the compiling: [code]ERROR: cannot find bone cube for bbox ERROR: Aborted Processing on 'items\plate.mdl'[/code]
[QUOTE=Batandy;31740306][media]http://www.youtube.com/watch?v=fS91YUKmV5Y&feature=channel_video_title[/media] smoothing groups[/QUOTE] I think the name should be "Faster Blaster" Looks nice btw.
[QUOTE=Szraneraxtq;31740360]The entire model is parented to a bone called "cube" like the vanilla model, and I had to remove the $hbox lines to prevent a problem with the compiling: [code]ERROR: cannot find bone cube for bbox ERROR: Aborted Processing on 'items\plate.mdl'[/code][/QUOTE] that error means that the bone cannot be found because it's not parented to anything, and it's probably the same reason that causes the animation not to work. Join the vertex group to the bone that controls the spinning sequence, then put it again on the qc and try to compile it.
[QUOTE=Batandy;31740500]that error means that the bone cannot be found because it's not parented to anything, and it's probably the same reason that causes the animation not to work. Join the vertex group to the bone that controls the spinning sequence, then put it again on the qc and try to compile it.[/QUOTE]They already were assigned to cube, but apparently if you don't use Ctrl+P with Empty Vertex Groups again it doesn't work. So with that, I can now say that it is fixed! Thanks man. [img]http://img62.imageshack.us/img62/7020/renderm.png[/img]
uh, lovely! i can't wait for an epic heart eating party
Simple, easy idea while I wait for Mariner to send me the files for my Bionicle head. [img]http://i.imgur.com/wocVs.png[/img] Before you start nagging me, yes, I know that's not how a bullet would really work, but it's more for recognizability than anything. Sitting at under 400 faces right now. [editline]15th August 2011[/editline] As for its size - I took a photo of a .50 cal bullet I have laying around, modeled it, then scaled it up to roughly the size of the bullets on the Heavy's ammo belt.
[QUOTE=NeoDement;31738319]I started texturing the toony carbine; edge highlights everywhere (except a few bits, I'm tired) [thumb]http://dl.dropbox.com/u/900111/carbinetexturestart.jpg[/thumb] There's a massive red cross on the heat shield because I haven't started on it... I need to do something about it's shape, but I'm not too sure what. Definitely not the finger grip type bits. They shade so strangely in the viewmodel due to the extreme angle.[/QUOTE] You could try checking out the [url=http://developer.valvesoftware.com/wiki/Phong_materials#Phong_Fresnel_ranges]fresnel ranges[/url] in the vmt, since that's the thing they control... I think. If not, you could try out some other front part designs, even if they're not accurate to the gun. something like [img]http://i.imgur.com/oKY0M.jpg[/img]
[QUOTE=biodude94566;31740924][img]http://i.imgur.com/wocVs.png[/img][/QUOTE] [thumb]http://flupl.com/b/0610vzfq.png[/thumb]
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