W-Wait, we can rig to facial flexes, now?
[img]http://images1.makefive.com/images/entertainment/movies/best-james-bond-bad-guys/jaws-7.jpg[/img]
[I]This is [B]MINE[/B] now.[/I]
All I need to do is learn to rig...
While you guys are mostly modelers, I guess some of you have to know some stuff about Hammer. Does anyone have any idea why this series of [URL="http://i.imm.io/d5we.png"]smooth displacement transitions[/URL] turns into [URL="http://i.imm.io/d5yH.png"]this horrifying sight[/URL] in-game?
[QUOTE=Pie_Tony;33772224]Plus the promo could be 10,000 times better.
Actually having a model viewer image of it would do well, and having the heavy have his actual eyes rather then the heavy texture.[/QUOTE]
Actually the model of pocket snack isnt half-finished, only the picture is.
So I am sorry for that :( I wanted to put it on Workshop yesterday so I made just quick picture.
And I also made blue and red version today :)
Here are my new versions of Preview picture to workshop. Can you help me to decide? (agree, disagree, funny)
[IMG]http://s12.postimage.org/58p6wv0fw/whichone1.jpg[/IMG]
[QUOTE=Deodorant;33779707]While you guys are mostly modelers, I guess some of you have to know some stuff about Hammer. Does anyone have any idea why this series of [URL="http://i.imm.io/d5we.png"]smooth displacement transitions[/URL] turns into [URL="http://i.imm.io/d5yH.png"]this horrifying sight[/URL] in-game?[/QUOTE]
By the looks of it (at least in game, I can't tell with your Hammer shot) you're intersecting your displacements. That could be potentially hazardous when it comes to lighting calculations. You should aim to have your displacements all "sewn" together, consisting of multiple similar-sized quadrants.
[img]http://dl.dropbox.com/u/19306897/hammer.jpg[/img]
If that's not the problem, I'm afraid I don't have a clue. The cliff texture appears fine, so it might just have something to do with the snow's .vmt. Have you tried another texture in it's place?
[QUOTE=Degen;33779902]Actually the model of pocket snack isnt half-finished, only the picture is.
So I am sorry for that :( I wanted to put it on Workshop yesterday so I made just quick picture.
And I also made blue and red version today :)
Here are my new versions of Preview picture to workshop. Can you help me to decide? (agree, disagree, funny)
[img]http://s12.postimage.org/rxedwfhto/whichone1.jpg[/img][/QUOTE]
I think you're supposed to put it on the workshop AFTER you've finished it.
And I seem to have fixed your image
[QUOTE=Pie_Tony;33780166]I think you're supposed to put it on the workshop AFTER you've finished it.
And I seem to have fixed your image[/QUOTE]
Yes, you are right. Next time, I will put it on workshop after I create good preview picture.
[QUOTE=Urser;33780058]By the looks of it (at least in game, I can't tell with your Hammer shot) you're intersecting your displacements. That could be potentially hazardous when it comes to lighting calculations. You should aim to have your displacements all "sewn" together, consisting of multiple similar-sized quadrants.
[img]http://dl.dropbox.com/u/19306897/hammer.jpg[/img]
If that's not the problem, I'm afraid I don't have a clue. The cliff texture appears fine, so it might just have something to do with the snow's .vmt. Have you tried another texture in it's place?[/QUOTE]
Oh crud. Yep, that's definitely the problem. The whole 'same size or half size' system is pretty restrictive, so I figured I could use batches of sewn together displacements with appropriate sizes, and then intersect the transitions between them. I have two relatively huge displacements for most of the ground, a line of smaller displacements for the detailed walking part, and some box-shaped stuff for the higher sections. So, now I have to delete everything and remake it with some tetris-like puzzling as a bonus difficulty?
Oh, and a little question... Which method did you use to create those narrowing wall displacements in version 2? _I've only had reason to use the clipping tool for creating nonquadratic shapes this far, so I haven't really learned the alternative ways, but I guess using clipping in that situation would have terrible results.
[QUOTE=Deodorant;33780209]Oh crud. Yep, that's definitely the problem. The whole 'same size or half size' system is pretty restrictive, so I figured I could use batches of sewn together displacements with appropriate sizes, and then intersect the transitions between them. I have two relatively huge displacements for most of the ground, a line of smaller displacements for the detailed walking part, and some box-shaped stuff for the higher sections. So, now I have to delete everything and remake it with some tetris-like puzzling as a bonus difficulty?[/QUOTE]
Oh, well, having the displacements different sizes isn't going to cause any catastrophic side effects (like that lighting bug that appears to be occurring), but it's mainly a guideline to keep some aesthetic consistency (and so you won't run into any problems with triangles and unsewable patches).
But yeah, try to at least block out the general shape of your cliffs, paths, etc. with brushes. Use the clipping tool and vertex manipulation tool to help with slight inclinations and sharp angles (but make sure that each side being turned into a displacement is a quadrant - no triangles, etc) and that will hopefully fix any lighting errors. Also if you notice any unconnected seams, thorough brushwork will ensure that you can just sew it right up.
when compiling using itemtest... does it remove the parameter that adds in crit-boost glow?
Because since the workshop has started, no community weapon has glowed when crit-boosted.
Well, shit. This guy improved his textures and added multiple styles to the gun.
[img]http://dl.dropbox.com/u/51576423/blog_Maxim.jpg[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5402[/url]
Can't see shit cap'n!
[img]http://dl.dropbox.com/u/1835520/models/hair1.jpg[/img]
[QUOTE=Grimhound;33780373]Well, shit. This guy improved his textures and added multiple styles to the gun.
pictures
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5402[/url][/QUOTE]
Style 3 is best.
[QUOTE=Grimhound;33780373]Well, shit. This guy improved his textures and added multiple styles to the gun.
[/QUOTE]
It also has plenty of jigglebones.
[url]http://www.youtube.com/watch?v=fweDBlvLNC0[/url]
[QUOTE=NapyDaWise;33780553][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/5cc76dda.png[/img]
Reanimator's backpack.[/QUOTE]
Yay! I don't know what this is but yay!
Also, dat low poly solly. Or Pyro, I think.
fuck you grordbort
[img]http://i.imgur.com/eCFuo.jpg[/img]
[url=http://tf2mods.net/mod.php?id=322][img]http://i.imgur.com/UzoSB.png[/img][/url]
[url=http://tf2mods.net/mod.php?id=321][img]http://i.imgur.com/e83Ac.png[/img][/url]
[QUOTE=Svdl;33780862]fuck you grordbort
[img]http://i.imgur.com/eCFuo.jpg[/img]
[url=http://tf2mods.net/mod.php?id=322][img]http://i.imgur.com/UzoSB.png[/img][/url]
[url=http://tf2mods.net/mod.php?id=321][img]http://i.imgur.com/e83Ac.png[/img][/url][/QUOTE]
My body wasn't ready.
[QUOTE=El Fonz0;33780860]Yay! I don't know what this is but yay!
Also, dat low poly solly. Or Pyro, I think.[/QUOTE]
It's the medic. And it's not low poly, just edgesplit'd
[QUOTE=El Fonz0;33780860]Yay! I don't know what this is but yay!
Also, dat low poly solly. Or Pyro, I think.[/QUOTE]
It's a Medic.
[QUOTE=Svdl;33780862]fuck you grordbort
[img]http://i.imgur.com/eCFuo.jpg[/img]
[url=http://tf2mods.net/mod.php?id=322][img]http://i.imgur.com/UzoSB.png[/img][/url]
[url=http://tf2mods.net/mod.php?id=321][img]http://i.imgur.com/e83Ac.png[/img][/url][/QUOTE]
I don't use other peoples' mods.
But now I do.
did you contribute those? They're nice models
[QUOTE=NapyDaWise;33780902]It's the medic. And it's not low poly, just edgesplit'd[/QUOTE]
Ah. Okay then. It's not low poly, just edgespilt'd.
Whatever that means.
[QUOTE=Captain Chalky;33780933]I hope you don't mean that. Even if their stuff doesn't fit in the world of TF2, they are still beautiful.[/QUOTE]
Yes.
[QUOTE=ned_ballad;33780942]did you contribute those? They're nice models[/QUOTE]
No, not yet, I'm not sure if there's room in the game for more laser guns for the Soldier, but I guess it uploading them wouldn't hurt.
[QUOTE=Svdl;33780980]
No, not yet, I'm not sure if there's room in the game for more laser guns for the Soldier, but I guess it uploading them wouldn't hurt.[/QUOTE]
As much as I dislike in-game reskins if these two got in I'd prefer to use it to the Cowmangler and the Bison.
[QUOTE=Svdl;33780862]fuck you grordbort
[img]http://i.imgur.com/eCFuo.jpg[/img]
[url=http://tf2mods.net/mod.php?id=322][img]http://i.imgur.com/UzoSB.png[/img][/url]
[url=http://tf2mods.net/mod.php?id=321][img]http://i.imgur.com/e83Ac.png[/img][/url][/QUOTE]
Does that laser gun utilize paint proxies like the CM5k does or no?
Yeah, it does.
snip
^
Why.
-snippy-
[QUOTE=Svdl;33780980]
No, not yet, I'm not sure if there's room in the game for more laser guns for the Soldier, but I guess it uploading them wouldn't hurt.[/QUOTE]
There is room for new weapons as long as thought is put into the mechanics. If not, they work as a reskin.
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