• Emporium XLII
    3,503 replies, posted
Finally uploaded this to the workshop, feel free to vote. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=5989][IMG]http://i.imgur.com/BMaqZ.png[/IMG][/url]
[QUOTE=Evil_Knevil;33996371]Finally uploaded this to the workshop, feel free to vote. [url=http://steamcommunity.com/sharedfiles/filedetails/?id=5989][IMG]http://i.imgur.com/BMaqZ.png[/IMG][/url][/QUOTE] I bet svdl approves highly.
[IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/0959bc4f.png[/IMG][IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/ab1cb3d1.png[/IMG]
heh, the "Censored Identity"
Was thinking something like "witness's protector"
Really? I was thinking more "Identity Crisis".
whatever it's called, it's a clever idea
[QUOTE=pogothemunty;33996632][IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/0959bc4f.png[/IMG][IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/ab1cb3d1.png[/IMG][/QUOTE] It looks great now! Could you make a short video of walking around it, so we how it looks from gradually shifting angles? Also, everyone will combine it with this if both items get into the game. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=4707"][IMG]http://cloud.steampowered.com/ugc/614969358085684954/74B172B8799D052CE37D5190C989141C0523EDCA/[/IMG][/URL]
So I actually went out of my way and downloaded Cornwaffle's thingy. Here's the vmt [code]"VertexlitGeneric" { "$baseTexture" "models/player/items/all_class/polycount_badge.vtf" "$bumpmap" "models/player/items/all_class/polycount_badge_normal.vtf" "$phong" ".1" "$phongexponent" "8" "$phongboost" "2" // "$lightwarptexture" "models/lightwarps/weapon_lightwarp" "$phongfresnelranges" "[.25 1 4]" "$bumpmapalphaphongmask" "1" "$envmap" "env_cubemap" "$envmaptint" "[1.2 1.2 1.2]" "$normalmapalphaenvmapmask" 1 // Rim lighting parameters "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } } [/code] As you can see the problem is his $envmaptint which he has turned up to 120%. Let's turn it down to, say, jarate level, 30% [IMG]http://speedcap.net/img/b411f99db48e9342c5aa6f981c1c4b99/c745c092.png[/IMG] Much better. Still could be less but you get the point. Other problems of note, you turned $phong down when it's a boolean, you want $phongboost for that.
[QUOTE=Deodorant;33997150]It looks great now! Could you make a short video of walking around it, so we how it looks from gradually shifting angles? Also, everyone will combine it with this if both items get into the game. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=4707"][IMG]http://cloud.steampowered.com/ugc/614969358085684954/74B172B8799D052CE37D5190C989141C0523EDCA/[/IMG][/URL][/QUOTE] That's just pure genius.
Hey can some make the industrial festivizer lights work like that of a festive weapon's?
[QUOTE=Venezuelan;33997756]So I actually went out of my way and downloaded Cornwaffle's thingy. Here's the vmt [code]"VertexlitGeneric" { "$baseTexture" "models/player/items/all_class/polycount_badge.vtf" "$bumpmap" "models/player/items/all_class/polycount_badge_normal.vtf" "$phong" ".1" "$phongexponent" "8" "$phongboost" "2" // "$lightwarptexture" "models/lightwarps/weapon_lightwarp" "$phongfresnelranges" "[.25 1 4]" "$bumpmapalphaphongmask" "1" "$envmap" "env_cubemap" "$envmaptint" "[1.2 1.2 1.2]" "$normalmapalphaenvmapmask" 1 // Rim lighting parameters "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } } [/code] As you can see the problem is his $envmaptint which he has turned up to 120%. Let's turn it down to, say, jarate level, 30% [IMG]http://speedcap.net/img/b411f99db48e9342c5aa6f981c1c4b99/c745c092.png[/IMG] Much better. Still could be less but you get the point. Other problems of note, you turned $phong down when it's a boolean, you want $phongboost for that.[/QUOTE] page peasant repost
[QUOTE=Inspecter;33997831]Hey can some make the industrial festivizer lights work like that of a festive weapon's?[/QUOTE] Looking into it. who's the creator of the festivizer by the way? anyone from here?
[QUOTE=psyke;33998087]Looking into it. who's the creator of the festivizer by the way? anyone from here?[/QUOTE] [url=http://steamcommunity.com/id/crazy-g]Crazy-G[/url].
It's Crazy-g He's around sometimes. [editline]1:35[/editline] darn, late
[QUOTE=Toastador;33998135]It's Crazy-g He's around sometimes. [editline]1:35[/editline] darn, late[/QUOTE] Mustache time. Also, has anybody made a sten for the sniper using those new fancy-smancy side loading animations?
I spent today making this. What do you think? IF you have any suggestions for improvements, or criticism, please let me know. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=5991"][IMG]http://cloud.steampowered.com/ugc/630735048428977610/A2DAC08B5E4B0CF3D4933F102446140516E79BE6/[/IMG][/URL]
[QUOTE=thecuntsman;33998567]I spent today making this. What do you think? IF you have any suggestions for improvements, or criticism, please let me know. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=5991"][IMG]http://cloud.steampowered.com/ugc/630735048428977610/A2DAC08B5E4B0CF3D4933F102446140516E79BE6/[/IMG][/URL][/QUOTE]Nice, but too many different colors for such a small item. I suggest changing the tape to masking tape so it more or less matches the cardboard.
[QUOTE=pogothemunty;33996632][IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/0959bc4f.png[/IMG][IMG]http://speedcap.net/img/c64f6a257f284e2d75634be3955dccbd/ab1cb3d1.png[/IMG][/QUOTE] I was thinking of another way of doing it, how about make it transparent, and apply a normal map that looks like this: [URL=http://imageshack.us/photo/my-images/831/normalmaprefraction.png/][IMG]http://img831.imageshack.us/img831/1959/normalmaprefraction.png[/IMG][/URL] Then apply it a refraction material.
Testing to see if something like tattoos can work. [img]http://i40.tinypic.com/jj2u60.jpg[/img] Sandvich image is just for test. It would go down to his lower arm but ran into problems with that.
Progress on my Heartbreaker: [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_fpv_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_frontleft_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_right_1-1-12.JPG[/img] Any further suggestions for the model itself before I move on? I will be adding a lot of details with a normal map ala the Ambassador. After that is texturing and fine-tuning the rigging, then the arrow, then the quiver.
[QUOTE=Rozzy85;33999103]Testing to see if something like tattoos can work. [img]http://i40.tinypic.com/jj2u60.jpg[/img] Sandvich image is just for test. It would go down to his lower arm but ran into problems with that.[/QUOTE] [IMG]http://tattooculture.ro/Celebrity_Tattoos/Viggo%20Mortenson%20Eastern.jpg[/IMG]
[QUOTE=Mico27;33999020]I was thinking of another way of doing it, how about make it transparent, and apply a normal map that looks like this: [URL=http://imageshack.us/photo/my-images/831/normalmaprefraction.png/][IMG]http://img831.imageshack.us/img831/1959/normalmaprefraction.png[/IMG][/URL] Then apply it a refraction material.[/QUOTE] That wouldn't pixelate it though, only shift parts of it. I remember the water refraction causing an effect what you're after when playing in dxlevel 8, perhaps there is a way to replicate it.
Just wondering how difficult it would be to sort of merge two items together as a model so they can both be worn using only one slot. I want to do this with my Pyromancer's and Fallen Angel in order to wear a nice hat with the two.
[QUOTE=Deodorant;33997150]It looks great now! Could you make a short video of walking around it, so we how it looks from gradually shifting angles? Also, everyone will combine it with this if both items get into the game. [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=4707"][IMG]http://cloud.steampowered.com/ugc/614969358085684954/74B172B8799D052CE37D5190C989141C0523EDCA/[/IMG][/URL][/QUOTE] Still needs work on the unwrap, vmt and optimisation though I'm pleased with the result so far. [editline]1st January 2012[/editline] [QUOTE=Mico27;33999020]I was thinking of another way of doing it, how about make it transparent, and apply a normal map that looks like this: [URL=http://imageshack.us/photo/my-images/831/normalmaprefraction.png/][IMG]http://img831.imageshack.us/img831/1959/normalmaprefraction.png[/IMG][/URL] Then apply it a refraction material.[/QUOTE] I tried this for ages, and the results were variable. The best solution had very slight changes in the normal map, and worked okay at most distances. The issue was it didn't look pixelated, the blur wasn't enough to make it a solid colour and at range it just looked like a mess (refract acts differently at different distances)
[QUOTE=SgtR007;33999132]Progress on my Heartbreaker: [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_fpv_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_frontleft_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_right_1-1-12.JPG[/img] Any further suggestions for the model itself before I move on? I will be adding a lot of details with a normal map ala the Ambassador. After that is texturing and fine-tuning the rigging, then the arrow, then the quiver.[/QUOTE] I think the grip could work better being a different color than the rest of the model.
[QUOTE=pogothemunty;34000510]Still needs work on the unwrap, vmt and optimisation though I'm pleased with the result so far. [editline]1st January 2012[/editline] I tried this for ages, and the results were variable. The best solution had very slight changes in the normal map, and worked okay at most distances. The issue was it didn't look pixelated, the blur wasn't enough to make it a solid colour and at range it just looked like a mess (refract acts differently at different distances)[/QUOTE] What's wrong with the one you already made? It looked perfect to me. Looked like the texture file could be incredably small too.
[QUOTE=SgtR007;33999132]Progress on my Heartbreaker: [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_fpv_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_frontleft_1-1-12.JPG[/img] [img]http://dl.dropbox.com/u/27092744/heartbreaker_wip_right_1-1-12.JPG[/img] Any further suggestions for the model itself before I move on? I will be adding a lot of details with a normal map ala the Ambassador. After that is texturing and fine-tuning the rigging, then the arrow, then the quiver.[/QUOTE] Angel wings as a misc/Razorback/Danger shield replacement And a diaper
[QUOTE=lemonade1950;34001309]Angel wings as a misc/Razorback/Danger shield replacement And a diaper[/QUOTE] Someone has to model a diaper on rebbacus' nude sniper now.
[QUOTE=lemonade1950;34001309]Angel wings as a misc/Razorback/Danger shield replacement And a diaper[/QUOTE] I'll get there eventually. ;) [QUOTE=Sharc;34000836]I think the grip could work better being a different color than the rest of the model.[/QUOTE] Yeah the colors are just temporary. Any suggestions? I was thinking of just making the gold darker on the grip. It's really designed to be all metal, so I'm kinda limited with my options.
Sorry, you need to Log In to post a reply to this thread.