• Emporium XLII
    3,503 replies, posted
[quote][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/c857d15b.png[/img][/quote] So, uh, any idea on why blender don't want me to work on this? Every other .blend files works well...
[QUOTE=NapyDaWise;33934698]So, uh, any idea on why blender don't want me to work on this? Every other .blend files works well...[/QUOTE] Try and start up a new file, and append the model you're working on, it should keep the uv too.
[QUOTE=NapyDaWise;33934698]So, uh, any idea on why blender don't want me to work on this? Every other .blend files works well...[/QUOTE] Save your model. File>Open> Before you select the file, on the left panel you have a "Open Blender file" panel. Unclick the "Load UI" ticker.
[img]http://i.imgur.com/wSIUd.png[/img] [i]Yeah, you better run![/i] [all that's left is the detailin', folks]
[QUOTE=Frying Dutchman;33934333][IMG]http://i.imgur.com/1na9x.png[/IMG] Thanks for all the advice Neo, still going trough my older ones and testing them out. All the suggestions and advice from the emporium also helps out a bunch so keep it coming. Last time I tested the Pomson (engie shotgun) it was quite clear and it looked good but will revisit it again. As for the impact effects I hate those as I never seem to get them right. Anyhow time to test and redo stuff.[/QUOTE] I'd say remove the disintegrating man killicons, the killicons with the orange bits are much less boring.
with the Spy-cicle, it doesn't freeze unless it's a backstab, so the snow particles on the kill icon might not work
[url]http://www.gamepron.com/imagery/SaintsRow3-ThePenetrator.jpg[/url] since this is the dick emporium this for scout bat anyone?
[QUOTE=Frying Dutchman;33934543][URL="http://steamcommunity.com/id/createvi/screenshot/631860948254113035"]I don't have any blurriness ingame.[/URL] Just a note but all the icons I create are vector paths so I can scale them freely without quality loss. And a whole lot of my icons are actually inaccurate when you closely compare it to the weapons, All for the sake to get them as recognizable and sharp as possible ingame. [editline]28 December[/editline] Well no blurriness at all is a bit optimistic but the Pomson looks good and stays intact with its glorious details for the biggest part.[/QUOTE]Icons aren't the same on every resolution. I use 1680x1050, and everything is rescaled from 32px to about 30px. Best not to have many pixel thin details near each other, in my experience. [editline]28th December 2011[/editline] I just don't think any icons are meant to be that detailed, I'm going back through some of my old ones and removing details because it's a common complaint
[QUOTE=psyke;33934949][img]http://i.imgur.com/wSIUd.png[/img] [i]Yeah, you better run![/i] [all that's left is the detailin', folks][/QUOTE] Aw, I was gonna suggest that you make the rolled up sleeves the same lighter color as the collar. [img]http://i.imgur.com/9MNGr.png[/img] To further the illusion of Scout wearing a vest.
[URL="http://dl.dropbox.com/u/22648677/tf2/eugh/FPS1.1.zip"][IMG]http://dl.dropbox.com/u/22648677/tf2/eugh/yeaaaaaaah.png[/IMG][/URL] I'd love to provide some screenshots but it's really hard to get anything that describes the visuals better than words. It's really as low as TF2 can go without affecting gameplay too much. Explosions are single particle flashes, no smoke/dust effects, no sparks flying around anywhere, cosmetic particles (that includes unusuals) are completely gone. Think Q3A style effects. Got me back to 60 FPS stable in 24-man servers.
[QUOTE=install gentoo;33935215][URL="http://dl.dropbox.com/u/22648677/tf2/eugh/FPS.zip"][IMG]http://dl.dropbox.com/u/22648677/tf2/eugh/yeaaaaaaah.png[/IMG][/URL] I'd love to provide some screenshots but it's really hard to get anything that describes the visuals better than words. It's really as low as TF2 can go without affecting gameplay too much. Explosions are single particle flashes, no smoke/dust effects, no sparks flying around anywhere, cosmetic particles (that includes unusuals) are completely gone. Think Q3A style effects. Got me back to 60 FPS stable in 24-man servers.[/QUOTE] I don't need this, but I would love to see a video of it in action.
[QUOTE=Totenkreuz;33935234]I don't need this, but I would love to see a video of it in action.[/QUOTE] I'd love to, but google apparently doesn't want me to make an account.
Fraps ?
[IMG]http://i.imgur.com/hyrro.png[/IMG] I thought that these will have transparent texture
FUCK SOCIETY, FUCK THE POLICE, FUCK GRAVITY, FUCK GENDER ROLES, I DO CONCEPTS MY WAY. [img]http://dl.dropbox.com/u/6993235/Experimental/medic/average_art.png[/img] Upwards, like it's an actual antenna/coil/wall mounted thingy.
looking at that image, you could probably convert Scout's dogtag into a Bolo Tie, just by adding the round buckle thing where the tags would be, and then extend two strings down [quote][img]http://upload.wikimedia.org/wikipedia/commons/thumb/5/59/Bola_tie.jpg/123px-Bola_tie.jpg[/img][/quote]
[QUOTE=Pie_Tony;33935306]FUCK SOCIETY, FUCK THE POLICE, FUCK GRAVITY, FUCK GENDER ROLES, I DO CONCEPTS MY WAY. [img]http://dl.dropbox.com/u/6993235/Experimental/medic/average_art.png[/img] Upwards, like it's an actual antenna/coil/wall mounted thingy.[/QUOTE] fantastic i always wanted to carry around a part of a wall in this game
[QUOTE=Void Skull;33935345]fantastic i always wanted to carry around a part of a wall in this game[/QUOTE] If there's no clipping with the medic, you will be.
[QUOTE=Sharc;33935199]Aw, I was gonna suggest that you make the rolled up sleeves the same lighter color as the collar. [img]http://i.imgur.com/9MNGr.png[/img] To further the illusion of Scout wearing a vest.[/QUOTE] I'm going to have to experiment with that. Seeing how the mesh is structured, and that i have tried working with those parts before, there would be massive unsightly clipping.
[QUOTE=psyke;33934949][img]http://i.imgur.com/wSIUd.png[/img] [i]Yeah, you better run![/i] [all that's left is the detailin', folks][/QUOTE] This thing still looks like it's made from paper, are you guys happy to leave the actual model like it is right now?
[QUOTE=thecuntsman;33935657]This thing still looks like it's made from paper, are you guys happy to leave the actual model like it is right now?[/QUOTE] The texture work is on my court now. Hopefully i can do it justice. The tassles dont really need to be that thick as a model since you wont see them from 25 paces away. It just needs to look like their tassles to perform its purpose.
[QUOTE=thecuntsman;33935657]This thing still looks like it's made from paper, are you guys happy to leave the actual model like it is right now?[/QUOTE] Hey mate, news on the toasty? I would want to see it finished before starting texturing this pretty model Jalcober of my flamethrower idea, in order to keep similarities =D [IMG]http://img3.imageshack.us/img3/5164/radiator.png[/IMG]
[QUOTE=Petachepas;33935912]Hey mate, news on the toasty? I would want to see it finished before starting texturing this pretty model Jalcober of my flamethrower idea, in order to keep similarities =D [IMG]http://img3.imageshack.us/img3/5164/radiator.png[/IMG][/QUOTE] woah thats the old model your looking at. I left that there for reference when I compile. The new better optimized one is above this one.
[QUOTE=Jalcober;33935961]woah thats the old model your looking at. I left that there for reference when I compile. The new better optimized one is above this one.[/QUOTE] True, It´s just the reference, I didn´t noticed that, I just supposed you have 2 duplicates of the optimized one for the reference too. Anyways I will try adding the last details before texturing it. Hahaha, I nearly had a heart-attack when I saw you had used my concept
[QUOTE=install gentoo;33935215][URL="http://dl.dropbox.com/u/22648677/tf2/eugh/FPS.zip"][IMG]http://dl.dropbox.com/u/22648677/tf2/eugh/yeaaaaaaah.png[/IMG][/URL] I'd love to provide some screenshots but it's really hard to get anything that describes the visuals better than words. It's really as low as TF2 can go without affecting gameplay too much. Explosions are single particle flashes, no smoke/dust effects, no sparks flying around anywhere, cosmetic particles (that includes unusuals) are completely gone. Think Q3A style effects. Got me back to 60 FPS stable in 24-man servers.[/QUOTE] Can you make an invisible unusuals only version?
[QUOTE=Petachepas;33936008]True, It´s just the reference, I didn´t noticed that, I just supposed you have 2 duplicates of the optimized one for the reference too. Anyways I will try adding the last details before texturing it. Hahaha, I nearly had a heart-attack when I saw you had used my concept[/QUOTE] Yeah the new one should look more like this. [QUOTE][IMG]http://i.imgur.com/eRGxF.png[/IMG][/QUOTE]
[QUOTE=install gentoo;33935215][URL="http://dl.dropbox.com/u/22648677/tf2/eugh/FPS.zip"][IMG]http://dl.dropbox.com/u/22648677/tf2/eugh/yeaaaaaaah.png[/IMG][/URL] I'd love to provide some screenshots but it's really hard to get anything that describes the visuals better than words. It's really as low as TF2 can go without affecting gameplay too much. Explosions are single particle flashes, no smoke/dust effects, no sparks flying around anywhere, cosmetic particles (that includes unusuals) are completely gone. Think Q3A style effects. Got me back to 60 FPS stable in 24-man servers.[/QUOTE] What file do i need to delete so that the unusuals still shows? Item_fx?
I haven't nagged for them Scout chicken legs in a while... Anyone up for some Scout chicken legs?
Started doing some sort of welding equipment for the Pyro. [img]http://i.imgur.com/WunpV.jpg[/img]
Pyro is Engineer!?!
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