• Emporium XLII
    3,503 replies, posted
Emporium XLII: Penis Edition
[QUOTE=Deodorant;33958219]I have no intention to drama about it, and I am in no way offended. The self-proclaimed minors don't seem too traumatized either. My point is... Eh, I don't really know what my point was. It's late in Sweden and I'm tired. Goodnight everyone. Penis. Mustache. Sharks, on the other hand, have two, so it evens out.[/QUOTE] [quote]Technically, male sharks don't have penises.[/quote]
[QUOTE=Sparkwire;33958258]Technically, male sharks don't have penises.[/QUOTE] [URL="http://en.wikipedia.org/wiki/Clasper"]They have dual tube-shaped organs that fill the exact same function. Close enough, in my opinion.[/URL]
[QUOTE=Deodorant;33958219]Sharks, on the other hand, have two, so it evens out.[/QUOTE] How else would we have 3 ways? :v: Seriously though this is a TF2 mod emporium, not a Penis Emporium.
[QUOTE=Sharc;33958329] not a Penis Emporium.[/QUOTE] No girls on the internet boyo
[QUOTE=Mariner;33957879]Guys, normals [i]are[/i] part of TF2. They're essential for making cloth readable as fabric instead of metal, for instance. What people [i]mean[/i] when they say normals aren't part of the style is that they aren't used to [i]hyper-detail[/i] things with grime and pockmarks, etc.[/QUOTE] I never said they weren't? I literally even said I use normals. However, they definitely aren't "essential".
[QUOTE=Doughnut Bear;33958150]wait a minute ALL animals have a penis? even the female ones :pwn:[/QUOTE] Snails.
I'm seriously hoping for a mod to come clean up this animal penis discussion...
[img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/cf1948e7.png[/img] this stream really brought out the worst in me I hope this'll make up for it
[QUOTE=Hawt Koffee;33958876][img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/cf1948e7.png[/img] this stream really brought out the worst in me I hope this'll make up for it[/QUOTE] Oh boy newspaper sideburns.
[QUOTE=Inspecter;33958918]Oh boy newspaper sideburns.[/QUOTE] get over it I'm sticking with them
At least it's not bacon.
Since I got no replies over at the TIP thread I'll post about it here: Currently working on the optional arm logos for the classes. So far I've gathered up the ones from the wiki but I also plan on including the TFC logos. NassimO already recreated the Classic Heavy logo but we really need the textures of the TFC; Pyro, Demo, Soldier and Sniper to recreate those. Here's the optional logos for heavy so far: [img]http://dl.dropbox.com/u/39556064/HWGlogos.jpg[/img] I also made this Engineer logo: [thumb]http://dl.dropbox.com/u/39556064/engineer_badge_RED%20copy.png[/thumb] Going to try to make a couple of other optionl logos, for example a bone saw logo and a syringe logo for medic. So if you're able to get me the TFC player textures or if you have any logos lying around, please post/send them to me!
[img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/0521a150.png[/img]
[QUOTE=Hawt Koffee;33959039][img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/0521a150.png[/img][/QUOTE] You better fix the stream son. Me and square are still there waiting for you.
[QUOTE=Jalcober;33959199]You better fix the stream son. Me and square are still there waiting for you.[/QUOTE] ended ages ago lads not going back up
[QUOTE=Hawt Koffee;33959220]ended ages ago lads not going back up[/QUOTE] NUUUUUUUUUUUUUUUUUUUUUUUUUUUU
Come to [I]my[/I] stream instead! [url]http://www.livestream.com/corndogninja[/url]
[img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/22038d83.png[/img] rigging on the gloves works nicely
Found all the TFC textures :D
[QUOTE=Svdl;33949615]Made a welding mask to go with the rest. Works with most hats (ones that go underneath the chin clip) and whatever miscs that go on or in the eyes. [img]http://i.imgur.com/OPewL.jpg[/img][/QUOTE] Is it just me or it looks like a chicken?
Just you.
Guys, I'm having a problem creating a texture. [t]http://i.imgur.com/PvtqW.png[/t] When i render to file, the 3ds Max window shows the render correctly, but the file ends up without the baked shadows. I'm using Mental Ray with a Skylight, what am I doing wrong?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5753[/url] Damn, these guys are smart.
[IMG]http://i.imgur.com/O9NpO.png[/IMG]
[QUOTE=Hawt Koffee;33959432][img]http://speedcap.net/img/7f7478bfa95fdfeead3a53df25ea6dd2/22038d83.png[/img] rigging on the gloves works nicely[/QUOTE] looks familiar [url]http://farm5.static.flickr.com/4116/4767165496_887e78bfaa_o.jpg[/url] speaking of said what ever happened to that
[IMG]http://i.imgur.com/SYIgQ.png[/IMG]
[QUOTE=Svdl;33949615]Made a welding mask to go with the rest. Works with most hats (ones that go underneath the chin clip) and whatever miscs that go on or in the eyes. [img]http://i.imgur.com/OPewL.jpg[/img][/QUOTE] That mask is hands down best mod I've seen in a while. It's still true to the form of what the Pyro is, and yet is different enough to be a viable option. It works with most of the hats and even the SFSE! It gives the Pyro a unique look, doesn't detract from the silhouette, and the texture is amazingly well produced. The apron is also a great mod, but that honestly in my opinion pales in comparison to that mask. That is awesome. So finish it and submit already, I wanna click the 5 star button until my fingers break off and I have to start using my thumbs!
I dont know what i'm doing wrong. According to SgtR007's tutorial it should work, but it wont compile. [quote]$cd "C:\Users\Cutler Family\Documents\Chris's\Models\pyro_skull\output" $modelname "player/items/pyro/pyro_tripwire_mask.mdl" $model "body" "pyro_skull.smd" $cdmaterials "models\player\items\pyro\" $hboxset "default" $hbox 0 "bip_head" -3.624 -8.164 -11.859 3.624 4.842 3.965 // Model uses material "models/player/items/pyro/pyro_tripwire_mask.vmt" $surfaceprop "plastic" $illumposition 6.424 0.000 100.878 $sequence idle "idle" fps 30.00 { $jigglebone "Jaw_jiggle" { is_flexible { yaw_stiffness 100 yaw_damping 5 pitch_stiffness 100 pitch_damping 5 tip_mass 20 angle_constraint 15 } }[/quote] wont compile. All i get is a GuiStudio error. [quote] ERROR: c:\users\cutler family\documents\chris's\models\pyro_skull\output\mdldecompiler.qc(11): - bad command { ERROR: Aborted Processing on 'player/items/pyro/pyro_tripwire_mask.mdl' [/quote] I'm guessing it might just be finicky, but i've tried every combination i can think of to get it to work. Which it hasnt done so far.
[QUOTE=A_Guardian;33961050]I dont know what i'm doing wrong. According to SgtR007's tutorial it should work, but it wont compile. wont compile. All i get is a GuiStudio error. I'm guessing it might just be finicky, but i've tried every combination i can think of to get it to work. Which it hasnt done so far.[/QUOTE] [QUOTE]$cd "C:\Users\Cutler Family\Documents\Chris's\Models\pyro_skull\output" $modelname "player/items/pyro/pyro_tripwire_mask.mdl" $model "body" "pyro_skull.smd" $cdmaterials "models\player\items\pyro\" $hboxset "default" $hbox 0 "bip_head" -3.624 -8.164 -11.859 3.624 4.842 3.965 // Model uses material "models/player/items/pyro/pyro_tripwire_mask.vmt" $surfaceprop "plastic" $illumposition 6.424 0.000 100.878 $sequence idle "idle" fps 30.00 $jigglebone "Jaw_jiggle" { is_flexible { yaw_stiffness 100 yaw_damping 5 pitch_stiffness 100 pitch_damping 5 tip_mass 20 angle_constraint 15 } }[/QUOTE] This should do it.
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