[QUOTE=Skunkrocker;33960841]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![/QUOTE]
Thanks! Have some ingame pictures
[img]http://i.imgur.com/b1QYz.jpg[/img]
Simplified the hell out of the torch, too. Though still not sure about the overall shape.
Jacen started texturing my mask. Lookin sexy.
[t]http://i279.photobucket.com/albums/kk144/jacen91/render-12.png[/t]
[QUOTE=Svdl;33961157]Thanks! Have some ingame pictures
[img]http://i.imgur.com/b1QYz.jpg[/img]
Simplified the hell out of the torch, too. Though still not sure about the overall shape.[/QUOTE]
connect the two parts.
[QUOTE=Sparkwire;33961224]connect the two parts.[/QUOTE]
I appreciate what he's trying to do with the animations but yeah it's gonna look dumb when dropped.
[QUOTE=Svdl;33961157]Thanks! Have some ingame pictures
[img]http://i.imgur.com/b1QYz.jpg[/img]
Simplified the hell out of the torch, too. Though still not sure about the overall shape.[/QUOTE]
Fucking win, for the love of God, release this as a mod.
snip
[QUOTE=Jalcober;33961112]This should do it.[/QUOTE]
Thanks.
It compiled but i see no jiggle.
So now to more dicking around in crap i barely understand.
Holy crap it moved.
This is a step foward in chris's crappy coding path.
(Also, its awesome to see the skull try to bite things.)
(I giggled.)
(Which is scary.)
Still playing around with the shape, gotta get a less awkward looking carry going on.
[img]http://i.imgur.com/5movj.jpg[/img]
Also I'm not connecting the parts.
Hey guys,
I'm getting close to a release for the Hyneman Hat, and I've run into a little trouble. See, I set it up with two textures so it can be compiled as a misc and as a hat.
[IMG]http://i.imgur.com/lx2IW.png[/IMG]
[IMG]http://i.imgur.com/himp2.png[/IMG]
However, when compiled only the mustache shows up.
[IMG]http://i.imgur.com/vlYzC.png[/IMG]
Here's my qc:
[code]$cd "C:\Users\Thad\Desktop\TF2 Models\Hats\jamiemustache"
$modelname "player/items/engineer/engineer_cowboy_hat.mdl"
$model "body" "hyneHat_0.smd"
$cdmaterials "\models\player\items\engineer\"
$hboxset "default"
$hbox 0 "bip_head" -6.432 -9.151 -8.253 6.432 1.074 4.816
// Model uses material "models/player/items/engineer/hyneHat_beret.vmt"
// Model uses material "models/player/items/engineer/hyneHat_stache.vmt"
$surfaceprop "cloth"
$illumposition 2.405 0.000 3.656
$sequence idle "idle" fps 30.00[/code]
Any ideas? I'm going to bed soon, but will read up for responses tomorrow. Thanks in advance!
[QUOTE=Svdl;33961694]
Also I'm not connecting the parts.[/QUOTE]
good.
[QUOTE=Corndog Ninja;33961713]Hey guys,
I'm getting close to a release for the Hyneman Hat, and I've run into a little trouble. See, I set it up with two textures so it can be compiled as a misc and as a hat.
-imagesnip-
-imagesnip-
However, when compiled only the mustache shows up.
-imagesnip-
Here's my qc:
[code]$cd "C:\Users\Thad\Desktop\TF2 Models\Hats\jamiemustache"
$modelname "player/items/engineer/engineer_cowboy_hat.mdl"
$model "body" "hyneHat_0.smd"
$cdmaterials "\models\player\items\engineer\"
$hboxset "default"
$hbox 0 "bip_head" -6.432 -9.151 -8.253 6.432 1.074 4.816
// Model uses material "models/player/items/engineer/hyneHat_beret.vmt"
// Model uses material "models/player/items/engineer/hyneHat_stache.vmt"
$surfaceprop "cloth"
$illumposition 2.405 0.000 3.656
$sequence idle "idle" fps 30.00[/code]
Any ideas? I'm going to bed soon, but will read up for responses tomorrow. Thanks in advance![/QUOTE]
I think you would need to have 2 different items in that case.
(I.E. compile to a hat and a misc.)
Now I, as usual, have no idea what i am talking about.
But i dont know if you can have 2 textures on one .qc.
[QUOTE=A_Guardian;33961760]I think you would need to have 2 different items in that case.
(I.E. compile to a hat and a misc.)
Now I, as usual, have no idea what i am talking about.
But i dont know if you can have 2 textures on one .qc.[/QUOTE]
Yeah you can.
oh and also I made a bat.
[IMG]http://i.imgur.com/loiiR.png[/IMG]
I just realized it looks like some sort of horrible sex toy.
[QUOTE=Svdl;33961157]Thanks! Have some ingame pictures
[img]http://i.imgur.com/b1QYz.jpg[/img]
Simplified the hell out of the torch, too. Though still not sure about the overall shape.[/QUOTE]
I really hope you release this after submitting it.
[QUOTE=Venezuelan;33952491][IMG]http://speedcap.net/img/b411f99db48e9342c5aa6f981c1c4b99/737ada68.png[/IMG]
Would anyone like to texture this?[/QUOTE]
Is it uv'd?
I am having a bit of a problem. I decided to fix an issue on my sentry jumper model and ONLY changed the bits about the texture in the vmt/vtf, and in blender. For some reason, however, it looks like the wrangler when I use the itemtest map in tf2. It is fine in first person, but looking at it in 3rd person gives the wrangler model. It also works fine in hlmv. Any idea what could be causing this?
QC:
[code]
$cd "C:\Users\Eric\Documents\TF2 Item Models\Sentry Jumper\Output"
$modelname "weapons/c_models/c_sentryjumper/c_sentryjumper.mdl"
$model "Body" "sentryjumper.smd"
$cdmaterials "models\weapons\c_items\"
$hboxset "default"
$hbox 0 "weapon_bone" -5.719 -3.028 -4.680 5.799 8.825 10.629
$hbox 0 "weapon_bone1" -1.756 0.000 -1.730 1.705 7.493 1.731
$attachment "muzzle" "weapon_bone" 0.00 5.50 10.88 rotate -90.00 -0.00 0.00
$surfaceprop "metal"
$illumposition 2.974 0.040 5.703
$sequence idle "idle" fps 30.00
$collisionmodel "sentryjumper.smd" {
$mass 2.4
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/code]
First lines of smd:
[code]
version 1
nodes
0 "weapon_bone" -1
1 "weapon_bone1" 0
end
skeleton
time 0
0 0.000000 0.000000 0.000000 0.000000 -0.000000 0.000000
1 0.000000 6.940496 0.180690 0.000000 -0.000000 0.000000
end
triangles
sentryjumper.tga
0 -0.320022 3.735323 1.719863 -0.177801 -0.742790 0.645436 0.989119 0.996778 1 0 1.000000
0 0.400447 3.735322 1.720153 0.179266 -0.742119 0.645802 0.989123 0.970262 1 0 1.000000
0 -0.353904 3.897409 1.966116 -0.136418 -0.837336 0.529344 0.996048 0.996765 1 0 1.000000
sentryjumper.tga
0 1.082952 2.080134 -0.879416 0.981017 0.031770 -0.191260 0.917777 0.865333 1 0 1.000000
0 1.082951 1.373600 0.300073 0.990051 -0.048494 0.131932 0.900904 0.920414 1 0 1.000000
0 1.082952 0.921935 -1.314821 0.974822 0.081851 -0.207343 0.876062 0.860122 1 0 1.000000
sentryjumper.tga
0 0.980194 1.760401 0.872595 0.861721 -0.292032 0.414838 0.917368 0.940751 1 0 1.000000
0 1.082951 1.373600 0.300073 0.990051 -0.048494 0.131932 0.900904 0.920414 1 0 1.000000
0 1.082952 1.764617 0.539943 0.985656 -0.094760 0.139470 0.915538 0.926354 1 0 1.000000
[/code]
[QUOTE=Skela;33961884]I really hope you release this after submitting it.[/QUOTE]
The welding kit could replace the Phlogistinator so it can have it's own fitting particle effect :D
[QUOTE=blaholtzen;33962461]The welding kit could replace the Phlogistinator so it can have it's own fitting particle effect :D[/QUOTE]
Oh man, I would much rather have a wielding kit than that god-awfull particle-tornado-hell weapon.
[img]http://i.imgur.com/CWEhM.png[/img]
[i]It's the duty of all knights to polish their helmets daily...no..that's [b]not[/b] what i mean.[/i]
Need to texture that fucking plume now.
-snip-
because of complications
[QUOTE=Deodorant;33958305][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]
ohh so that's what those things were for!!
[QUOTE=psyke;33962971][img]http://i.imgur.com/CWEhM.png[/img]
[i]It's the duty of all knights to polish their helmets daily...no..that's [b]not[/b] what i mean.[/i]
Need to texture that fucking plume now.[/QUOTE]
btw, the inside of the face will have a texture.
[IMG]http://i.imgur.com/GwDVz.png[/IMG]
Updated with feedback from various folk.
This + [URL="http://i.imgur.com/1na9x.png"] these from yesterday ready for release?[/URL]
nocull
What?
Team colors [U]AND[/U] paint?
[img_thumb]http://i.imgur.com/Hifu7.png[/img_thumb]
[QUOTE=Ducksink;33963552]nocull[/QUOTE]
You need to be more specific
[sp]I know what you mean but this post is just vague, "nocull" out of the blue is odd[/sp]
[img]http://farm8.staticflickr.com/7150/6600160213_3bb592d255_b.jpg[/img]
You guys think the design is good enough? Pretty much textured the parts already but still open for significant changes.
Minor Changes:
[IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00012.png[/IMG]
Any Ideas on how to model crackles in the skull?
I kinda want to signify that theres a bullethole from a headshot. I will maybe add indents using a normal map. Maybe I could have a bullet sticking out of the head and on its sides crackles coming out...
Heck yea!
[img_thumb]http://cloud.steampowered.com/ugc/630735048384302770/249080F72503490EDF81014FAEBF71BDDF8FCE3B/[/img_thumb]
[img_thumb]http://cloud.steampowered.com/ugc/630735048384292761/CF68A2C3E5D9753FE6CFACF6AF318678C33970F5/[/img_thumb]
Also, the skull fits great on engie.
[img_thumb]http://cloud.steampowered.com/ugc/630735048384305610/AD7A75E6A1B60FEA490B1FEB50A8019CBF2D1568/[/img_thumb]
Also, if anyone has a computer that will show jiggle bones (Mine wont for some reason) i need to check if i jiggle boned the skull right.
[QUOTE=Roninsmastermix;33963937][img]http://farm8.staticflickr.com/7150/6600160213_3bb592d255_b.jpg[/img]
You guys think the design is good enough? Pretty much textured the parts already but still open for significant changes.[/QUOTE]
create/add a replacement to scout dogtags
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