• TF2 Emporium 44: v. Whole Lotta Love
    5,571 replies, posted
[QUOTE=Totenkreuz;34815640]4 am.[/QUOTE] I know, but I was actually making chocolate pudding and making the promo at 1AM. On retrospect, I believe doing both was a bad idea.
[URL="http://dl.dropbox.com/u/32668357/Face_Punch/Mods/sr3targe/sr3_targe.zip"][IMG]http://dl.dropbox.com/u/32668357/Face_Punch/Mods/sr3targe/demopromosr3.png[/IMG][/URL] im really sorry if this is badly packed, this is my first ever weapons skin, so please i ask really truly ask that anyone report issues with this as i do not expect to get it right first go. none the less, enjoy the mod
[QUOTE=Gabriel_Gore;34814783]But i'm keeping the "Kills" and the "Heads batted in" marks. Those are somethin' i want to keep~[/QUOTE] Not an expert, but maybe make the marks fewer but bigger to reduce optical clutter.
can someone give me vmt code to make parts of textures glow?
[QUOTE=Lexar;34815725][URL="http://dl.dropbox.com/u/32668357/Face_Punch/Mods/sr3targe/sr3_targe.zip"][IMG]http://dl.dropbox.com/u/32668357/Face_Punch/Mods/sr3targe/demopromosr3.png[/IMG][/URL] im really sorry if this is badly packed, this is my first ever weapons skin, so please i ask really truly ask that anyone report issues with this as i do not expect to get it right first go. none the less, enjoy the mod[/QUOTE] Makes me want to model a Decker type of sword.
[QUOTE=Lexar;34815503][IMG]http://dl.dropbox.com/u/32668357/sr3targe.png[/IMG] did someone ask for this ages back, cannot remember, did it anyway because i could[/QUOTE] Genuine Mark of the Shield?
7 am! oh wait am I too late
[QUOTE=Guillebon;34813195]How does the beard look with the blighted beak?[/QUOTE] [img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/3f860de5.png[/img]
[QUOTE=HyperTails;34815913]Makes me want to model a Decker type of sword.[/QUOTE] Do it. While you're at it, make the decker specialist hammer too.
Last night I started making a blacksmith apron for engi [img]http://img.photobucket.com/albums/v730/emrfish6/ba_v1-1_wip1.jpg[/img]
[QUOTE=kenshin6;34816594]Last night I started making a blacksmith apron for engi [img]http://img.photobucket.com/albums/v730/emrfish6/ba_v1-1_wip1.jpg[/img][/QUOTE] Have fun rigging it
[QUOTE=lemonade1950;34816631]Have fun rigging it[/QUOTE] Oh trust me, I will
In other news, last night I finally baked my dragon gibs. Texturing when I get home, unless something comes up
Can anyone help me please?I can't figure out how to make team colors work: [code]$cd "C:\Users\Steven\Documents\Engineer" $modelname "player\items\engineer\engineer_hardhat.mdl" $model "body" "engineer_hardhat.smd" $cdmaterials "\models\player\items\engineer\" $texturegroup skinfamilies { { "models\player\items\engineer\engineer_hardhat.vmt" } { "engineer_hardhat_blue.vmt" } } // Model uses material "\models\player\items\engineer\engineer_hardhat.vmt" // Model uses material "engineer_hardhat_blue.vmt" $surfaceprop "metal" $sequence idle "idle" loop fps 30.00 $collisionmodel "engineer_hardhat.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Engineer_hardhat and engineer_hardhat_blue are the texture/material names
[QUOTE=lemonade1950;34816672]In other news, last night I finally baked my dragon gibs. Texturing when I get home, unless something comes up[/QUOTE] Mmmm.. baked dragon gibs... *drool sound* [img]http://i.imgur.com/tawuu.gif[/img]
[QUOTE=Rainbowmaker;34816759]Can anyone help me please?I can't figure out how to make team colors work: [code]$cd "C:\Users\Steven\Documents\Engineer" $modelname "player\items\engineer\engineer_hardhat.mdl" $model "body" "engineer_hardhat.smd" $cdmaterials "\models\player\items\engineer\" $texturegroup skinfamilies { { "models\player\items\engineer\engineer_hardhat.vmt" } { "engineer_hardhat_blue.vmt" } } // Model uses material "\models\player\items\engineer\engineer_hardhat.vmt" // Model uses material "engineer_hardhat_blue.vmt" $surfaceprop "metal" $sequence idle "idle" loop fps 30.00 $collisionmodel "engineer_hardhat.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Engineer_hardhat and engineer_hardhat_blue are the texture/material names[/QUOTE] Try one of these: -- Add $cdmaterials "" right after your currently existing $cdmaterials line -- Make sure that the red texture in the QC matches that in engineer_hardhat.smd Otherwise I don't know what to do right now ~~~~~~~~~~~~~~~~~~~~~~~~~~ [QUOTE=sasurai;34816792]Mmmm.. baked dragon gibs... *drool sound* [img]http://i.imgur.com/tawuu.gif[/img][/QUOTE] :(
[QUOTE=Rainbowmaker;34816759]Can anyone help me please?I can't figure out how to make team colors work: [code]$cd "C:\Users\Steven\Documents\Engineer" $modelname "player\items\engineer\engineer_hardhat.mdl" $model "body" "engineer_hardhat.smd" $cdmaterials "\models\player\items\engineer\" $texturegroup skinfamilies { { "engineer_hardhat" } { "engineer_hardhat_blue" } } $surfaceprop "metal" $sequence idle "idle" fps 30.00 $collisionmodel "engineer_hardhat.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code] Engineer_hardhat and engineer_hardhat_blue are the texture/material names[/QUOTE] I edited your qc, try it like this. Also, make sure your red and blue vmt's are pointing to the right textures
[b][url=http://www.leetchan.org]LEET. TACTICAL. GAMING.[/url][/b] [media]http://www.youtube.com/watch?v=7_Rza7pTy-c[/media] [i]marl, robbie, boris, mtl, aryanpride, sti, moe, mao, pie, quintosh & neko[/i]
[QUOTE=NapyDaWise;34810633][img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/a30e8e34.png[/img] Don't want to go through the gcf to find the vmt, because it's 3am and I need to sleep[/QUOTE] Not sure why, but I was reminded of this guy [quote][img]http://4.bp.blogspot.com/_PEeUiXhwCLM/TSH3yt0WWJI/AAAAAAAACVk/Wol5Sx-2K3U/s1600/1.jpg[/img][/quote] Wasn't someone making this mask and hat for the pyro at some point?
[QUOTE=Totenkreuz;34815640]4 am.[/QUOTE] 4 am?! You'd have to have lost control of your life to make it at a time like that.
[img]http://dl.dropbox.com/u/25325795/purple.png[/img]
make a third style so you can call it "dandy"
[QUOTE=psyke;34817520][img]http://dl.dropbox.com/u/25325795/purple.png[/img][/QUOTE] much better now, i take back what i said!
[QUOTE=psyke;34817520][img]http://dl.dropbox.com/u/25325795/purple.png[/img][/QUOTE] Isn't the modest pile already paintable.
[img]http://speedcap.net/img/5861267f56806c0d3d707b41de737369/251a0191.png[/img]
[QUOTE=psyke;34817520][img]http://dl.dropbox.com/u/25325795/purple.png[/img][/QUOTE] Hmmm. I could add a few more loops in there, especially the rim. Make it a bit smoother.
[QUOTE=Populus89;34817849]Isn't the modest pile already paintable.[/QUOTE] No it isn't.
[QUOTE=Lexar;34815901]can someone give me vmt code to make parts of textures glow?[/QUOTE] If nobody else has told you already [url=https://developer.valvesoftware.com/wiki/$selfillum]$selfillum 1[/url] It's incompatible/difficult to use with a few other effects though - transparency, paintability etc.
[QUOTE=kenshin6;34816923]I edited your qc, try it like this. Also, make sure your red and blue vmt's are pointing to the right textures[/QUOTE] They do point to the right textures,what i meant by not working is that in hlmv i see "skin 1" and "skin 2" but skin 1 is red texture and skin 2 is still red texture
[QUOTE=Populus89;34817849]Isn't the modest pile already paintable.[/QUOTE] Dunno. maybe valve intended to impliment it but forgot? they have a habit of forgetting to include that kinda [i]junk[/i]
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