[QUOTE=Rainbowmaker;34817968]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]
Tried using Unload Weapon?
[QUOTE=Rainbowmaker;34817968]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]
Maybe you loaded the same model as a "weapon". Try unloading the weapon and see.
ninja'd
[QUOTE=Captain Chalky;34818032]This is just in:
It's okay to do a million rocket launchers, shotguns, shovels and helmets for the Soldier; but once you make another bowler hat, you are [B]so[/B] crossing the line you can't even see the line anymore.[/QUOTE]
Bowler hats have a consistant shape.
Rocket launchers don't.
[QUOTE=Joey90;34817983]Tried using Unload Weapon?[/QUOTE]
[QUOTE=Roninsmastermix;34818031]Maybe you loaded the same model as a "weapon". Try unloading the weapon and see.
ninja'd[/QUOTE]
I tried,but still,on Skin 1 it's red (normal),but on Skin 2 it's still red when it should be blue,i checked the Vmt's + the vtf's and they are pointing to the right texture,and it's the blue texture
[img]http://wiki.teamfortress.com/w/images/thumb/5/5f/Backpack_Chieftain%27s_Challenge.png/90px-Backpack_Chieftain%27s_Challenge.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/7/7a/Backpack_Big_Chief.png/90px-Backpack_Big_Chief.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/c/c6/Backpack_Capo%27s_Capper.png/90px-Backpack_Capo%27s_Capper.png[/img] [img]http://wiki.teamfortress.com/wiki/File:Backpack_D%C3%A9tective_Noir.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/b/b6/Item_icon_Fancy_Fedora.png/75px-Item_icon_Fancy_Fedora.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/4/47/Item_icon_D%C3%A9tective_Noir.png/75px-Item_icon_D%C3%A9tective_Noir.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/8/86/Item_icon_Under_Cover.png/75px-Item_icon_Under_Cover.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/a/a4/Backpack_Bounty_Hat.png/90px-Backpack_Bounty_Hat.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/2/2f/Backpack_Treasure_Hat.png/90px-Backpack_Treasure_Hat.png[/img] [img]http://wiki.teamfortress.com/wiki/File:Backpack_Hat_of_Undeniable_Wealth_And_Respect.png[/img] [img]http://wiki.teamfortress.com/w/images/thumb/a/a0/Backpack_Tippler%27s_Tricorne.png/90px-Backpack_Tippler%27s_Tricorne.png [/img][img]http://wiki.teamfortress.com/w/images/thumb/c/cb/Backpack_Rimmed_Raincatcher.png/90px-Backpack_Rimmed_Raincatcher.png[/img]
Shiiit Wouldja look at all those similar hats.
I believe that if something similar is ingame, you shouldn't make it.
I mean especially if it is in a pack, as you just seem to try and tack on something for the sake of having an extra item ingame.
For example, I was going to do a bowler hat for the Mad scientist/enlightenment pack for medic, but I chose not to because we already have 101 different types, instead I'm focusing on giving him two distinctive misc items instead.
What I'm saying is move away from the bowler hat because it has versions already ingame and focus on another misc or something.
keep your pack fresh and original and ultimately it will look ten times better and have 1,000 times more appeal.
[QUOTE=Pie_Tony;34818315]I believe that if something similar is ingame, you shouldn't make it.
I mean especially if it is in a pack, as you just seem to try and tack on something for the sake of having an extra item ingame.[/QUOTE]
[QUOTE=psyke;34818248][img]http://wiki.teamfortress.com/w/images/thumb/c/c6/Backpack_Capo%27s_Capper.png/90px-Backpack_Capo%27s_Capper.png[/img][/QUOTE]
[QUOTE=Rainbowmaker;34818347][/QUOTE]
I don't get what you're trying to get across here.
i think folk are looking too deep into/getting too wound up about a hat that's being made in a fun little set.
Oh cool Page king
[img]http://dl.dropbox.com/u/25325795/kind.png[/img]
[QUOTE=Pie_Tony;34818315]I believe that if something similar is ingame, you shouldn't make it.
I mean especially if it is in a pack, as you just seem to try and tack on something for the sake of having an extra item ingame.
For example, I was going to do a bowler hat for the Mad scientist/enlightenment pack for medic, but I chose not to because we already have 101 different types, instead I'm focusing on giving him two distinctive misc items instead.
What I'm saying is move away from the bowler hat because it has versions already ingame and focus on another misc or something.
keep your pack fresh and original and ultimately it will look ten times better and have 1,000 times more appeal.[/QUOTE]
Honestly I think that in some cases it's good to have a hat similar to another hat in game, as long as it has a different take on the style. Psyke & Ronin's bowler on the demo is tilted, which is what I think is the defining factor that makes it more unique than the modest pile. There's also the buckle, which is a minutiae detail but it helps to separate the two hats. I'd rather wear their hat than the modest pile, but there are probably people who would prefer the modest pile, and these two hats are able to suit different tastes. If their bowler hat was flat on the demo's head like the modest pile then I probably would say it wouldn't be unique enough to put in game.
[QUOTE=Pie_Tony;34818368]I don't get what you're trying to get across here.[/QUOTE]
"I believe that if something similar is in game,you shouldnt make it"
Fancy Fedora,Flipped Trilby,Capo's Capper.
Big Chief,Chieftain's Challenge.
"Especially part of a set"
Detective Noir,Cosa Nostra.
EDIT: Anyways,can anyone still clear me up on this please?
[quote]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,they are linked correctly,skin 1 is red,normal,but skin 2 is red too when it should be blue[/quote]
I don't really see why everyone is saying it looks too similar to the Modest Pile. This bowler hat is tilted, has a wider brim, a different default colur and is actually paintable. There's also the fact that Modest Pile is all-class, whereas this is Demo only. IMO, that's enough distinctions. Another distinction (such as the patterned band that someone suggested) certainly couldn't hurt, but it doesn't really need it.
[QUOTE=psyke;34818371]i think folk are looking too deep into/getting too wound up about a hat that's being made in a fun little set.
Oh cool Page king
[img]http://dl.dropbox.com/u/25325795/kind.png[/img][/QUOTE]
Needs Facial flexing.
Well, if it was something worth saying. It was my call to use a bowler. I just thought that for the set, its the most appropriate to use. Psyke liked the idea so went with it. At this point, having the whole set in the game takes a back seat to what actually looks good with the whole design of the other items.
I'll admit that it wasnt planned to have a whole set and sure we just added items as we go. But that's how we work. It just felt that the sleeve needed something go with it so we made the shoes. Hey, the shoes looked great! wouldn't it be cool to have a cane with it? So there you go made a cane. Same thing happened with the chops and the hat.
I'm fine with that and i recognize that people will both agree and disagree with that. Not trying to prove a point here, but merely trying to give some background on how we work.
[img]http://dl.dropbox.com/u/43795887/ghjghjhgj.png[/img]
hey look a new AO bake and a stache
porn spy
[QUOTE=Banjo7J;34818512]I don't really see why everyone is saying it looks too similar to the Modest Pile. This bowler hat is tilted, has a wider brim, a different default colur and is actually paintable. There's also the fact that Modest Pile is all-class, whereas this is Demo only. IMO, that's enough distinctions. Another distinction (such as the patterned band that someone suggested) certainly couldn't hurt, but it doesn't really need it.[/QUOTE]
and yeah we are working on the patterned band, btw.
[editline]22nd February 2012[/editline]
[QUOTE=Inspecter;34818558]Needs Facial flexing.[/QUOTE]
It will once i learn how to do them. It is flex safe though as is for the mean time.
[QUOTE=psyke;34818371]i think folk are looking too deep into/getting too wound up about a hat that's being made in a fun little set.
Oh cool Page king
[img]http://dl.dropbox.com/u/25325795/kind.png[/img][/QUOTE]
I'm probably one of the most critical people in these threads, and I now think this is different enough the modest. As long as you don't go making it all class. I think you missed a good idea when someone suggested a pattern could be added to the band. could even be snakeskin. Could be a qwanza-bot style pattern.
But this IS just like the Tyrolean/Godzilla, you can't deny the similarities
I think the main reason everyone gets in the twist over is is because subconsciously they half expect your items to have a good chance of getting in. Don't just brush everyone off as haters.
[QUOTE=Roninsmastermix;34818621]and yeah we are working on the patterned band, btw.[/QUOTE]
I know you like your Ninjas, Ronin, but I wasn't expecting this.
Guys
someone should create
like
mutation packs for all the classes
with like
miscs and hats and melees
that are
like
super-grotesque transmogrifications and shit
of like
their bodies
and shit
guys
[editline]aw[/editline]
Well, that didn't go over well
[QUOTE=Clovernoodle;34818658]Guys
someone should create
like
mutation packs for all the classes
with like
miscs and hats and melees
that are
like
super-grotesque transmogrifications and shit
of like
their bodies
and shit
guys[/QUOTE]
Like chicken leg scout?
[QUOTE=Clovernoodle;34818658]Guys
someone should create
like
mutation packs for all the classes
with like
miscs and hats and melees
that are
like
super-grotesque transmogrifications and shit
of like
their bodies
and shit
guys[/QUOTE]
You mean like the team they have stationed at nucleus?
[QUOTE=Roninsmastermix;34818621]
It will once i learn how to do them. It is flex safe though as is for the mean time.[/QUOTE]
It's simply giving the model face posing and Valve does the rest.
has anyone thought of making a decal tool-able spy mask
edit: as in the cardboard mask the spy wears when he's disguised
[QUOTE=Erfly;34818677]Like chicken leg scout?[/QUOTE]
no
like
think dead space and the thing and shit
like
shit guys
like
heavy's hands
could be like
bubbly fleshy talons
and the misc
could be
like
his head split open
at the top
with teeth
and a slimy tongue
and
yeah
stuff like that
and shit
i guess
[QUOTE=thecuntsman;34818689]You mean like the team they have stationed at nucleus?[/QUOTE]
reasonable explanation
[img]http://dl.dropbox.com/u/43795887/fdgfgfg.png[/img]
now to attempt texturing. (or if anybody's willing to do it for me)
I would suggest making it like a police bowler but apparently only females wear those
[QUOTE=Clovernoodle;34818658]Guys
someone should create
like
mutation packs for all the classes
with like
miscs and hats and melees
that are
like
super-grotesque transmogrifications and shit
of like
their bodies
and shit
guys[/QUOTE]
Sounds like a good portion of Night of the Living Update
[QUOTE=Venezuelan;34819003]Sounds like a good portion of Night of the Living Update[/QUOTE]
Nothin' wrong with a little more of that
[QUOTE=Rainbowmaker;34818498]
EDIT: Anyways,can anyone still clear me up on this please?[/QUOTE]
Post the first 5-10 lines of each of your vmt's
*edit* Also, more WIP's
[img]http://img.photobucket.com/albums/v730/emrfish6/c6772bbf.png[/img]
[QUOTE=kenshin6;34819123]Post the first 5-10 lines of each of your vmt's[/QUOTE]
engineer_hardhat:
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer\engineer_hardhat"
"$bumpmap" "models/effects/flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
[/code]
engineer_hardhat_blue
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer\engineer_hardhat_blue"
"$bumpmap" "models/effects/flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
[/code]
first lines,so it's not complete
[QUOTE=Rainbowmaker;34818498]EDIT: Anyways,can anyone still clear me up on this please?[/QUOTE]
[code]$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.vmt" }
{ "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]
Have you tried using this? None of my texture groups have the extra filepath stuff (and they work!)
The vmt's look fine though.
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