[QUOTE=Constructor;34910743]I would like to host the next emporium but i bet there are better candidates v:v:v[/QUOTE]
Same here, I just don't really do [i]anything[/i] TF2 mod-related so I guess that disqualifies me v:v:v
[editline]February 28, 2012[/editline]
I guess I could do an extension, but still, there are probably better candidates :v:
I wouldn't mind doing an extension, if needed.
I have a render for next emporium (or any emporium, but preferably next one), but it needs tweaks. If I can get it done either tonight or tomorrow I would like to host for the first time ever.
[QUOTE=A_Guardian;34911112]I don't know.
I just rigged to pyro and have immediately forgotten the name of the bone.
Let me check.
bip_neck is what I've got.
And spine three would be all the way down near the collar.
you should rig the neck cover to the neck.
Of course, it is fabric.
So I think come hardcore rigging is in your future.[/QUOTE]
Well, the cover doesn't even make contact with his neck. It emerges from the head and sits on the very top of his spine.
[QUOTE=Joey90;34911063]That topology looks really inefficient :|
As for rigging, have you tried looking at how the pyro mesh in that area is weighted to its bones? That's how I tend to start off.[/QUOTE]
Which part looks inefficient? The entire helmet? You saying that there are just too many triangles there? What would you simplify the most out of what's here?
[QUOTE=sasurai;34911299]Well, the cover doesn't even make contact with his neck. It emerges from the head and sits on the very top of his spine.
Which part looks inefficient? The entire helmet? You saying that there are just too many triangles there? What would you simplify the most out of what's here?[/QUOTE]
I know it's not touching his neck, it's in the neck region.
It's also got the bottom end in the spine_3 region.
So I think you will need all 3 head related rigging bones.
[QUOTE=sasurai;34911299]Which part looks inefficient? The entire helmet? You saying that there are just too many triangles there? What would you simplify the most out of what's here?[/QUOTE]
It's not the number of triangles so much as the layout.
If the flap at the back is meant to be flexible, all those faces will help make it bend more smoothly. However the rest of the helmet is, I presume, hard; hence you only need the faces to create the shape of the helmet, so where you have straight parts or flatter parts you don't need as many faces. For example, most of the ridge at the top is basically flat, but it's still subdivided as much as (or more than!) the curved part, and all the squares on the body feel inefficient. (Maybe I'm just prejudiced)
All your faces should be defining something - try reducing them in some places, if you can't tell the difference, then did you really need them in the first place?
Yo, Sexy Robot, Are you ever gouing to release these as a mod?:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=151[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=6062[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5820[/url]
Thanks for the advice guys! I'll see if I can't make it simpler topology-wise and get the rigging right this afternoon.
[QUOTE=kibbleknight;34911557]Yo, Sexy Robot, Are you ever gouing to release these as a mod?:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=151[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=6062[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5820[/url][/QUOTE]
The comments on The Conscious Carrier are just so terrible.
[media]http://www.youtube.com/watch?v=iDPM5NYEgBU[/media]
Little remake of the preview video. updated with the revised models
[QUOTE=kibbleknight;34911557]Yo, Sexy Robot, Are you ever gouing to release these as a mod?:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=151[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=6062[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=5820[/url][/QUOTE]
At some point I may release them, but probably not The Practical Problem because that would be super annoying to get to work.
Okay, i've been reading old emporiums and would love to get a working link on this:
[IMG]http://img691.imageshack.us/img691/8799/repurprebarpromo.png[/IMG]
[editline]28th February 2012[/editline]
[t]http://dl.dropbox.com/u/40395733/no%20shit.png[/t]
Ignore the finnish and all that
[QUOTE=psyke;34911665][media]http://www.youtube.com/watch?v=iDPM5NYEgBU[/media]
Little remake of the preview video. updated with the revised models[/QUOTE]
Perhaps you should make the color of the yellow a little less intense, about the color of the BLU Demo's bombs on his chest.
[QUOTE=Constructor;34911821]Okay, i've been reading old emporiums and would love to get a working link on this:
[IMG]http://img691.imageshack.us/img691/8799/repurprebarpromo.png[/IMG]
[editline]28th February 2012[/editline]
[t]http://dl.dropbox.com/u/40395733/no%20shit.png[/t]
Ignore the finnish and all that[/QUOTE]
No "The X" and "Not the X"?
To make sure you're all ready for next month, here's the promo files in advance:
[url=http://dl.dropbox.com/u/39556064/ModPromo.zip][img]http://dl.dropbox.com/u/39556064/PromoSources.png[/img][/url]
[QUOTE=A_Guardian;34910705][img]http://i.imgur.com/y9xWQ.jpg[/img][/QUOTE]
[b]"I must go! My planet needs me!"[/b]
So, I said I'll release a mod soon-ish.
Should I post the video of what said mod is? (It's a sound mod)
[img]http://filesmelt.com/dl/Untitleasdasdd-3.png[/img]
5 second photoshop.
Just want to see if this was a good idea and if anyone has done this yet.
If not i'm going to try and make it then.
Well gee filesmelt you are sure being slow today.
Screw this, posting it:
[MEDIA]http://www.youtube.com/watch?v=ywV__3uUjak[/MEDIA]
[editline]28th February 2012[/editline]
I guess I'll do some changes here and there, like shorten one of the pieces and make it sound more radio-ish (if I can that is).
[QUOTE=DatWut?;34914459]Screw this, posting it:
[MEDIA]http://www.youtube.com/watch?v=ywV__3uUjak[/MEDIA]
[editline]28th February 2012[/editline]
I guess I'll do some changes here and there, like shorten one of the pieces and make it sound more radio-ish (if I can that is).[/QUOTE]
sounds good, where's the bat from?
Someone needs to make a sound mod using some of the radio feed from this:
[media]http://www.youtube.com/watch?v=ZRtCOJ6yrXw[/media]
[QUOTE=theharribokid;34914546]sounds good, where's the bat from?[/QUOTE]
I think it's called the batter up bat, used to be on FPSBanana/Gamebanana.
[editline]28th February 2012[/editline]
Ah, there we go.
[url]http://www.gamebanana.com/tf2/skins/70985[/url]
[QUOTE=blaholtzen;34913310]To make sure you're all ready for next month, here's the promo files in advance:
[url=http://dl.dropbox.com/u/39556064/ModPromo.zip][img]http://dl.dropbox.com/u/39556064/PromoSources.png[/img][/url][/QUOTE]
bigger
image
section
[img]http://i.imgur.com/oE9OQ.jpg[/img]
[img]http://i.imgur.com/kRyhX.jpg[/img]
Got rid of some of that extra topology and I think I got it rigged pretty decently. Thanks for you guys' help!
Are there any tutorials/guides on adding the itemtest file format to your item?
[QUOTE=Constructor;34911821]Okay, i've been reading old emporiums and would love to get a working link on this:
[IMG]http://img691.imageshack.us/img691/8799/repurprebarpromo.png[/IMG]
[editline]28th February 2012[/editline]
[t]http://dl.dropbox.com/u/40395733/no%20shit.png[/t]
Ignore the finnish and all that[/QUOTE]
You may need this: [url]http://dl.dropbox.com/u/23985673/NOT%20the%20X.psd[/url]
Totally editable
Sharing it here too, emporium release imminent:
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=14085"][IMG]http://img812.imageshack.us/img812/9350/redmatches.png[/IMG]
By [/URL] KLIK!
[QUOTE=DatWut?;34914459]Screw this, posting it:
[MEDIA]http://www.youtube.com/watch?v=ywV__3uUjak[/MEDIA]
[editline]28th February 2012[/editline]
I guess I'll do some changes here and there, like shorten one of the pieces and make it sound more radio-ish (if I can that is).[/QUOTE]
Ooh, a soundmod for the Boom Bringer that I like. I really hate the Boom Bringer's sounds, they're really unfitting for TF2.
i put cannonfodder's model decompiler in the ep1 folder since it only wants to work there apparently, but..
it gives me an error when i try to decompile the pyro mdl file. any help?
i'm sorry for being bad at this :V
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