Does one normally create a new submission that is a new version, or just edit the original one? :O
Also what is marketing_pose_006 used for with the soldier?
[QUOTE=Corndog Ninja;34565993]Finished up the texture, now I just have to tweak the model, rig, and release.
[img]http://dl.dropbox.com/u/40378683/TF2%20mods/megaman%20teaser.jpg[/img][/QUOTE]
I think this might've looked a bit better on soldier as his facial features and bodyshape seem a little closer to the dude whose hat that's based on.
[t]http://wiki.teamfortress.com/w/images/thumb/d/d1/Soldier_bill.png/466px-Soldier_bill.png[/t]
[QUOTE=Corndog Ninja;34566349]Because it's based on the US box art for the NES game, and it's lopsided there.
[IMG]http://i.somethingawful.com/u/ctstalker/2008_01/2008_01_12_megawhat.jpg[/IMG][/QUOTE]
It's a magnificent part of video gaming history.
[QUOTE=Lexar;34561249][IMG]http://dl.dropbox.com/u/32668357/octos.png[/IMG]
eyes are rigged to jiggle and so is the head.. the rigging is there just not the qc jigglebone parameters.
i hope you like it guys[/QUOTE]
If you can somehow make the squid equip eye miscs at the same time as the pyro, I would throw money at the screen. Augmented Squid.
it looks like lenses wouldn't clip that badly
[QUOTE=boomsta_;34566624]Does one normally create a new submission that is a new version, or just edit the original one? :O
Also what is marketing_pose_006 used for with the soldier?[/QUOTE]
edit the original
[QUOTE=FISH KILL!;34566648]I think this might've looked a bit better on soldier as his facial features and bodyshape seem a little closer to the dude whose hat that's based on.
[t]http://wiki.teamfortress.com/w/images/thumb/d/d1/Soldier_bill.png/466px-Soldier_bill.png[/t][/QUOTE]
I used the heavy because he's fat.
[QUOTE=Corndog Ninja;34567287]I used the heavy because he's fat.[/QUOTE]
Oh? The character you based it on is chunky like heavy? I had no idea. Then it's more fitting as it is after all.
Ok guys, I'm having an issue with team colouring. No matter what team I'm on, it defaults directly to Red. The model viewer says that it loads the Blu .vmt file, but it refuses to work.
Here's the QC:
[QUOTE]$cd "C:\Users\Max\Dropbox\Blender Stuff\Models\spy_rattlehead\output"
$modelname "player/items/spy/spy_party_phantom.mdl"
$model "body" "rattlehead.smd"
$cdmaterials "\models\player\items\spy\"
$cdmaterials ""
$texturegroup skinfamilies
{
{ "models/player/items/spy/rattlehead.vmt" }
{ "rattlehead_blu.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" -3.391 -5.038 -6.518 3.391 0.000 2.403
$surfaceprop "metal"
$illumposition 2.057 0.000 2.519
$sequence ref "ref" fps 30.00
$collisionmodel "rattlehead.smd" {
$mass 5.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/QUOTE]
And the Rattlehead_blu.vmt
[QUOTE]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\spy/rattlehead_blu"
"$bumpmap" "models\player\items\spy/spy_gang_cap_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "1"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 .5 2]"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "4" // Exponent for phong component of rim lighting
"$rimlightboost" "2" // Boost for ambient cube component of rim lighting
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" 30
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/QUOTE]
As far as I can tell, everything should be in order. Any idea's?
[QUOTE=Zebus;34566381]That is the worst box art I have ever seen.[/QUOTE]
Which is why his name is Bad Box Art Mega Man.
Aka the worst decision Capcom ever made in creating. [sp]shitcan Mega Man Volnutt and Classic Mega Man, Bad Box Art Mega Man and Zero FOR THE WIN[/sp]
:v:
[QUOTE=SchnookieFace;34567465]Ok guys, I'm having an issue with team colouring. No matter what team I'm on, it defaults directly to Red. The model viewer says that it loads the Blu .vmt file, but it refuses to work.
Here's the QC:[/QUOTE]
try this, I've never had any problem doing it like this:
[code]$texturegroup skinfamilies
{
{ "rattlehead" }
{ "rattlehead_blu" }
}
[/code]
ALSO
how does that look?
[img]http://i.imgur.com/YaaEx.jpg[/img]
too detailed for what it is.
To clarify, don't go with tiny edgewear/scratches on a tiny hat which is made out of fabric anyway.
[QUOTE=Segab;34567942]ALSO
how does that look?
[img]http://i.imgur.com/YaaEx.jpg[/img][/QUOTE]
You asked how it looked
It's dumb. You win a dumb
[sp]PYC128 is not a fan of Spongebob[/sp]
Whoa.
Its a model I released that has a mod version up before the workshop.
Heres my crappy image I made cause I couldn't get gimp to agree with me and don't feel like opening photoshop.
[img_thumb]http://i.imgur.com/uyG0q.jpg[/img_thumb]
[URL="http://www.gamebanana.com/tf2/skins/114997"]Gamebanana[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=7288"]Workshop[/URL]
Being the OP means you never have to wait for your mods to get added.
[url=tf2mods.net/mod.php?id=361][IMG]http://dl.dropbox.com/u/40378683/TF2%20mods/megaman%20promo.jpg[/IMG][/url]
For the uninitiated:
[video=youtube;_MFkGo-hsCY]http://www.youtube.com/watch?v=_MFkGo-hsCY[/video]
[QUOTE=Segab;34567942]ALSO
how does that look?
[img]http://i.imgur.com/YaaEx.jpg[/img][/QUOTE]
[IMG]http://i.imgur.com/iCEc6.png[/IMG]
[QUOTE=A_Guardian;34568345]Whoa.
Its a model I released that has a mod version up before the workshop.
Heres my crappy image I made cause I couldn't get gimp to agree with me and don't feel like opening photoshop.
[img_thumb]http://i.imgur.com/uyG0q.jpg[/img_thumb]
[URL="http://www.gamebanana.com/tf2/skins/114997"]Gamebanana[/URL]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=7288"]Workshop[/URL][/QUOTE]
Uh...it's spelled "Opposite"
[QUOTE=A_Guardian;34568345]
Heres my crappy image I made cause I couldn't get gimp to agree with me and don't feel like opening photoshop.[/QUOTE]
Making a promo will [I]greatly[/I] increase your odds of getting in the OP
[editline]uhh[/editline]
hint, hint
[QUOTE=Corndog Ninja;34568500]Making a promo will [I]greatly[/I] increase your odds of getting in the OP
[editline]uhh[/editline]
hint, hint[/QUOTE]
I will.
Just need to open photoshop.
I also think I will use gangsta pyro for the promo.
[QUOTE=Bazkip;34568495]Uh...it's spelled "Opposite"[/QUOTE]
That was part of a joke.
I guess it doesnt really make it though.
(Of course its based off people knowing that I am a grammar Nazi. So I guess it was destined for failure.)
[IMG]http://imgur.com/V3NGe[/IMG]
Has this been done yet??
If not, I want to work with someone pretty closely to get this thing made.
[QUOTE=A_Guardian;34568534]That was part of a joke.
I guess it doesnt really make it though.
(Of course its based off people knowing that I am a grammar Nazi. So I guess it was destined for failure.)[/QUOTE]
Oh. Well. Carry on then.
[QUOTE=pogothemunty;34566592]Image section should be bigger - this has been a problem with emporium promos for too long.
I love the style but please make a bigger preview section[/QUOTE]
full agreement. the old, large promos, that had enough room for a name and a giant image, were the best.
[QUOTE=Ragent;34568644][IMG]http://imgur.com/V3NGe[/IMG]
Has this been done yet??
If not, I want to work with someone pretty closely to get this thing made.[/QUOTE]
Has what been done yet
[QUOTE=Raijin;34568863]Has what been done yet[/QUOTE]
[IMG]http://i.imgur.com/V3NGe.png[/IMG]
that grin
[QUOTE=Raijin;34568863]Has what been done yet[/QUOTE]
Yeah, sorry about the link being weird, my computer doesn't quit wanna work with me sometimes..
I was talking about a gold laurel (leaf) wreath for the Heavy's head.
Guys I really need help
[IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/knifepreview.jpg[/IMG]
I made a new Spy Butterfly knife, and (aside from the obvious failure I am at textures, I'll get to that later) I just can't figure out how to compile it over the stock knife. Can anyone help?
EDIT: Just realized butterfly knife blades aren't double-edged, so I fixed it up a bit
[URL="http://www.gamebanana.com/tf2/skins/114997"][img]http://i.imgur.com/mKia1.png[/img][/URL]
Lets see if I did this right.
[IMG]http://imgur.com/Qexmr[/IMG]
[xxx]http://imgur.com/Qexmr[/xxx]
See, I don't think I'm typing it in wrong :\
What's going on?
[QUOTE=Ragent;34569105][IMG]http://imgur.com/Qexmr[/IMG]
[xxx]http://imgur.com/Qexmr[/xxx]
See, I don't think I'm typing it in wrong :\
What's going on?[/QUOTE]
You are posing the page url.
You need the direct url.
open the image in a new tab and copy that.
And also try to use the [img_thumb] boxes to post larger images.
[img_thumb]http://i.imgur.com/Qexmr.png[/img_thumb]
Is better than
[img]http://i.imgur.com/Qexmr.png[/img]
[QUOTE=Ragent;34569105][IMG]http://imgur.com/Qexmr[/IMG]
[xxx]http://imgur.com/Qexmr[/xxx]
See, I don't think I'm typing it in wrong :\
What's going on?[/QUOTE]
You want [noparse][img]http://imgur.com/Qexmr.png[/img][/noparse]
Like so:
[img]http://imgur.com/Qexmr.png[/img]
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