Okay so I made some concepts when I was in class today. I call this set "The Rough N' Tumble Trouble" set.
Here's a secondary that I intended for Pyro. Why it's a revolver, I'll never know.
The Packer's Punch/The Packer's Law
[img]http://dl.dropbox.com/u/37749778/Concepts/ThePacker%27sLaw.png[/img]
And a Melee weapon, The Chipped Chipper, The Chipped Chopper or The Fragile Gasher
[img]http://dl.dropbox.com/u/37749778/Concepts/TheChippedChopper.png[/img]
And a misc item that I think has been done before.
[img]http://dl.dropbox.com/u/37749778/Concepts/ShatteredSpecticles.png[/img]
[QUOTE=NeoDement;34611556][url]http://dl.dropbox.com/u/900111/fists_icon.rar[/url]
It might be this
[editline]9th February 2012[/editline]
Should I redo it to support loading other fist models onto it? I really think the current Eviction Notice icon sucks[/QUOTE]
That's it, thank you. And yes, that would be lovely.
[thumb]http://dl.dropbox.com/u/32006613/Models/dragonsgem_2_5_2.png[/thumb]
The result of some constructive criticism in the chat
Suddenly I like the paint better
[IMG]http://img408.imageshack.us/img408/3964/shotgun4.png[/IMG]
[IMG]http://img201.imageshack.us/img201/7551/shotgun5.png[/IMG]
Gooda? WIP, the front part is being redone
EDIT: Damn, I lost the pageking
Also, the c_shotgun replacement does´t show in third view, I suppose I would use the v_shotgun model too?
[QUOTE=Ceiling Man;34611620]That's it, thank you. And yes, that would be lovely.[/QUOTE]
I'll make a sticky note
I'm making a sandman replacement. Which baseball model should I use as a ref, the world or the viewmodel? The world model is considerably bigger than the viewmodel.
[QUOTE=WiltheKid;34612052]I'm making a sandman replacement. Which baseball model should I use as a ref, the world or the viewmodel? The world model is considerably bigger than the viewmodel.[/QUOTE]
World since it's going to replace a c_model.
[QUOTE=Ceiling Man;34612077]World since it's going to replace a c_model.[/QUOTE]
But there isn't a c_model for the Sandman and the baseball.
[img]http://i.somethingawful.com/forumsystem/emoticons/emot-psyduck.gif[/img]
[QUOTE=WiltheKid;34612162]But there isn't a c_model for the Sandman and the baseball.
[img]http://i.somethingawful.com/forumsystem/emoticons/emot-psyduck.gif[/img][/QUOTE]
[code]models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl[/code]
[QUOTE=Ceiling Man;34612238][code]models\weapons\c_models\c_wooden_bat\c_wooden_bat.mdl[/code][/QUOTE]
Sorry if I didn't make this clear, I meant the baseball, not the baseball bat. The world model is bigger than the view model of the baseball, and I don't know which one to use.
[QUOTE=WiltheKid;34612295]Sorry if I didn't make this clear, I meant the baseball, not the baseball bat. The world model is bigger than the view model of the baseball, and I don't know which one to use.[/QUOTE]
Well now I feel dumb. :I
[QUOTE=Ceiling Man;34612395]Well now I feel dumb. :I[/QUOTE]
Oh, don't feel dumb [img]http://www.facepunch.com/fp/ratings/heart.png[/img]
So should I use the world or the viewmodel?
In other news, I [I]really[/I] like changing the lightwarps around on the models, here's the Copper's Hard Top with the hand lightwarp, which, in my opinion, makes it look much better for the icons:
[release][t]http://dl.dropbox.com/u/32066954/new_cop_helmet.png[/t][/release]
old version:
[release][t]http://tf2b.com/item/cop_helmet_large.png[/t][/release]
The new one brings out the colors more, and the shadow is not blobby.
God damn I want that icon set.
Mm, the VMT used for the Brimstone icon is nothing like the one ingame. I'm glad the pack's about looking good rather than 100% accurate representations of what's ingame thesedays.
First person view, and reloading animation, where you can see one of the weapon possible disadvantages (:v:) and a cliping problem (is it really bad?)
[IMG]http://img842.imageshack.us/img842/7661/shotgun6.png[/IMG]
[IMG]http://img826.imageshack.us/img826/2190/shotgun7.png[/IMG]
And the whole model again
[IMG]http://img201.imageshack.us/img201/7551/shotgun5.png[/IMG]
[thumb]http://dl.dropbox.com/u/32006613/Models/dragonsgem_2_render_1.png[/thumb]
Thanks Jacen and Jalcober for teaching me how to render. I think this one turned out pretty nice.
Another problem guys :/ I used the .vmt of my textures for a weapon to assign a bump map but it didn't work. Any advice?
Well added cheezy to the manniversary paint fixes.
[QUOTE=Killionare1175;34613289]Another problem guys :/ I used the .vmt of my textures for a weapon to assign a bump map but it didn't work. Any advice?[/QUOTE]
post the text of the vmt
[QUOTE=lemonade1950;34613234][thumb]http://dl.dropbox.com/u/32006613/Models/dragonsgem_2_render_1.png[/thumb]
Thanks Jacen and Jalcober for teaching me how to render. I think this one turned out pretty nice.[/QUOTE]
Now I don't like dragons, but that looks pretty amazing. Great job man.
[QUOTE=psyke;34613534]post the text of the vmt[/QUOTE]
"VertexLitGeneric"
{
"$basetexture" "models/weapons/v_models/halo_smg/smg"
"$bumpmap" "models/weapons/v_models/halo_smg/smg_bump"
}
lol. and yeah, halo 3 smg for sniper smg :)
[QUOTE=Killionare1175;34613812]"VertexLitGeneric"
{
"$basetexture" "models/weapons/v_models/halo_smg/smg"
"$bumpmap" "models/weapons/v_models/halo_smg/smg_bump"
}
lol. and yeah, halo 3 smg for sniper smg :)[/QUOTE]
Its that all of it?
[QUOTE=Jalcober;34613847]Its that all of it?[/QUOTE]
as of right now, yes.
*EDIT* WAIT! I gave you the wrong one lol.
[code]"VertexLitGeneric"
{
"$basetexture" "models/weapons/v_models/halo_smg/smg"
"$bumpmap" "models/weapons/v_models/halo_smg/smg_bump"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
My bad :) also could something be wrong with the vtf or the bumpmap?
[QUOTE=Killionare1175;34613874]as of right now, yes.
*EDIT* WAIT! I gave you the wrong one lol.
[code]"VertexLitGeneric"
{
"$basetexture" "models/weapons/v_models/halo_smg/smg"
"$bumpmap" "models/weapons/v_models/halo_smg/smg_bump"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$basemapalphaphongmask" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
My bad :) also could something be wrong with the vtf or the bumpmap?[/QUOTE]
change this "$basemapalphaphongmask" "1" to this "$bumpmapalphaphongmask" "1"
[QUOTE=Jalcober;34614059]change this "$basemapalphaphongmask" "1" to this "$bumpmapalphaphongmask" "1"[/QUOTE]
nothing changed :/
[QUOTE=Jalcober;34614059]change this "$basemapalphaphongmask" "1" to this "$bumpmapalphaphongmask" "1"[/QUOTE]
Actually, $bumpmapalphaphongmask doesn't exist. It's a useless command but it works all the same because without $basemapalphaphongmask it defaults to checking the bumpmap's alpha
[editline]9th February 2012[/editline]
[QUOTE=Killionare1175;34614155]nothing changed :/[/QUOTE]
did you import your bumpmap as BGRA8888 and tick the "Normal Map" flag?
[QUOTE=Venezuelan;34614196]Actually, $bumpmapalphaphongmask doesn't exist. It's a useless command but it works all the same because without $basemapalphaphongmask it defaults to checking the bumpmap's alpha
[editline]9th February 2012[/editline]
did you import your bumpmap as BGRA8888 and tick the "Normal Map" flag?[/QUOTE]
no. but I just reimported like that and it still didnt work :/
[QUOTE=tso;34614341][IMG]http://i67.photobucket.com/albums/h319/TehSilentOne/heads.png[/IMG]
Beatnik's Bifocals (and friends)
scary scout asks, model done, texture now?[/QUOTE]
I dunno how this will affect animations, but have you tried shifting the beard a little lower on Scout?
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