• TF2 Mod Emporium 46
    10,004 replies, posted
[QUOTE=Thatrandomuser;35668006]Sparkwire decided to give me my gift for my birthday early c: [IMG]http://dl.dropbox.com/u/4569541/paint.gif[/IMG][/QUOTE] That animation is superb and the model optimization.
[QUOTE=Hawt Koffee;35667717][img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/e94bd39a.png[/img] /controversy[/QUOTE] Hey engi. whats up? my balls on your head.
[QUOTE=Rexic;35668080]Hey engi. whats up? my balls on your head.[/QUOTE] That's a horse a [I]female[/I] horse
So I just had a thought. Let me know how horrible it is. An update or series of updates as part of a TF2/SCP crossover? Or just items in the style of the SCP stuff.
[QUOTE=Grimhound;35668169]So I just had a thought. Let me know how horrible it is. An update or series of updates as part of a TF2/SCP crossover? Or just items in the style of the SCP stuff.[/QUOTE] scp?
[QUOTE=Justnobody;35668182]scp?[/QUOTE] [url]http://www.scp-wiki.net/[/url] EDIT: Basically, it's a fictional foundation that contains anomalous artifacts and entities.
[QUOTE=Sparkwire;35667218][url]http://www.livestream.com/sparkwire[/url] Modeling stuff! [thumb]http://puu.sh/qOXt[/thumb][/QUOTE] The new hazmat mask?
[QUOTE=Thatrandomuser;35668006]Sparkwire decided to give me my gift for my birthday early c: [IMG]http://dl.dropbox.com/u/4569541/paint.gif[/IMG][/QUOTE] [QUOTE=Hawt Koffee;35668030][img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/80d53f1d.png[/img][/QUOTE] Don't have to be a fan of MLP to know these are extremely well-made.
[QUOTE=Twilight-kun;35665813]also, the Emporium needs its own subsection[/QUOTE] This isn't a subsection what are you talking about
[QUOTE=Inspecter;35668231]The new hazmat mask?[/QUOTE] T'is indeed, he hasn't started yet though.
Kaymon95: WHERES THE OMB Kaymon95: WHERES THE BOMB Kaymon95: WHERES THE BOMB Kaymon95: GET OUT OF THERE Kaymon95: GET OUT OF THERE Mr. Widdle |CSn: STICK TOGETHER TEAM Mr. Widdle |CSn: STICK TOGETHER TEAM Kaymon95: WHERES THE BOMB Kaymon95: WHERES THE BOMB Mr. Widdle |CSn: GET OUT OF THERE Sexy Robot ʷᵒᵒʰᵒᵒ: UHH, NEGATIVE Kaymon95: GET OUT OF THERE Mr. Widdle |CSn: NEED BACKUP Sexy Robot ʷᵒᵒʰᵒᵒ: IT'S TICKING AT 'A' Mr. Widdle |CSn: get the fuck away from me you titty monster it's 12:30 on emp chat
Just wondering, are there any Natasha replacements anywhere? I did a little bit of searching but found nothing so far.
[QUOTE=Sparkwire;35667218][url]http://www.livestream.com/sparkwire[/url] Modeling stuff! [thumb]http://puu.sh/qOXt[/thumb][/QUOTE] Yay. the hazmat again. but darn I still like the old one. is that mod ever coming out?
[QUOTE=Rexic;35668660]Yay. the hazmat again. but darn I still like the old one. is that mod ever coming out?[/QUOTE] Upon completion of the new one we will release it
[t]http://cloud.steampowered.com/ugc/576702418666587031/E288B6345857960523A2320B4B94B446E5020CE2/[/t]
Was going to scrap this pistol, but reworked the texture and placed it in TF2, and I think it looks awesome. Still can use some work, but definitely not going to scrap it. [IMG]http://dl.dropbox.com/u/35490615/Pistol/Almost.png[/IMG] Problem however, in first person view (when applied to the Shortstop) looks like this, but 3rd person looks fine. [img_thumb]http://cloud.steampowered.com/ugc/542925143346194843/D9956E4C6991DE7C37AB0B6652BD33E8475F6719/[/img_thumb]
With c_scout_arms, the Pistol and Shortstop use slightly different animations, so that might be why.
Releasing this with mah pageking :D [URL="http://dl.dropbox.com/u/35490615/Pistol/Outfielder%20Replace%20Files.zip"][IMG]http://dl.dropbox.com/u/35490615/Pistol/AdvancedModPromoPSDforPistol.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=1819407"][IMG]http://dl.dropbox.com/u/35490615/Scattergun/Workshop%20Promo%20Extention.png[/IMG][/URL]
[QUOTE=boomsta_;35668966]Was going to scrap this pistol, but reworked the texture and placed it in TF2, and I think it looks awesome. Still can use some work, but definitely not going to scrap it. [IMG]http://dl.dropbox.com/u/35490615/Pistol/Almost.png[/IMG] Problem however, in first person view (when applied to the Shortstop) looks like this, but 3rd person looks fine. [img_thumb]http://cloud.steampowered.com/ugc/542925143346194843/D9956E4C6991DE7C37AB0B6652BD33E8475F6719/[/img_thumb][/QUOTE] If you fix it, mind posting it?
[QUOTE=Quinnjdq;35668072]That animation is superb and the model optimization.[/QUOTE] Now if only they'd put those superb skills into a model that isn't pony related for once. EDIT: Well no, I'm saying that whenever amazing effort and skill is put into a mod, it's almost always Pony related. How many other mods have you seen that have such great animation and detail? Not many.
[QUOTE=UntouchedShadow;35669251]Now if only they'd put those superb skills into a model that isn't pony related for once.[/QUOTE] >for once Are you implying that they work on only poni mods, or mostly poni mods? If so, that's an incredibly fucking stupid statement.
[QUOTE=Thatrandomuser;35668789]Upon completion of the new one we will release it[/QUOTE] yay. now im guessing the new one wouldnt have the torn facade and last breath stuff?
[QUOTE=Rexic;35669634]yay. now im guessing the new one wouldnt have the torn facade and last breath stuff?[/QUOTE] The new one would probably be a miscellaneous item that would fit into the same group as those, so it probably wouldn't be allowed to work with them. Also, can you use proper grammar in your posts? It just kinda irks me how most people in the Emporium do use proper grammar, then you tend to not. For Pete's sake, capitalize your sentences at least!
I got a question. Can someone make this [IMG]http://media.moddb.com/cache/images/groups/1/3/2055/thumb_620x2000/angry_marine_launcher_by_marshall_Tharidus.jpg[/IMG]?
[QUOTE=Lucario Cyrus;35669764]I got a question. Can someone make this [IMG]http://media.moddb.com/cache/images/groups/1/3/2055/thumb_620x2000/angry_marine_launcher_by_marshall_Tharidus.jpg[/IMG]?[/QUOTE] Fuck no.
[QUOTE=Cpt_Painis;35669802]Fuck no.[/QUOTE] [img]http://i.imgur.com/tB8Mu.png[/img]
[QUOTE=Lucario Cyrus;35669764]I got a question. Can someone make this [IMG]http://media.moddb.com/cache/images/groups/1/3/2055/thumb_620x2000/angry_marine_launcher_by_marshall_Tharidus.jpg[/IMG]?[/QUOTE] I think one as a Direct Hit replacement with comically small marines as projectiles could be a laugh to make. [editline]22nd April 2012[/editline] Of course, it'd need some adaptation and resizing to fit in the game, in the soldier's existing animations and through most doorways.
[QUOTE=Pocket Medic;35669999]I think one as a Direct Hit replacement with comically small marines as projectiles could be a laugh to make.[/QUOTE] Everytime you fire you hear a loud but fading "SPACE MARRiiinnees...."
I am having a problem with Team coloring on my item. When I open the model it says that both vmts are loaded, however it appears that only the red vtf and is looked at and the blue one is somehow parsed. Here is the qc, but I have tried every variation and looked at a bunch of different weapons. The file paths in the vmt themselves are correct. [code]$cd "C:\Documents and Settings\Sean\Desktop\Modeling\IndusPistol\Output" $modelname "weapons\c_models\c_outfielder\c_outfielder.mdl" $model "Body" "c_outfielder.smd" $cdmaterials "models\weapons\c_models\c_outfielder\" $cdmaterials "" $texturegroup skinfamilies { { "models/weapons/c_models/c_outfielder/c_outfielder.vmt" } { "c_outfielder_blue.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -1.560 -1.985 -3.362 1.604 7.282 7.623 $hbox 0 "weapon_bone2" -1.282 0.000 0.000 1.384 5.399 5.389 $hbox 0 "weapon_bone1" -1.211 0.000 0.000 1.322 5.393 4.604 $hbox 0 "weapon_bone3" -1.452 0.000 -5.280 1.496 3.771 2.456 $attachment "muzzle" "weapon_bone" 0.00 5.81 8.11 rotate -90.00 0.00 0.00 $surfaceprop "metal" $illumposition 2.253 0.022 2.726 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 0.9 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
[QUOTE=boomsta_;35670196]I am having a problem with Team coloring on my item. When I open the model it says that both vmts are loaded, however it appears that only the red vtf and is looked at and the blue one is somehow parsed. Here is the qc, but I have tried every variation and looked at a bunch of different weapons. The file paths in the vmt themselves are correct. [code]$cd "C:\Documents and Settings\Sean\Desktop\Modeling\IndusPistol\Output" $modelname "weapons\c_models\c_outfielder\c_outfielder.mdl" $model "Body" "c_outfielder.smd" $cdmaterials "models\weapons\c_models\c_outfielder\" $cdmaterials "" $texturegroup skinfamilies { { "models/weapons/c_models/c_outfielder/c_outfielder.vmt" } { "c_outfielder_blue.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -1.560 -1.985 -3.362 1.604 7.282 7.623 $hbox 0 "weapon_bone2" -1.282 0.000 0.000 1.384 5.399 5.389 $hbox 0 "weapon_bone1" -1.211 0.000 0.000 1.322 5.393 4.604 $hbox 0 "weapon_bone3" -1.452 0.000 -5.280 1.496 3.771 2.456 $attachment "muzzle" "weapon_bone" 0.00 5.81 8.11 rotate -90.00 0.00 0.00 $surfaceprop "metal" $illumposition 2.253 0.022 2.726 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 0.9 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code][/QUOTE] You don't need to include the whole filepath in the $texturegroup lines, just the name of the texture without any extensions (i.e. .vmt or .vtf)- So it should just be: { { "c_outfielder" } { "c_outfielder_blue" } } Should work after that
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