[QUOTE=Venezuelan;35756929]It would have to be always rigged to the hand. The way the default rocket does it is through a bodygroup[/QUOTE]
FYI default rocket launcher doesn't use bodygroup. It is included in its viewmodel.
While the others rocket launcher which use c_models animations , don't have any rocket mesh included within each model of those rocket launchers and there is no actual bone for rocket in soldier's c_animations and only the v_model of default rocket has it.
[QUOTE=patrix1221;35757085][IMG]http://dl.dropbox.com/u/76428526/02.jpg[/IMG]
paintable? :v:[/QUOTE]
I made toilet paper before it was cool :v:
[QUOTE=kibbleknight;35756907]Ive got a serious question: If since a lot of people complain about the rocket launchers reloading nothing, and there are those cool unique rocket models, can't somebody just take the rocket models and place the rockets inside the launcher where it can't be seen, and then when you reload it come out and rig to the hand, like the grenade launcher?[/QUOTE]
Well, you got to decompile all rocket launchers in TF2 and put rocket on each model and compile those back.
See if someone is willing to do that. (inb4 not working in sv_pure 1 server)
[QUOTE=patrix1221;35757085][IMG]http://dl.dropbox.com/u/76428526/02.jpg[/IMG]
paintable? :v:[/QUOTE]
paint it brown
[QUOTE=psyke;35757139][media]http://www.youtube.com/watch?v=TXquN7GhYYA[/media][/QUOTE]
To be honest, can't you just use jigglebones? Or combine them a little.
[QUOTE=psyke;35757139][media]http://www.youtube.com/watch?v=TXquN7GhYYA[/media][/QUOTE]
Is that... the music from Medieval?
[t]http://dl.dropbox.com/u/40395733/medkit2.png[/t]
WIP texture and such.
[QUOTE=patrix1221;35757085][IMG]http://dl.dropbox.com/u/76428526/02.jpg[/IMG]
paintable? :v:[/QUOTE]
Need a name?
"The Shithead"
"Crap for brains"
[QUOTE=Hatley;35757386]Need a name?
"The Shithead"
"Crap for brains"[/QUOTE]
Tolietnator
[QUOTE=patrix1221;35757085][IMG]http://dl.dropbox.com/u/76428526/02.jpg[/IMG]
paintable? :v:[/QUOTE]
[img]http://images.wikia.com/villains/images/e/ed/The_Toiletnator.jpg[/img]
Prepare to be... [I]fluuuushed[/I].
[QUOTE=Constructor;35757380][t]http://dl.dropbox.com/u/40395733/medkit2.png[/t]
WIP texture and such.[/QUOTE]
I oddly like that.
[QUOTE=Constructor;35757380][t]http://dl.dropbox.com/u/40395733/medkit2.png[/t]
WIP texture and such.[/QUOTE]
Hasn't this been done for the sniper already?
but this is for mediiiccc
[QUOTE=Jalcober;35757961]Hasn't this been done for the sniper already?[/QUOTE]
I think DMY (?) wanted to make it multiclass, too, but Constructor might just beat him to it.
[QUOTE=Ceiling Man;35757498][img]http://images.wikia.com/villains/images/e/ed/The_Toiletnator.jpg[/img]
Prepare to be... [I]fluuuushed[/I].[/QUOTE]
Well that's a crappy villain.
[IMG]http://dl.dropbox.com/u/76428526/03.jpg[/IMG]
any names for these?
2 questions.
1. are there any mods/skins out there that alter the unusual effects? I want to change scorching from green to a different color. are there any mods out there for it? if not could i change it easily myself by just pushing a slider? or is it more difficult than that?
2. does there exist a decent demoman skin? only found lame recolorings so far
[QUOTE=Hawt Koffee;35751996]what I worked on during fp's downtime
A falconing glove for spy
scrapped
and I finally finished the krieger
[img]http://30.media.tumblr.com/tumblr_m3804cr6mM1r43xj0o1_1280.png[/img][/QUOTE]
I like the "id" feel it has- you know, the robo punch seems reminiscent of doom, but the mad science with a german name screams wolfienstien.
[editline]29th April 2012[/editline]
[QUOTE=psyke;35757139][media]http://www.youtube.com/watch?v=TXquN7GhYYA[/media][/QUOTE]
Oh look, it's already lime green.
[sp] needs a scout version for the boom bringer that plays suddenly seymor, on skid row, mean green mother from outer space, and don't feed the plants. [/sp]
[QUOTE=Justnobody;35758438]I like the "id" feel it has- you know, the robo punch seems reminiscent of doom, but the mad science with a german name screams wolfienstien.
[editline]29th April 2012[/editline]
Oh look, it's already lime green.
[sp] needs a scout version for the boom bringer that plays suddenly seymor, on skid row, mean green mother from outer space, and don't feed the plants. [/sp][/QUOTE]
The one there is Skinned to one of my painted items.
the default colour is a cream spirit tinted orange.
so yeah.
[QUOTE=patrix1221;35758337][IMG]http://dl.dropbox.com/u/76428526/03.jpg[/IMG]
any names for these?[/QUOTE]
Lovely textures.
[QUOTE=patrix1221;35758337][IMG]http://dl.dropbox.com/u/76428526/03.jpg[/IMG]
any names for these?[/QUOTE]
That+Flies effect=crashed market
[QUOTE=Marik Bentusi;35758011]I think DMY (?) wanted to make it multiclass, too, but Constructor might just beat him to it.[/QUOTE]
Yeah, I had trouble with making it multi-class because of positioning, and then having to rejig it 9 times. I've just never got round to it.
That's actually a pretty smart way to do it for the Medic, though. Didn't think of that.
[QUOTE=psyke;35757139][media]http://www.youtube.com/watch?v=TXquN7GhYYA[/media][/QUOTE]
It would be cool if it had attack animation, so that Valve could implement it as a weapon.
Had a go at Square's concept for the Electrician's Helmet. Added some spark decals to the sides. Not really happy with it though so will probably put it to one side.
[img]http://img402.imageshack.us/img402/1673/sparkyhelmet.jpg[/img]
[QUOTE=Captain Chalky;35758820]Where is the music from? I'm sure I have heard it before.[/QUOTE]
MediEvil 2 OST Kew gardens.
[QUOTE=Scizor;35758790]It would be cool if it had attack animation, so that Valve could implement it as a weapon.[/QUOTE]
it's got various animations that arn't shown here [ mostly due to them not working right at the moment ]
but here's the agressive anim
[media]http://www.youtube.com/watch?v=r7iedFkRAVY[/media]
[QUOTE=patrix1221;35757085][IMG]http://dl.dropbox.com/u/76428526/02.jpg[/IMG]
paintable? :v:[/QUOTE]
fantastic textures there
[IMG]http://img138.imageshack.us/img138/4646/update2r.jpg[/IMG]
not much progress but progress none the less
[QUOTE=roamzero;35753340](Third time) amateur tf2 modeler here (unless you count LODs are separate)
After positive feedback from my other items in the workshop, Im gonna do a knife and gun!
FINALLY at the texturing stage (though might do some minor tweaks) (Did I mention LODs are no fun?)
[img]http://oi46.tinypic.com/20kyfpw.jpg[/img]
Question:
What is the standard texture size for something like this? Looking at the other models they are all over the place, so I went with 512x512?
Feedback welcome! Color scheme ideas, names (gonna probably call it Big Iron or Longhorn) etc.
(BTW its modeled after a gun called the High Standard Double Nine, a western style, 9-shot .22 revolver introduced in the 60's when spaghetti westerns were the rage)[/QUOTE]
You clearly had similar inspiration as I did on this revolver I started a couple weeks ago:
[IMG]http://img194.imageshack.us/img194/8817/hlmv1.png[/IMG]
Note: the texture isn't done yet (might decide to change the base colors, and I feel like the wood needs a lot of work), still need to make LODs, and I need to finish the other items I'm making to go with it.
Probably won't be done for a while since I have university exams the next couple weeks, then need to find a summer job once I get moved back home for the summer.
Also, don't read too much into this. I'm not by any means saying you should stop working on that revolver. In fact, I think you should finish it.
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