[QUOTE=otterwolfy;35984320]Generic base colors.
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/ca5fae68.png[/img][img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/ec987e22.png[/img]
Oh, and an otter trademarked crappy UV! :D
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/3db2eaa3.png[/img][img]http://sawmillmarketing.com/wp-content/uploads/2010/12/TM-symbol.jpg[/img][/QUOTE]
Reminds me of the payload bomb light.
[URL="http://www.mediafire.com/?gdb8qs7wwtygc9o"][IMG]http://img9.imageshack.us/img9/2411/phlogstuff.png[/IMG][/URL]
Ugh... There!
After tons of technical problems, I finally did it!!
[QUOTE=otterwolfy;35984320]Generic base colors.
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/ca5fae68.png[/img][img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/ec987e22.png[/img]
Oh, and an otter trademarked crappy UV! :D
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/3db2eaa3.png[/img][img]http://sawmillmarketing.com/wp-content/uploads/2010/12/TM-symbol.jpg[/img][/QUOTE]
Your UVs are stretched in the V direction, load a checker box texture and you will be able to see that it's not square.
Well this is coming along.
[thumb]http://i.imgur.com/q2ki2.jpg[/thumb]
I need to do a little work on the poofy version.
[QUOTE=pogothemunty;35984795]Your UVs are stretched in the V direction, load a checker box texture and you will be able to see that it's not square.[/QUOTE]
At first I had no idea what you were talking about, but then I realized, yes I did do that, but only because I wanted everything even. It's a hat with very little detail, and the UV I had before this was all kinds of warped, terrible, and just plain space wasting.
I hate UVing with a passion. Thus why I don't release much, and the textures always suck. It's also why Venezuelan and I are changing our Mod Comp entry, because I can't UV our gun in time.
Gonna call this thing finished unless anyone has any thoughts on it:
[IMG]http://dl.dropbox.com/u/37546036/HARM-onica.PNG[/IMG]
If the texture is acceptable, then I should really finish the bunch of tf2 stuff I've modelled
[QUOTE=one free man;35985682]Gonna call this thing finished unless anyone has any thoughts on it:
[IMG]http://dl.dropbox.com/u/37546036/HARM-onica.PNG[/IMG]
If the texture is acceptable, then I should really finish the bunch of tf2 stuff I've modelled[/QUOTE]
Texture is nice but the item would probably benefit from some phong.
Up date on my pyro space set.
Added a backpack that is still a wip.
I don't think I am gonna model the weapons though.
Not even gonna try.
[thumb]http://i.imgur.com/xzspe.png[/thumb]
Can some one point me to a tutorial on how to make particles and add them to an item? I want to make sound wave particles for my gun for modcomp but have no idea how to do it at all.
don't look too suspicious
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/65524fa4.png[/img]
[QUOTE=boomsta_;35986578]Can some one point me to a tutorial on how to make particles and add them to an item? I want to make sound wave particles for my gun for modcomp but have no idea how to do it at all.[/QUOTE]
I don't know the first thing about rigging particles onto an item. However, points where they can spawn from are called control points, if that helps.
[QUOTE=Chaofanatic;35986622]I don't know the first thing about rigging particles onto an item. However, points where they can spawn from are called control points, if that helps.[/QUOTE]
So I wouldn't be able to add a particle effect to the heavy's minigun? I mean would it be as simple as overwriting the particle effect it uses for its muzzle flash/bullets or is it more complicated and is more of Valve side stuff?
[QUOTE=Hawt Koffee;35986845][img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/da40b30f.png[/img][/QUOTE]
I got them with Ctrl+Enter
Har
Har
Har v:v:v
Great.
Now I have to start, but not finish, another multi-class hat.
[thumb]http://i.imgur.com/FAUgF.jpg[/thumb]
why's everyone keep making that flat cap?
It is looking pretty good to me. I just need to figure out how to make particles effects in 2 days and it will be even better!
[IMG]http://dl.dropbox.com/u/35490615/ModComp/1.png[/IMG][IMG]http://dl.dropbox.com/u/35490615/ModComp/1.png[/IMG]
[QUOTE=NeoDement;35987354]why's everyone keep making that flat cap?[/QUOTE]
Because flat caps are bitching sweet.
And it's the second project I started and has been sitting on my hdd for almost 6 months.
[QUOTE=NeoDement;35987354]why's everyone keep making that flat cap?[/QUOTE]
because they're stylish as fuck and fit the 50's aesthetic
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/f8c2f9b2.png[/img]
that just looks over stylised and silly
[QUOTE=NeoDement;35987637]that just looks over stylised and silly[/QUOTE]
exactly
[QUOTE=NeoDement;35987637]that just looks over stylised and silly[/QUOTE]
I, for one, love it
[QUOTE=Hawt Koffee;35987595]because they're stylish as fuck and fit the 50's aesthetic
[img]http://speedcap.net/img/af712f9bb384027df0a7598f84147609/f8c2f9b2.png[/img][/QUOTE]
My only nit is that the brim is square.
Looks really odd imo.
[QUOTE=NeoDement;35987637]that just looks over stylised and silly[/QUOTE]
You're over stylised and silly.
hi
originality called,
they don't want their flatcaps back.
[QUOTE=NuggetWarmer;35988035]hi
originality called,
they don't want their flatcaps back.[/QUOTE]
Well that's good.
As they are not getting them back.
Everyone else can get one though.
(I'm thinking about making it mandatory. But I don't have the power to do that.)
Alright! So I made a particle, now the problem is how do I link it to the Minigun? Is there anyway at all or am I just wasting time?
[QUOTE=boomsta_;35988418]Alright! So I made a particle, now the problem is how do I link it to the Minigun? Is there anyway at all or am I just wasting time?[/QUOTE]
In your .qc file:
[CODE]$attachment your_bone "your_bone" 0 0 0 rotate -180 0 0
$keyvalues {
particles
{
effect
{
name "name_of_particle"
attachment_type follow_attachment
attachment_point your_bone
}
}
}[/CODE]
You'll have to add a bone to the end of the barrel(s) of the minigun to where the particle is gonna be emitted (in my example, it would be "your_bone") If the particles don't emit in the right direction, just mess around with the rotation parameter numbers
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