[QUOTE=NeoDement;36069533]Finished up the Spare Flares and put in on the workshop, vote for it if you like it:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=73279299][img]http://dl.dropbox.com/u/900111/big_image.jpg[/img][/url]
Mod release coming soon-ish[/QUOTE]
Regarding all my previous complaints, disregard them all, that looks fantastic.
[QUOTE=Demon!;36069401]And now that we have a oxygen canister bodygroup, you could even put the main body of the vacuum on the Pyro's back like this:
[IMG]http://i.imgur.com/LlkcJ.png[/IMG][/QUOTE]
[IMG]http://i.imm.io/qh5L.png[/IMG]
Not quite sure what you're going for with that.
I used the Poltergust from Luigi's Mansion because it's probably the best example of someone running around with a vacuum cleaner strapped to their back.
I am hinting that back-mounted stuff can be used for non-vacuum-based throwers as well.
As every item should preferably have a novel concept, it seems wasteful to me to use two major, adaptable novel concepts (vacuum-based FT, back-mounted FT tank) on the same item.
Hey guys. Just about to get cracking on my first texture - I just read on the workshop guide that 512x512 is the max preferred texture size. Is this still the case? Or is it cool to go a bit larger? i.e. 1024x1024?
Cheers!
[QUOTE=pogothemunty;36065686]Someone make a band name that's an episode 3 joke.
I need one[/QUOTE]
Never (going to be) been rethreesed
Mistaken for a twinkie
When it's done (more dnf, but whatever)
Trí má curse(french for "curse of three")
[QUOTE=Hamuelo;36070121]Hey guys. Just about to get cracking on my first texture - I just read on the workshop guide that 512x512 is the max preferred texture size. Is this still the case? Or is it cool to go a bit larger? i.e. 1024x1024?
Cheers![/QUOTE]
For hats I'd say 512x512 is usually plenty (although sometimes you can get away with 256x256), if it's something big and detailed then maybe 1024x1024, but probably no larger. (I guess you could also try funky sizes like 1024x512, I don't know what the guidelines on that are)
[QUOTE=unlimi_Ted;36069969]why would you want to replace an all-father?[/QUOTE]
Just tired of looking at it all the time.
Good idea: An Engineer beard and mustache that doesn't clip with pretty much [I]everything[/I].
[QUOTE=Demon!;36070080]Not quite sure what you're going for with that.
I used the Poltergust from Luigi's Mansion because it's probably the best example of someone running around with a vacuum cleaner strapped to their back.[/QUOTE]
As an aside, what if somebody turned the Moonman pack into the vacuum body section and the ManMelter into the handle/nozzle.
[QUOTE=NeoDement;36069824]She's my little sister and she's ridiculous[/QUOTE]
Hi Ben.
[QUOTE=Archimedes;36070454]As an aside, what if somebody turned the Moonman pack into the vacuum body section and the ManMelter into the handle/nozzle.[/QUOTE]
It could be done, but why modify existing items to look like that, unless you really like the item or something.
[QUOTE=Joey90;36070198]For hats I'd say 512x512 is usually plenty (although sometimes you can get away with 256x256), if it's something big and detailed then maybe 1024x1024, but probably no larger. (I guess you could also try funky sizes like 1024x512, I don't know what the guidelines on that are)[/QUOTE]
oh I've been wondering about that. So it's good to upload weapons that use 1024x1024 textures to the Workshop?
[QUOTE=Demon!;36070496]It could be done, but why modify existing items to look like that, unless you really like the item or something.[/QUOTE]
Mostly because of the ManMelters 'vacuum' ability and the fact that its part of a 'pack' with the Moonman backpack thing.
Not so much suggesting it as I am curious if anybodies done it before.
[QUOTE=Segab;36070549]oh I've been wondering about that. So it's good to upload weapons that use 1024x1024 textures to the Workshop?[/QUOTE]
There's no reason for any item texture in TF2 to be a 1024 if it's UV'd properly, save for perhaps a minigun/other big weapon with a lot of unique geometry.
[QUOTE=Archimedes;36069892]That's vaguely adorable.
[I]Vaguely.[/I][/QUOTE]
That's fucking adorable dude what are you talking about
I request The Magician's hat from Rayman origins for the pyro
[url]http://raymanpc.com/wiki/script-en/images/thumb/c/ca/Magician.png/542px-Magician.png[/url]
[QUOTE=Grimhound;36068344][img]http://i.imgur.com/WQJcz.jpg[/img]
[/QUOTE]
I appear to be on fire!
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/4635c147.png[/img]
Edit:
Eh, can't have it be one model, gonna have to re-rig it for each class.
[img]http://speedcap.net/img/176193d865cd61c83299a4de42fe87a9/f37fe4d9.png[/img]
[IMG]http://img338.imageshack.us/img338/7844/watercooler6.png[/IMG]
[IMG]http://img811.imageshack.us/img811/4122/watercooler7.png[/IMG]
UV for this done.
Damn I forgot the water inside :v:
Ok, how should I do that water? Just a plane or what?
[QUOTE=NeoDement;36070618]There's no reason for any item texture in TF2 to be a 1024 if it's UV'd properly, save for perhaps a minigun/other big weapon with a lot of unique geometry.[/QUOTE]
Even then, I believe the Iron Curtain and other miniguns still use 512x512. Though, to be honest they look INSANELY optimised.
But yeah, I work in 1024x1024 and resize to 512x512 (or less, depending on what the item is), then submit the 1024x1024 version in the source materials folder and the 512x512 versions as the compiled .vtfs.
[IMG]http://puu.sh/wpzA.png[/IMG]
Decided to do a quick remake.
[QUOTE=Petachepas;36070960][IMG]http://img338.imageshack.us/img338/7844/watercooler6.png[/IMG]
[IMG]http://img811.imageshack.us/img811/4122/watercooler7.png[/IMG]
UV for this done.
Damn I forgot the water inside :v:
Ok, how should I do that water? Just a plane or what?[/QUOTE]
Make the waters UV in the shape of a water drop.
But seriously, if you're lying about the jiggle bones, I'll cry.
I remember some people saying they were gonan make smnc models as skins.
is anyoen doing karls backpack as a scrap pack skin?
[QUOTE=Digivee;36071262]Make the waters UV in the shape of a water drop.
But seriously, if you're lying about the jiggle bones, I'll cry.[/QUOTE]
Heck no, I´m trying getting good water inside the tank, but is damn difficult because of the shape
[QUOTE=psyke;36068407]Keeping bees/Pesting gardens seems like a very country gal. domestic thing[/QUOTE]
so it's like a pesticide sprayer? Based on anything in real life or just a homemade weapon?
Does anyone want to help me with the water inside the tank? In a basic cylinder it should be easier, but this one is a bit more complex, and it´s my first liquid ever. I also have to take the tank´s inclination into account, so yeah, I´m not able to get it. Also, the trasparent materials are set in the VMT?
One more image:
[IMG]http://img818.imageshack.us/img818/3513/watercooler8.png[/IMG]
I love derping around with base colours
[QUOTE=NeoDement;36069824]She's my little sister and she's ridiculous[/QUOTE]
I know that feel
I wonder how many people have talked with my little brother and not even realized it wasn't me :x
This post has been repurposed into yet another concept dump. It's sorted by class, to make the functions of some stuff (the manhole cover demo shield, for example) easier to guess. The whole post is pretty large and messy and stylistically/proportionally inconsistent, but I think it's possible to see what most of the images are trying to depict, at least.
Scout:
[IMG]http://img442.imageshack.us/img442/5782/suspenders.png[/IMG][IMG]http://img707.imageshack.us/img707/9704/spaceensign.png[/IMG][IMG]http://img651.imageshack.us/img651/7326/shoegazer.png[/IMG][IMG]http://img207.imageshack.us/img207/1060/sweatervest.png[/IMG]
Soldier:
[IMG]http://img14.imageshack.us/img14/6476/screamhawk.png[/IMG][IMG]http://img35.imageshack.us/img35/5886/patrioticcv.png[/IMG][IMG]http://img834.imageshack.us/img834/8969/harborsidehench.png[/IMG]
Pyro:
[IMG]http://img837.imageshack.us/img837/4746/backpackthrower.png[/IMG][IMG]http://img155.imageshack.us/img155/6158/pyrotoendallpyros.png[/IMG][IMG]http://img196.imageshack.us/img196/9900/vacuumizer.png[/IMG][IMG]http://img831.imageshack.us/img831/2526/woodshed.png[/IMG]
Demoman:
[IMG]http://img196.imageshack.us/img196/9224/scottishsubtlety.png[/IMG][IMG]http://img843.imageshack.us/img843/7127/pedestprot.png[/IMG][IMG]http://img341.imageshack.us/img341/4867/leaderless.png[/IMG]
Heavy:
[IMG]http://img411.imageshack.us/img411/5937/sockpuppets.png[/IMG][IMG]http://img13.imageshack.us/img13/2143/pettingq.png[/IMG][IMG]http://img405.imageshack.us/img405/6214/mistersoviet.png[/IMG]
Medic:
[IMG]http://img17.imageshack.us/img17/5522/teslao.png[/IMG][IMG]http://img266.imageshack.us/img266/1745/armymedic2.png[/IMG]
Sniper:
[IMG]http://img109.imageshack.us/img109/91/trailerblazer2.png[/IMG]
Spy:
[IMG]http://img41.imageshack.us/img41/4830/stepdaddyo2.png[/IMG][IMG]http://img41.imageshack.us/img41/4817/pocketa.png[/IMG][IMG]http://img834.imageshack.us/img834/9543/scutlery.png[/IMG]
All-class:
[IMG]http://img94.imageshack.us/img94/1618/noteworthy.png[/IMG]
[QUOTE=Petachepas;36071721]Does anyone want to help me with the water inside the tank? In a basic cylinder it should be easier, but this one is a bit more complex, and it´s my first liquid ever. I also have to take the tank´s inclination into account, so yeah, I´m not able to get it. Also, the trasparent materials are set in the VMT?
One more image:
[IMG]http://img818.imageshack.us/img818/3513/watercooler8.png[/IMG]
I love derping around with base colours[/QUOTE]
Just use the tank mesh and scale it down?
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