[QUOTE=HyperTails;36219428]Question guys, regarding the giftwrap item. And I'd figured maybe one of you would know.
When you open a gift, you get a timestamp of when you opened the gift. What time does this stamp go by? Is it in Valve's time period? Or does it adjust to your own time?[/QUOTE]
I'm pretty sure it goes by Valve's time so that it can adjust automagically to the users' timezone, not only for the opening user but for any other user who views the description too.
[QUOTE=MasterFen007;36213712]Anyone know how I can parent a model to a certain bone? I'm hoping to create a replacement for the Pyro's fuel tank and I have no idea how I can do this, I'm using 3DS Max as my modelling software.[/QUOTE]
Bumping in desperation for an answer.
Ducksink's back?
[QUOTE=kenshin620;36218845]You know since Dungeons of Dredmor got its own Steam Workshop page, is anyone makign any Diggle related item for tf2?
[IMG]http://www.gaslampgames.com/wp-content/uploads/2011/12/diggle_egg.jpg[/IMG][/QUOTE]
big brown eyebrows for the pyro
Big brown eyebrows for the Soldier.
Wait...[img]http://wiki.teamfortress.com/w/images/thumb/2/2c/Lumbricus_Lid_Helmet.png/120px-Lumbricus_Lid_Helmet.png[/img]
Does anybody have any tutorials on UVW unwrapping in 3DSMAX 2011? the only ones I can find all tell me to use flatten mapping, but I tried that and my AO was all messed. Also, should I use attach to all my objects before I start unwrapping? help would be appreciated.
[QUOTE=MaroonMak;36220889]Does anybody have any tutorials on UVW unwrapping in 3DSMAX 2011? the only ones I can find all tell me to use flatten mapping, but I tried that and my AO was all messed. Also, should I use attach to all my objects before I start unwrapping? help would be appreciated.[/QUOTE]
You can UVW unwrap each part separately and then when you attach everything together the different UVW maps will be merged together.
I did a quick search and this seems to be a pretty simple and decent tutorial: [url]http://www.republicofcode.com/tutorials/3ds/unwrap_uvw_mapping/[/url]
Basically you just spot parts of your model that can be projected on a simple shape, like a cylinder or a plane, unwrap them, and eventually stitch some parts together to keep things clean. Then once you're done processing every part of your model, you rearrange everything so it fits into your UVW map, and you're done.
Planar and cylindrical mapping are most likely what you're going to use the most in weapons. I've never done hats but I guess pelt mapping would be more suitable, although that depends on the type of hat.
[QUOTE=kenshin620;36218845]You know since Dungeons of Dredmor got its own Steam Workshop page, is anyone makign any Diggle related item for tf2?
[IMG]http://www.gaslampgames.com/wp-content/uploads/2011/12/diggle_egg.jpg[/IMG][/QUOTE]
[IMG]http://puu.sh/z5qn[/IMG]
its paintable too
[QUOTE=MasterFen007;36220244]Bumping in desperation for an answer.[/QUOTE]
You use the skin modifier to attach models to bones
Someone should totally model this and replace one of the pyro's head items with this:
[IMG]http://images.wikia.com/supermeatboy/images/5/5b/Drfetus.png[/IMG]
I'd love a Dr. Fetus head for the Pyro.
[QUOTE=-=NARH=-;36217607][img]https://dl.dropbox.com/u/37749778/Tex/c_hammered11.png[/img]
Absolute final version, unless there's something that could be done I've neglected to see.[/QUOTE]
Very awesome
[QUOTE=Sparkwire;36221373][IMG]http://puu.sh/z5qn[/IMG]
its paintable too[/QUOTE]
[URL="http://wiki.teamfortress.com/w/images/1/12/Heavy_generic01.wav"]I love you for making this.[/URL]
[QUOTE=Constructor;36221764][t]http://puu.sh/zajU[/t]
[t]http://puu.sh/zalK[/t]
Crutch weapon.
[url=http://puu.sh/zakW]Before anyone asks.[/url][/QUOTE]
You should have some padding on the end of the crutch that goes under the arm pit
I disagree. I do think the angle on the ironsight should be a bit rounded, though.
Does anybody know how to make Main menu backgrounds? Because I found 3 TF2 related images that are used as main menu backgrounds in GMOD 13 beta.
The crutch seems tiny, as if he stole it from a child. Would making it bigger make it clip horribly?
[QUOTE=seba079;36222945]The crutch seems tiny, as if he stole it from a child. Would making it bigger make it clip horribly?[/QUOTE]
Or he could model an unconscious Tiny Tim as a shield replacement.
EDIT: Oh, page king. Have a repost of a concept from a while ago.
[IMG]http://img854.imageshack.us/img854/2793/pocket.png[/IMG]
Keep crutch size, call it "The Tiny Tim"
[QUOTE=seba079;36222945]The crutch seems tiny, as if he stole it from a child. Would making it bigger make it clip horribly?[/QUOTE]
I am SO naming the rifle "Tiny Tim" now.
And give it easymode stats.
Oh shucks, I was beaten to the joke. Luckily it didn't trigger my anger problems.
[img]http://puu.sh/z5JM[/img]
[img]http://puu.sh/z5JC[/img]
agree for wrapped, disagree for unwrapped
[QUOTE=Sparkwire;36223420][img]http://puu.sh/z5JM[/img]
[img]http://puu.sh/z5JC[/img]
agree for wrapped, disagree for unwrapped[/QUOTE]
I'd say unwrapped, or else the Steam workshop would replace the model with a brick of cocaine, because Russians
[img]http://puu.sh/zc9h[/img]
stole the spycicle shader for now
Looks like sushi.
i suppose, gonna go with the unwrapped one then.
[QUOTE=Sparkwire;36224039]i suppose, gonna go with the unwrapped one then.[/QUOTE]
Wise decision. But seriously, the ice cream bar and ice bucket look amazing, keep up the amazing work.
Who's texturing that ice cream?
pleasesaysvdlpleasesaysvdl
cutting it a little close. If it takes 2 or 3 weeks to test and implement a weapon, and the update is the first week of July...
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