• TF2 Mod Emporium 46
    10,004 replies, posted
[QUOTE=Roninsmastermix;35511046][img]http://farm6.staticflickr.com/5272/6918614168_d9d211563c_b.jpg[/img] Models and rigs done (except for that clipping on the heavy face. fixing at the moment.) Style 1 is goggles-up; style 2 is goggles-down. Base and prelim colors only. Time for tony to texture.[/QUOTE] Engineer face is still not amused.
[QUOTE=Pie_Tony;35510677][img]http://dl.dropbox.com/u/6993235/Experimental/medic/HAMBAWGAHPromo.png[/img] I need a name for it.[/QUOTE] Oh god I need a self-made version of this. Let me brainstorm.. Rosa Chinensis (a type of rose with a history of usage in medicine) The German Romantic (A reference to German Romanticism, naturally) The Sensual/Suave/Seductive Stuttgarter (Stuttgart is the Medic's city of origin according to canon) The Cardiofracturer (A terminology pun on the word heartbreaker. Pretty obvious, but I couldn't leave this one without a parenthesis now, could I?)
The Dashing Doctor?
[QUOTE=Roninsmastermix;35511046][img]http://farm6.staticflickr.com/5272/6918614168_d9d211563c_b.jpg[/img] Models and rigs done (except for that clipping on the heavy face. fixing at the moment.) Style 1 is goggles-up; style 2 is goggles-down. Base and prelim colors only. Time for tony to texture.[/QUOTE] Ha Ha! I already have textured it!
[QUOTE=coverop;35511125]Engineer face is still not amused.[/QUOTE] Engineer is smart enough to realize the irony of wearing 2 goggles. Demoman is too drunk to realize my cliche tagline on it. Heavy is just happy to get glasses from me that is actually modeled to be part of a hat not to be sold separately. [editline]10th April 2012[/editline] [QUOTE=Pie_Tony;35511146]Ha Ha! I already have textured it![/QUOTE] Then send them puppies to me and lets pack them all up in one package. BTW, there's some uv work on the LODs so i really need those materials.
[QUOTE=Roninsmastermix;35511046][img]http://farm6.staticflickr.com/5272/6918614168_d9d211563c_b.jpg[/img] Models and rigs done (except for that clipping on the heavy face. fixing at the moment.) Style 1 is goggles-up; style 2 is goggles-down. Base and prelim colors only. Time for tony to texture.[/QUOTE] Thank god the left lens isn't broken.
[QUOTE=Roninsmastermix;35511169]Engineer is smart enough to realize the irony of wearing 2 goggles. Demoman is too drunk to realize my cliche tagline on it. Heavy is just happy to get glasses from me that is actually modeled to be part of a hat not to be sold separately. [editline]10th April 2012[/editline] Then send them puppies to me and lets pack them all up in one package.[/QUOTE] Send me the models just so I know that they look alright first, texturing without a model to work from can lead to errors and things looking bad. plus we need the people's opinions.
[QUOTE=Captain Chalky;35511195][B]Poetic Placebo[/B] "[I]"I love you."[/I]"[/QUOTE] What does placebo have to do with anything here except alliteration? Is the hat meant to be a replacement for poetry? Is the Medic supposed to wear the hat when handing out placebo pills to infuse them with poetic power? ...I don't get it.
[QUOTE=Pie_Tony;35510677][img]http://dl.dropbox.com/u/6993235/Experimental/medic/HAMBAWGAHPromo.png[/img] I need a name for it.[/QUOTE] The Floral Healthcare
[QUOTE=Urser;35511575]The Floral Healthcare[/QUOTE] Floral Hygiene
Colors! :v: [t]http://i.imgur.com/CdIlU.jpg[/t] Who's ready to take a whack at it?
[QUOTE=Sorceror Davrak;35511760]Floral Hygiene[/QUOTE] YES!
[QUOTE=Liquidrocks;35507567]"Stay away from full-saturation colors, pure whites, pure blacks." [img]http://wiki.teamfortress.com/w/images/thumb/6/69/Paint_Can_E6E6E6.png/80px-Paint_Can_E6E6E6.png[/img][img]http://wiki.teamfortress.com/w/images/thumb/9/95/Paint_Can_141414.png/80px-Paint_Can_141414.png[/img] (Yes, this colors aren't #FFFFFF and #000000, but this are too saturated for TF2)[/QUOTE] You know, I've always wondered if Valve would change paint colors. Not to an extreme point, but just making them more subtle. Lime Green and Pink wouldn't be so bad if they weren't eye rape, even if they do break the pallet.
[QUOTE=Sorceror Davrak;35511760]Floral Hygiene[/QUOTE] By the way, who are you? Haven't seen you around here.
[QUOTE=Unisath;35511796]You know, I've always wondered if Valve would change paint colors. Not to an extreme point, but just making them more subtle. Lime Green and Pink wouldn't be so bad if they weren't eye rape, even if they do break the pallet.[/QUOTE] They've kind of coded it in a way that would make it very hard for them to do that. It doesn't store the paint ID (such as "Black" or "White"), it stores the literal hexadecimal value (000000 or FFFFFF). IIRC, anyway.
wouldn't that make it easier? The item would still be called Pink as Hell, but they could just change the hex to be slightly less crazy and the game would update everything instantly, even the paint bucket.
[QUOTE=Not_Yet;35509026]Well, you know i pretty much finished it apart from the actual glass texture, but in the process of texturing i said i was getting a fresh new pc with a new HDD. After transferring the orginal psd over to my new HDD it was corrupt as fuck as my old HDD has serve problems. The last two or three days when i told you this have been filled of about 80% of my time on the PC trying to fix it, but with no luck. I'll give it one last shot today though.[/QUOTE] You don't have to rush, It's just good to know you still care.
[QUOTE=NeoDement;35511879]They've kind of coded it in a way that would make it very hard for them to do that. It doesn't store the paint ID (such as "Black" or "White"), it stores the literal hexadecimal value (000000 or FFFFFF). IIRC, anyway.[/QUOTE] I don't understand how that's more difficult for them. I know it's all in hexadecimal, and for them that means it'd be a hell of a lot easier to tweak the values.
I don't think so, it stores it per item. So my hats are painted 7D4071 rather than "Purple". They'd have to go through and change every instance of 7D4071 to 4D3031 to make it a little darker rather than just changing "Purple" which points to 7D4071, to instead point to 4D3031. ...iirc
-ninja'd- But that could also be a good thing - old customers won't complain that their hat looks bad now, *and* valve gets money if old black hat owners want the new black value, for example.
oh, yes, that's probably how they do it
So is there a way to define hexadecimal color values for each paint color for our own items (vmt) or do we have to stick to the game paint colors? The white a black are too "strong" and I always have to tone down the color tint through the texture alpha channel to avoid white paint being too bright and black too dark which is annoying because it makes all the other colors slighty less vibrant.
[QUOTE=NeoDement;35511979]I don't think so, it stores it per item. So my hats are painted 7D4071 rather than "Purple". They'd have to go through and change every instance of 7D4071 to 4D3031 to make it a little darker rather than just changing "Purple" which points to 7D4071, to instead point to 4D3031. ...iirc[/QUOTE] Wait, seriously? That's painfully inconvenient. :v:
[QUOTE=NeoDement;35511979]I don't think so, it stores it per item. So my hats are painted 7D4071 rather than "Purple". They'd have to go through and change every instance of 7D4071 to 4D3031 to make it a little darker rather than just changing "Purple" which points to 7D4071, to instead point to 4D3031. ...iirc[/QUOTE] If I'm not mistaken, it's only a few less lines of code to reference color values that are stored directly than to reference an enumerated value and then be redirected to the hex color value in code. On the item server, this isn't quite as efficient as it could be because a hex color code takes more space than an enumerated nonsigned byte, but it's slightly more efficient at runtime to reference something directly instead of indirectly when the paints are rendered on the hats in-game.
[img]http://img21.imageshack.us/img21/3064/lonewolf.png[/img] With a messed up AO
[QUOTE=Batandy;35512524][img]http://img21.imageshack.us/img21/3064/lonewolf.png[/img] With a messed up AO[/QUOTE] I think that wire is a bit too small/thin. [editline]10th April 2012[/editline] [IMG]http://i.imgur.com/BpArK.jpg[/IMG] Continue? I'm a bit worried of how the grill is concealing the face too much. Any suggestions on how to work around that?
That demo looks traumatized... What is it based on, if I may ask?
[QUOTE=light dasher;35512799]That demo looks traumatized... What is it based on, if I may ask?[/QUOTE] Kendo head gear
lot of profit-link spam on the workshop lately
[QUOTE=Roninsmastermix;35512833]Kendo head gear[/QUOTE] To be honest i'd consider just covering the whole face with a visor. then doing a mesh with alpha transparency. mostly due to how fine the network of the face-part is EDIT: i'm thinking of the kinds used for fencing arn't i. stupid me.
Sorry, you need to Log In to post a reply to this thread.