[QUOTE=GoldenBalls;35600867]SET_MEETTHESPY RELEASED!
[url=http://www.gamebanana.com/tf2/maps/165138][img]http://i39.tinypic.com/33mqzdf.png[/img][/url][/QUOTE]
Makes me realize how much TF2 needs a real door prop that isn't the sliding ones.
Good job though.
[QUOTE=Chaofanatic;35600505]KK.
[URL="http://www.mediafire.com/?i4qms7668t1ummu"][IMG]http://img88.imageshack.us/img88/3376/medigunv1.png[/IMG][/URL]
I fixed an issue where the dispenser beam didn't visibly connect to the patient.
It's better now though.[/QUOTE]
You should do particles for the Righteous Bison, Pomson, Phlogistinator, and ManMelter. I bet they'd look ace. And fantastic work on these.
[QUOTE=Razi The Red;35603937]Makes me realize how much TF2 needs a real door prop that isn't the sliding ones.
Good job though.[/QUOTE]
Indeed. I think it all comes down to gameplay though. You never use doors in TF2, and +use isn't even bound to a key by default. So I can't imagine many maps using it.
In this case however, I opted against using a model, seeing as the only 3D objects would be the keypad and handle, and machinima makers, may want to add their own keypads and such.
That and it's a breakable brush (wall). But I agree with you. It would be nice to have one as an alternative.
The TF2 doors look great as static objects/textures, but it would be nice to have a generic stylized door handle static prop to use in mapping for the sake of detailing.
[t]http://cloud.steampowered.com/ugc/540672970828814037/09E426E679AFF5C79546A0FC7B599E46BCD1B26B/[/t]
[t]http://cloud.steampowered.com/ugc/540672970828808407/86601A5E3BDAE7917DA711A065A8516D37927CC0/[/t]
Some crappy in-game thirdperson shots.
[t]http://cloud.steampowered.com/ugc/540672970828810236/4D9C04A16349D4EECC06E1F07806D8FEB953DDD1/[/t]
Firstperson on a lower viewmodel_Fov
[QUOTE=Eeshton;35601056][IMG]http://i.imgur.com/b33Xk.png[/IMG]
How should I attach the scope, any ideas? I've tried many but it doesn't seem like any fit really, the M1 does actually have a scope irl (optional obviously) but the scope that would actually work with animations would have it really far up the barrel, and it might look stupid.
also
[IMG]http://i.imgur.com/LFtQe.png[/IMG]
<3[/QUOTE][img]http://www.fototime.com/%7B4407AFCE-0942-49DB-BAAA-1CDDB3485FFA%7D/origpict/M1%2520.308.JPG[/img]
Scout scope config??
[QUOTE=Lizzrd;35605368][img]http://www.fototime.com/%7B4407AFCE-0942-49DB-BAAA-1CDDB3485FFA%7D/origpict/M1%2520.308.JPG[/img]
Scout scope config??[/QUOTE]
That's the one that might look stupid.
[t]http://i.imgur.com/5uXRG.png[/t]
Baby needs a name.
[QUOTE=Constructor;35606092][t]http://i.imgur.com/5uXRG.png[/t]
Baby needs a name.[/QUOTE]
Philly
"The Hot Coffee" in reference to recent events :v: or whatever the sniper drinks in meet the sniper.
[QUOTE=ned_ballad;35606128]Sureshot's Sophisticated Suncover[/QUOTE]
Gosta have dat alliteration.
Step-by-Steppe
I still vote for Philly
[QUOTE=blaholtzen;35603907]I don't think for a second that one has to enjoy the gameplay to be able to make fitting, good looking items.
You'd have to like the way it looks but not the way it plays.
But yeah i'm sure valve checks the stats of every contributer and picks the ones who plays a lot and buys a lot of stuff, would explain how terrible items manages to get in despite there being much better ones.[/QUOTE]
I WAS referring to the game's aesthetics when i mentioned that. But either for gameplay or aesthetics you still need to have a certain "drive" to be able to come up with a good item. Also, "terrible" is no more as subjective as saying that an item looks "beautiful". Quality on the other hand can be mentioned with tangible proofs cited on a particular item such as articulation and form. So one may label an item terrible but another may see the very reasons that they are "terrible" as something made out of quality.
By the end of the day, Valve's the one to decide. It seems that the decision can come from the team collectively (ex. "hey WE think this is great") or from one of the big wigs (ex. "hey one of the guys think this would be great") as i have received both such responses. These folks are running this biz for years now and pretty much has a handle on what sells and what clicks. Once you understood those, then everything else should fall into place.
[QUOTE=Constructor;35606092][t]http://i.imgur.com/5uXRG.png[/t]
Baby needs a name.[/QUOTE]
South by New South
[QUOTE=Recurracy;35606287]I still vote for Philly[/QUOTE]
Philly sucks! Westsylvania All the Way!
[QUOTE=Chaofanatic;35596536]Ok, first off.
New versions of some of my old effects!
[URL="http://www.mediafire.com/?233ccjj16ml3il1"][IMG]http://img515.imageshack.us/img515/3297/bloodv2.png[/IMG][/URL]
[URL="http://www.mediafire.com/?m8znydnrwatecmc"][IMG]http://img214.imageshack.us/img214/9178/explosionsv3.png[/IMG][/URL]
[URL="http://www.mediafire.com/?i19zfj96l55zm6m"][IMG]http://img832.imageshack.us/img832/8049/manglerv2.png[/IMG][/URL]
[URL="http://www.mediafire.com/?80flsascrrhh7k7"][IMG]http://img9.imageshack.us/img9/9895/muzzleflashesv2.png[/IMG][/URL]
They've all got some extra frills and are all compatible with SV_Pure 1 servers most of the time.
And B.
New stuff.
[URL="http://www.mediafire.com/?i4qms7668t1ummu"][IMG]http://img88.imageshack.us/img88/3376/medigunv1.png[/IMG][/URL]
[URL="http://www.mediafire.com/?enq48d31nn9inep"][IMG]http://img851.imageshack.us/img851/8172/projectilesv1.png[/IMG][/URL]
[URL="http://www.mediafire.com/?len8wjvwnl7phdi"][IMG]http://img138.imageshack.us/img138/3102/rawketv1.png[/IMG][/URL]
[URL="http://www.mediafire.com/?yb51os18c2885l7"][IMG]http://img189.imageshack.us/img189/7799/swordnomiconv1.png[/IMG][/URL]
[URL="http://www.mediafire.com/?k4ubluekk0zh24h"][IMG]http://img577.imageshack.us/img577/9337/sentryshield.png[/IMG][/URL]
[U]Demonstration videos[/U]
[URL="http://youtu.be/_pxCke8dkOg"]Rockets and bombs and stuff.[/URL]
[URL="http://youtu.be/lg2GuBR04ZU"]Skyward Sword Bombnomicon. The video shows an older, unoptimized version.[/URL]
[URL="http://youtu.be/Ewlost_f6mA"]Medigun effect.[/URL]
[URL="http://youtu.be/vsS7WDrOvRU"]Sentry shield.[/URL]
Anyway, I've had all these piling up for some time now, so I just decided to release them all. Tons of fixes, updates and stuff all around.
[B][I][U]And a very special thanks to FlaminSarge for telling me how to get custom materials to show up on most sv_pure 1 servers![/U][/I][/B][/QUOTE]
These are all completely safe to use, right?
[QUOTE=Citizen Insane;35606501]These are all completely safe to use, right?[/QUOTE]
no, they contain viruses that craft all your hats
I wanna make a kritzkreig replacement.
Then what are you waiting for?
[QUOTE=Constructor;35606577]Then what are you waiting for?[/QUOTE]
Ideas.
After listening to many comments given to me by the common TF2 player, I have improved the Fruit Fucker to be atleast 111% more hatted.
[img]http://dl.dropbox.com/u/4379567/modelling/2012/aprilprojects/fruitfuckerimproved.png[/img]
[QUOTE=Razi The Red;35603937]Makes me realize how much TF2 needs a real door prop that isn't the sliding ones.
Good job though.[/QUOTE]
There are the giant doors from Cp_bedrooms which work very well, and could be awesome with a little tweaking and of course resizing to fit the maps. I kind of really want to see that happen.
[QUOTE=Totenkreuz;35606537]I wanna make a kritzkreig replacement.[/QUOTE]
You'd be better off replacing the Quickfix, replacements for the Kritzkrieg need to attach to the original medigun
[QUOTE=Totenkreuz;35606537]I wanna make a kritzkreig replacement.[/QUOTE]
[IMG]http://i.imgur.com/ZtTdJ.jpg[/IMG]
*wink* *wink*
[QUOTE=Constructor;35606377][t]http://i.imgur.com/ZrnJP.png[/t]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=1035902[/url][/QUOTE]
Step-by-steppe is a shit name
It should have been named Fuckshitass
[QUOTE=Constructor;35606522]no, they contain viruses that craft all your hats[/QUOTE]
I figured I'd ask because particles always seemed kind of risky, VAC wise. Dunno why though.
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