• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
[QUOTE=Takuat;36742473]The temp gauge looks pretty bad.[/QUOTE] There's a ton of textures that upon closer inspection look JUST like that, and go unnoticed for years...at least for me...uhh anyway, it's fine.
[QUOTE=blaholtzen;36745811]It's hard to find a gauge that's high res and i figured that was fine, but since you pointed it out i suppose i'll have to find a better one (I tired making one but that was hard as hell)[/QUOTE] Could always just paint over the one you already found. That way it would look the same as it does now but wouldn't be pixelated to pants. In other news, it seems that lame VTF plugin for photoshop no longer wants to export alpha channels anymore (beyond that they export fine). So I've been resorting to exporting as TGA then importing into VTFEdit. The problem however, is VTFEdit butchers the texture on output. It looks fine at a glance, but when you refresh between the two in model viewer, you see minute artifacts that didn't exist previously. I feel this is likely due to some settings I have changed in the past in VTFEdit's import screen. Either that or I'm not setting the most appropriate flags. I don't suppose anyone that uses VTFEdit a lot could tell me their set up for lossless texture importing/exporting? Final question, have any of you noticed that the Source Filmmaker has a folder in it's sdktools called Photoshop? The files within have several mentions to VTF files but for the life of me I can't figure out how to install the stuff. There seem to be no plugin files to drag-drop in. Just a mish mash of I-don't-know-what. Would be cool to figure that out to use the tools Valve seems to use to export their textures. [QUOTE=Totenkreuz;36746159]There's a ton of textures that upon closer inspection look JUST like that, and go unnoticed for years...at least for me...uhh anyway, it's fine.[/QUOTE] Assuming it's for the texture improvement program, I would assume it needs painting over.
[QUOTE=Void Skull;36742933][img]http://i50.tinypic.com/2s9sx8k.png[/img] what's cooler than being cool[/QUOTE] "Your enemies will get cold feet while near you with this stylish ice weapon, mostly due to them being dead..." Yes that's the original description for the Spysicle but I made it so shut up.
[QUOTE=Justnobody;36746146]That was the original name for the Spysicle.[/QUOTE] See, I knew it.
[QUOTE=GoldenBalls;36746208]Could always just paint over the one you already found. That way it would look the same as it does now but wouldn't be pixelated to pants.[/QUOTE] Kinda already tried that but it didn't really work out [QUOTE=GoldenBalls;36746208]In other news, it seems that lame VTF plugin for photoshop no longer wants to export alpha channels anymore (beyond that they export fine). So I've been resorting to exporting as TGA then importing into VTFEdit. The problem however, is VTFEdit butchers the texture on output. It looks fine at a glance, but when you refresh between the two in model viewer, you see minute artifacts that didn't exist previously. I feel this is likely due to some settings I have changed in the past in VTFEdit's import screen. Either that or I'm not setting the most appropriate flags. I don't suppose anyone that uses VTFEdit a lot could tell me their set up for lossless texture importing/exporting?[/QUOTE] When importing you get a little window where there's different settings for compression and mipmaps for example, If you want optimized textures use DXT (what i assume is causing your artifacts) DXT1 works for textures without an alpha channel otherwise use DXT5. If you want less compressed textures use one of the BGR ones (BGRX8888, RBGX8888 and all that). I haven't really looked into what the difference between them is but I've used some of them with good results
what does goldenball's heavy voice pack sound like with pyrovision on
[QUOTE=blaholtzen;36746290]Kinda already tried that but it didn't really work out When importing you get a little window where there's different settings for compression and mipmaps for example, If you want optimized textures use DXT (what i assume is causing your artifacts) DXT1 works for textures without an alpha channel otherwise use DXT5. If you want less compressed textures use one of the BGR ones (BGRX8888, RBGX8888 and all that). I haven't really looked into what the difference between them is but I've used some of them with good results[/QUOTE] Thanks. I'll play around with it a little based on what you've suggested [img]http://www.facepunch.com/fp/ratings/heart.png[/img] [QUOTE=Robmortar;36746304]what does goldenball's heavy voice pack sound like with pyrovision on[/QUOTE] Oh god... I need to see this now.
The Team Captain is less then 2 dollars guys, we should all buy 10 of them.
[QUOTE=PSI Guy;36746670]The Team Captain is less then 2 dollars guys, we should all buy 10 of them.[/QUOTE] But I won't have any money till at least saturday. (Most likely monday as my birthday is sunday.) Wait, are the tf2 sales gonna be the same prices throughout the sales? Or will they change? Also, Gta Iv and bioshock are both on sale for $10, but I bought them like 2 years ago during summer for like $3 a piece. Does valve pay attention to these things?
[t]http://i49.tinypic.com/fw7ko5.png[/t] Well, I fixed the phong, and sort of boosted the visibility of the brush strokes a little. But now I'm a little frustrated at the workshop. Is there really no other way to update your submission than to create a new one? Seems rather stupid...
Whatever happened to that one shortstop replacement that was a 4 shot revolver? I found it extremely sexy. andineeditinsideofme
[QUOTE=GoldenBalls;36747786][t]http://i49.tinypic.com/fw7ko5.png[/t] Well, I fixed the phong, and sort of boosted the visibility of the brush strokes a little. But now I'm a little frustrated at the workshop. Is there really no other way to update your submission than to create a new one? Seems rather stupid...[/QUOTE] go in game, edit it the same way you submitted it
[QUOTE=Venezuelan;36748060]go in game, edit it the same way you submitted it[/QUOTE] Thanks. Really appreciate that.
[QUOTE=Noizeblaze;36743910]So I'm designing a Eureka Effect wrench for the Classic update to complement my [URL="http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/19c5d722.png"]shotgun[/URL]: [IMG]http://speedcap.net/img/62229c533c0215f19b57ee32e369fbdb/347da659.png[/IMG] It's a custom made tool, a merger of a hammer [sp]fer hittin'[/sp] and a wrench. The Hammer element is also meant to be some manner of electronic device, though I don't want to burden it with a specific function. Visually, I want to make enough of a connection that there's a technical reason (unrelated to stats) why the wire goes into it without adding unnecessary or overly specific greebles, though I am uncertain how to achieve this end. What say you Emporium?[/QUOTE] Maybe add some bits from the teleporter? Specifically, one of those little side bits that spin.
Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.
[QUOTE=GoldenBalls;36747786][t]http://i49.tinypic.com/fw7ko5.png[/t] Well, I fixed the phong, and sort of boosted the visibility of the brush strokes a little. But now I'm a little frustrated at the workshop. Is there really no other way to update your submission than to create a new one? Seems rather stupid...[/QUOTE] you should use the phongless version as a style as "dark chocolate"
Has anyone made a first person model of the kringle collection yet?
[QUOTE=TacticalBacon;36748357]Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.[/QUOTE] I know this isn't very specific, but I do know it was within the last few, five or so, Emporiums. Check the two longest ones, I remember them being somewhere in there.
[QUOTE=TacticalBacon;36748357]Can anyone remember what emporium the Kanopy Killer (the SPAS-12 Spark made) was released in? I want to hex it for Reserve Shooter.[/QUOTE] That would be TF2 Emporium XL.
[QUOTE=TheFishyG;36748528]I know this isn't very specific, but I do know it was within the last few, five or so, Emporiums. Check the two longest ones, I remember them being somewhere in there.[/QUOTE] [QUOTE=black0193;36748575]That would be TF2 Emporium XL.[/QUOTE] Thanks mates.
That achievement "vote on a workshop item" is fucking up the workshop. There are items (including mine) on the first page of top rated that are not worthy of being there.
but your mask is awesome
[QUOTE=Constructor;36748946]but your mask is awesome[/QUOTE] Thanks man, but it's not my best one. I like my tin man much more.
Ok, done, Kanopy Killer for Reserve Shooter right here. [url=https://dl.dropbox.com/u/25352599/tf2%20mods/Kanopy%20Killer%20%28Reserve%20Shooter%29.rar]"That's a fucking anti-aircraft gun, Vincent!"[/url] Now go rob a bookie's with it or something.
[img]https://dl.dropbox.com/u/900111/flaregunfinal.jpg[/img] [img]https://dl.dropbox.com/u/900111/flaregunfinal2.jpg[/img] Now to do the primary weapon
Oh baby
Oh elderly
Oh crap! Another Pyro weapon I will have to fight. Why Spies doesn't get cool stuff?
Oh cadaver
Oh Angel of Retribution
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