• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
Make one mod for all the bloodied weapons.
[QUOTE=Simski;36766795]I believe Valve does not want new automatic weapons. One of the original design rules when they made TF2 was that they should avoid any focus on standard automatic weapons, due to how automatic weapons are a very generic weapon in games, all have similar mechanics, and are not very fun to play against. The SMG was originally designed for Scout as his primary, but was later turned into Sniper's secondary. Presumably because he's not a class likely to be found using his SMG for offensive combat, and because it fits well as a unique gameplay mechanic for that class.[/QUOTE] Is that so? Well, it's not like valve's never strayed from their original plans and concepts before, especially in tf2, but I guess I'll have to rethink this secondary. The stock pistol basically is an automatic weapon with a tiny clip, though, and the micro uzi and glock both look like valid regular pistols, so I should be fine, right? [B]Edit:[/B][QUOTE=kenshin620;36766919]Not an Uzi, but there was a micro Mac I believe.[/QUOTE] The mac and micro uzi will probably look near identical when stylized to fit into tf2.
[QUOTE=Erfly;36766656]I don't think I've ever seen a micro-uzi for the scout.[/QUOTE] Not an Uzi, but there was a micro Mac I believe.
If Scout gets a military set, I would enjoy if it was inspired a lot by new military recruits and [url=http://en.wikipedia.org/wiki/Boot_camp_%28correctional%29]correctional boot camps[/url]. I imagine Scout being sent to one of these due to his criminal background, aggressive personality and troubled childhood, and not really changing his ways but exceeding greatly in his military area of expertise (Aka, as a Scout). [editline]14th July 2012[/editline] [QUOTE=Lobster_fists;36766915]Is that so? Well, it's not like valve's never strayed from their original plans and concepts before, especially in tf2[/QUOTE] True, but there are two design rules Valve have not broken in TF2 yet. No focus on throw-able grenades, and no focus on automatic rifles.
[QUOTE=Simski;36766971] True, but there are two design rules Valve have not broken in TF2 yet. No focus on throw-able grenades, and no focus on automatic rifles.[/QUOTE] So seeing that an Uzi=/=Auto Rifle.....
[QUOTE=kenshin620;36767072]So seeing that an Uzi=/=Auto Rifle.....[/QUOTE] Uzi = Sub machine gun Rifle = for example M16A4
[QUOTE=Simski;36766971]If Scout gets a military set, I would enjoy if it was inspired a lot by new military recruits and [url=http://en.wikipedia.org/wiki/Boot_camp_%28correctional%29]correctional boot camps[/url]. I imagine Scout being sent to one of these due to his criminal background, aggressive personality and troubled childhood, and not really changing his ways but exceeding greatly in his military area of expertise (Aka, as a Scout). [editline]14th July 2012[/editline] True, but there are two design rules Valve have not broken in TF2 yet. No focus on throw-able grenades, and no focus on automatic rifles.[/QUOTE] That's actually what my backstory for the set was, scout stole all these things during his brief stay at military school. As for the smg, I still think it would fit. After all, my current concepts aren't weapons explicitly meant for full auto fire, like a minigun or AK or something, so really it all depends on the starts valve sets for them if accepted. If it's full auto, great! Its not like it'll be all that different from the stock pistol. If not, oh well.
[QUOTE=Lobster_fists;36766641]I'm drawing up some concept art I promised ages ago, a military set for the scout. Since these were the only two sub machine pistols I could think of that work for his animations, which would fit tf2 more? A micro uzi(done to death, I know), or a glock 18?[/QUOTE] Neither of those make any chronological sense, as they were both made in 1986. A regular model UZI would fit the era, but is way too big for pistol animations. A MAC-10 would make the most sense, I think.
I wish the scout's SFM normal map worked in normal TF2. It show's up as checker boards for me.
[QUOTE=Inspecter;36767248]I wish the scout's SFM normal map worked in normal TF2. It show's up as checker boards for me.[/QUOTE] Export, import, save using BGRA8888 or something along those lines as the formats.
[QUOTE=Agent Fedora;36767863]Export, import, save using BGRA8888 or something along those lines as the formats.[/QUOTE] When I open it in VTF it gives me errors aswell.
[QUOTE=Inspecter;36768019]When I open it in VTF it gives me errors aswell.[/QUOTE] That's odd, I can open them fine.
[QUOTE=Inspecter;36767248]I wish the scout's SFM normal map worked in normal TF2. It show's up as checker boards for me.[/QUOTE] TF2's Source engine version doesn't support VTF 7.5 format.
[QUOTE=Inspecter;36767248]I wish the scout's SFM normal map worked in normal TF2. It show's up as checker boards for me.[/QUOTE] Well that doesn't make much sense. [editline]14th July 2012[/editline] [QUOTE=Karmal Khan;36768329]TF2's Source engine version doesn't support VTF 7.5 format.[/QUOTE] Oh nvm
This is the error I get in the compiler output: [code]ERROR: cannot find bone weapon_bone for bbox[/code] I REALLY want to make some weapons for TF2, but I am having the hardest time getting things compiled. At the moment, I'm trying GUIStudioMDL, but I'm having the above problem. The bone in the SMD file is named properly, and the Maya importer/exporter seems to be working properly. Is there a way to setup the file that I might not know? And what is the difference between .dmx.smd and just .smd? Here's the .qc I'm using, it started as the equalizer: [code]$cd "C:\Users\User Name\Desktop\soldier\pickaxe\decompiled" $modelname "weapons\c_models\c_pickaxe\c_pickaxe.mdl" $model "Body" "c_pickaxe_reference.dmx.smd" $cdmaterials "models\weapons\c_items\" $hboxset "default" $hbox 0 "weapon_bone" -11.612 -6.559 -2.116 11.679 24.814 2.170 // Model uses material "models\weapons\c_items\c_cutlery_color.vtf" $surfaceprop "metal" $illumposition 0.027 0.034 9.127 $sequence idle "idle" fps 30.00[/code] I clipped it down to the essentials while troubleshooting it. Any help would be much appreciated. If there are some Maya to Source specific tutorials, I'd wouldn't mind having a link.
[QUOTE=TheTrueFatman;36768387]This is the error I get in the compiler output: [code]ERROR: cannot find bone weapon_bone for bbox[/code] I REALLY want to make some weapons for TF2, but I am having the hardest time getting things compiled. At the moment, I'm trying GUIStudioMDL, but I'm having the above problem. The bone in the SMD file is named properly, and the Maya importer/exporter seems to be working properly. Is there a way to setup the file that I might not know? And what is the difference between .dmx.smd and just .smd? Here's the .qc I'm using, it started as the equalizer: [code]$cd "C:\Users\User Name\Desktop\soldier\pickaxe\decompiled" $modelname "weapons\c_models\c_pickaxe\c_pickaxe.mdl" $model "Body" "c_pickaxe_reference.dmx.smd" $cdmaterials "models\weapons\c_items\" $hboxset "default" $hbox 0 "weapon_bone" -11.612 -6.559 -2.116 11.679 24.814 2.170 // Model uses material "models\weapons\c_items\c_cutlery_color.vtf" $surfaceprop "metal" $illumposition 0.027 0.034 9.127 $sequence idle "idle" fps 30.00[/code] I clipped it down to the essentials while troubleshooting it. Any help would be much appreciated. If there are some Maya to Source specific tutorials, I'd wouldn't mind having a link.[/QUOTE] Get rid of this [code]$hbox 0 "weapon_bone" -11.612 -6.559 -2.116 11.679 24.814 2.170[/code]
Make sure you're using the latest version, the first result on google for vtfedit is actually out of date.
[QUOTE=lemonade1950;36768455]Get rid of this [code]$hbox 0 "weapon_bone" -11.612 -6.559 -2.116 11.679 24.814 2.170[/code][/QUOTE] But will the weapon still work?
[QUOTE=TheTrueFatman;36768523]But will the weapon still work?[/QUOTE] Yes the $hbox command is for the hitboxes, which are useless on hats and weapons anyway in TF2
[QUOTE=FISH KILL!;36767238]Neither of those make any chronological sense, as they were both made in 1986. A regular model UZI would fit the era, but is way too big for pistol animations. A MAC-10 would make the most sense, I think.[/QUOTE] They're the two most recognizable machine guns that can fit the pistol animations, and i'd prefer to stay away from the MACs. As much as I hate the "hurr durr australium"excuse, a slightly smaller version of a period accurate gun isn't too far fetched in the game with invisible watches.
[QUOTE=Karmal Khan;36768329]TF2's Source engine version doesn't support VTF 7.5 format.[/QUOTE] Someone needs to find a way around this. I'm tired of shiny scout.
[QUOTE=Chaofanatic;36760246][video=youtube;lK9XtDzeNjo]http://www.youtube.com/watch?v=lK9XtDzeNjo&hd=1[/video] Ok, here's the video demonstration.[/QUOTE] Honestly, turning all of the pyroland effects into elaborate 16 bit things, like a 16 bit beatemup, is a fantastic idea.
[QUOTE=lemonade1950;36768597]Yes the $hbox command is for the hitboxes, which are useless on hats and weapons anyway in TF2[/QUOTE] Thanks, it's working now. All I have to do is start tweaking and adding jigglebones.
[QUOTE=Zeos;36768780]Honestly, turning all of the pyroland effects into elaborate 16 bit things, like a 16 bit beatemup, is a fantastic idea.[/QUOTE] Still want pyroland to be tronland
[QUOTE=Zeos;36768780]Honestly, turning all of the pyroland effects into elaborate 16 bit things, like a 16 bit beatemup, is a fantastic idea.[/QUOTE] Not a beatemup, it's supposed to be like a run and gun kind of theme, like Metal Slug or Gunstar Heroes. Plus, the sprites used are actually from a run and gun kind of game.
[QUOTE=Lobster_fists;36768653]They're the two most recognizable machine guns that can fit the pistol animations, and i'd prefer to stay away from the MACs. As much as I hate the "hurr durr australium"excuse, a slightly smaller version of a period accurate gun isn't too far fetched in the game with invisible watches.[/QUOTE] Can everyone collectively stop bringing up the Spy watches as an excuse to stray from the setting? The Spy's equipment would fit perfectly in a 60s work of secret agent fiction, a genre that stands for a big part of the vanilla TF2 style.
Hey Chaofanatic, there's something funky with the TF2TIP explosion effects. They seem to fuck up the shotgun pellet particles, sending red X's flying everywhere whenever a shotgun weapon is fired.
Anyone ever thought about doing a sandvich replacement with a large piece of toast?
I'm still waiting for Hellfire/demonic pyroland mod or any pyroland mods for that matter.
[IMG]https://dl.dropbox.com/u/32006613/alienset/promo_soon.png[/IMG] Release as soon as I can finish these promos Ignore the broken tendrils. SFM hates jigglebones or something
Sorry, you need to Log In to post a reply to this thread.