• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
snip got it
[QUOTE=Eeshton;37086280]Uh, does livestream cost now? I used to be able to do it for free? Anyone got an alternative?[/QUOTE] Twitch.tv might be free
[url]http://www.livestream.com/ashtonslivestream[/url] modeling the rocket launcher for my set
It looks a bit better now [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/72bca5bf.png[/img] [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/be7c4d43.png[/img] Currently working on a kill icon.
[QUOTE=Void Skull;37085049][img]http://cloud-2.steampowered.com/ugc/955013950654212058/ACF82DC6CC497FC4486F70F838820AA451053FD3/[/img] this is a set made for a source filmmaker promo for a top secret item being released tomorrow if you can guess what the set is for before the item is uploaded to the workshop tomorrow, then you win a prize[/QUOTE] something from Seinfeld
[QUOTE=kenshin6;37086387]It looks a bit better now [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/72bca5bf.png[/img] [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/be7c4d43.png[/img] Currently working on a kill icon.[/QUOTE] N..now the lines look like stripes. Variety pls.
[QUOTE=Venezuelan;37086402]something from Seinfeld[/QUOTE] :o
[QUOTE=Totenkreuz;37086418]N..now the lines look like stripes. Variety pls.[/QUOTE] please stop stuttering online
[QUOTE=Void Skull;37086427]:o[/QUOTE] is that close enough
[QUOTE=Venezuelan;37086444]is that close enough[/QUOTE] maybe
[QUOTE=NeoDement;37086430]please stop stuttering online[/QUOTE] it's a sign of expression. it's like "sigh", come on now, don't nitpick.
[QUOTE=Void Skull;37086469]maybe[/QUOTE] is it Constanza hair and glasses
I feel like I should do a melee for my sailor set. Any ideas? I was thinking a rod, but that would work better for a summer based set. Maybe a giant hook? (I dunno, I am bad at this.) Also, my boots are 4984 tris. I will need lods.
[QUOTE=Void Skull;37085049][img]http://cloud-2.steampowered.com/ugc/955013950654212058/ACF82DC6CC497FC4486F70F838820AA451053FD3/[/img] this is a set made for a source filmmaker promo for a top secret item being released tomorrow if you can guess what the set is for before the item is uploaded to the workshop tomorrow, then you win a prize[/QUOTE] The Ship? (as in the game). Titanic? Meanwhile, in Source Filmmaker land: [img]http://downloads.thedalokohsclub.com/MedicBegins1.png[/img] sfm_drogentote_1 - Progress my friend.
[QUOTE=Venezuelan;37086594]is it Constanza hair and glasses[/QUOTE] hey look at this thing its brushwork not a model !!!! [img_thumb]http://i45.tinypic.com/1ya9g.jpg[/img_thumb]
[QUOTE=Totenkreuz;37086418]N..now the lines look like stripes. Variety pls.[/QUOTE] Thats just a coincidence, the lines do not go all the way around and the larger ones are slightly longer than the small ones. Anyway...progress on my kill icon. Not really sure what to do from here [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/0305638c.png[/img]
So I decided I'd make my introduction here by embarrassing myself by showing off my lack of originality in design ideas and status of not good with computer. [IMG]http://i.imgur.com/0Uv9Vl.jpg[/IMG] My first TF2 custom (semi) working in game, and (for all intents and purposes) one of my first models. Held correctly (mostly, could be lower and positioned better in the hand) in both first and third person, animations for drawing and throwing work, but when I throw it it turns invisible. Earlier, I broke the weapon and it didn't actually hit anymore, but I changed the recompiled physics to the default ones, now it works gameplay wise. I have a texture for it, that works in my 3D program, but I didn't look up how to make a working in game texture, focusing on getting the model to work. Which took me hours and tons of headaches, probably due to Cinema 4D being nonstandard and the plugin used for the SMD format. Sorry for doing introduction/asking for help in the showoff thread, but I couldn't find a better one to use, and I read the rules so I know to use an existing thread instead of making a new one.
[QUOTE=Slamtastic;37086804]So I decided I'd make my introduction here by embarrassing myself by showing off my lack of originality in design ideas and status of not good with computer. [IMG]http://i.imgur.com/0Uv9Vl.jpg[/IMG] My first TF2 custom (semi) working in game, and (for all intents and purposes) one of my first models. Held correctly (mostly, could be lower and positioned better in the hand) in both first and third person, animations for drawing and throwing work, but when I throw it it turns invisible. Earlier, I broke the weapon and it didn't actually hit anymore, but I changed the recompiled physics to the default ones, now it works gameplay wise. I have a texture for it, that works in my 3D program, but I didn't look up how to make a working in game texture, focusing on getting the model to work. Which took me hours and tons of headaches, probably due to Cinema 4D being nonstandard and the plugin used for the SMD format. Sorry for doing introduction/asking for help in the showoff thread, but I couldn't find a better one to use, and I read the rules so I know to use an existing thread instead of making a new one.[/QUOTE] Howdy! Everybody has to start somewhere, and considering this is one of your first models, it's quite a feat that you've figured out how to get it into the Source engine, so there's something to be proud of. Once you've done it all once or twice you'll get into the swing of it and it'll become second nature. Even some of the best model makers run into random things they can't figure out in their QC or whatever, so it's always cool to ask for help if you can't find an answer anywhere online. Anywho welcome, and I'm looking forward to seeing more of your progress.
[QUOTE=Slamtastic;37086804]So I decided I'd make my introduction here by embarrassing myself by showing off my lack of originality in design ideas and status of not good with computer. [IMG]http://i.imgur.com/0Uv9Vl.jpg[/IMG] My first TF2 custom (semi) working in game, and (for all intents and purposes) one of my first models. Held correctly (mostly, could be lower and positioned better in the hand) in both first and third person, animations for drawing and throwing work, but when I throw it it turns invisible. Earlier, I broke the weapon and it didn't actually hit anymore, but I changed the recompiled physics to the default ones, now it works gameplay wise. I have a texture for it, that works in my 3D program, but I didn't look up how to make a working in game texture, focusing on getting the model to work. Which took me hours and tons of headaches, probably due to Cinema 4D being nonstandard and the plugin used for the SMD format. Sorry for doing introduction/asking for help in the showoff thread, but I couldn't find a better one to use, and I read the rules so I know to use an existing thread instead of making a new one.[/QUOTE] For free work, use blender and gimp. Both are free, and work. As for the images, you will need vtfedit, and to save your textures as a .tga. You will also need to be able to set up .vmt, but we can walk you through that later. If I had a link, I would give one.
[QUOTE=Exparagus;37083982]What ever happened to those poseable head/gibs you were making for SFM?[/QUOTE] I have a machinima idea I've been working on for about a year now and I'm converting all my maps, custom models, and etc to the current SFM from the old one. I also still need to do the Soldier and Spy heads (as well as fix the smoothing on the Pyro's head which I can't seem to do for some reason), but I pretty much stopped working on the heads because I REALLY want to give them HWM flexes for better faceposing. Since there is little-to-no documentation on achieving this goal, progress has pretty much ground to a halt on them.
[QUOTE=A_Guardian;37086868]For free work, use blender and gimp. Both are free, and work. As for the images, you will need vtfedit, and to save your textures as a .tga. You will also need to be able to set up .vmt, but we can walk you through that later. If I had a link, I would give one.[/QUOTE] [url= code.google.com/p/gimp-vtf/downloads/detail?name=gimp-vtf-1.1.zip&can=2&q=]Or this GIMP plugin.[/url] Also, Cinema 4D is pretty awful for everything game development-related, so here's the [url= [url]https://developer.valvesoftware.com/wiki/Blender_SMD_Tools]Blender[/url] SMD plugin.[/url]
[QUOTE=Dr. Evilcop;37086887][url= code.google.com/p/gimp-vtf/downloads/detail?name=gimp-vtf-1.1.zip&can=2&q=]Or this GIMP plugin.[/url][/QUOTE] I am only listing basics, but yea, that can work too. [editline]5th August 2012[/editline] Also, boots in action. [img]http://dl.dropbox.com/u/24102295/for%20others/running_boots.gif[/img] [editline]5th August 2012[/editline] Hat progress. [img]http://dl.dropbox.com/u/24102295/for%20others/hat.jpg[/img]
[QUOTE=Slamtastic;37086804]So I decided I'd make my introduction here by embarrassing myself by showing off my lack of originality in design ideas and status of not good with computer. My first TF2 custom (semi) working in game, and (for all intents and purposes) one of my first models. Held correctly (mostly, could be lower and positioned better in the hand) in both first and third person, animations for drawing and throwing work, but when I throw it it turns invisible. Earlier, I broke the weapon and it didn't actually hit anymore, but I changed the recompiled physics to the default ones, now it works gameplay wise. I have a texture for it, that works in my 3D program, but I didn't look up how to make a working in game texture, focusing on getting the model to work. Which took me hours and tons of headaches, probably due to Cinema 4D being nonstandard and the plugin used for the SMD format. Sorry for doing introduction/asking for help in the showoff thread, but I couldn't find a better one to use, and I read the rules so I know to use an existing thread instead of making a new one.[/QUOTE] for c4d, use I/Ogre. [url]http://skinprops.com/iogre.php[/url] smd import/export
the rocket launcher for my set [img]http://puu.sh/OL1Y[/img] give me things to add, its so boring ;-;
[QUOTE=Razi The Red;37086875]I have a machinima idea I've been working on for about a year now and I'm converting all my maps, custom models, and etc to the current SFM from the old one. I also still need to do the Soldier and Spy heads (as well as fix the smoothing on the Pyro's head which I can't seem to do for some reason), but I pretty much stopped working on the heads because I REALLY want to give them HWM flexes for better faceposing. Since there is little-to-no documentation on achieving this goal, progress has pretty much ground to a halt on them.[/QUOTE] Please don't let them die. I don't care if it takes years for you to finish them, but dear god please don't let them die. They're awesome and as soon as I can get SFM working I have so many ideas they'd be perfect for.
spare rocket attached on outer side?
Was actually thinking about that, but the only place it would make sense is on the other side.
Where are kill icons located in the gcf? I am having trouble finding them.
[QUOTE=Eeshton;37087272]the rocket launcher for my set [img]http://puu.sh/OL1Y[/img] give me things to add, its so boring ;-;[/QUOTE] direct hit scope, tesla coils, wires, mann co. logo, shotgun shells ...please don't actually do that
[QUOTE=Eeshton;37087272]the rocket launcher for my set [img]http://puu.sh/OL1Y[/img] give me things to add, its so boring ;-;[/QUOTE] Why is the strap so short? It would be along the entire rocket unless its some other rocket I have not seen. And maybe some like shielding or something?
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