• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
[QUOTE=Quinnjdq;37096360]You're still early, like a lot but so am I so I can't really say anything. What you need to work on is more fitting ideas and better textures because a lot of your stuff is either facial hair or really weird for tf2. Probably your best work are those boots.[/QUOTE] That or he can take the Ronin approach and outsource his texturing. Problem is finding a regular texturer. :v:
[t]http://img99.imageshack.us/img99/8409/licensez.jpg[/t] so for my renegade racer 2.0 set i had an idea for a misc which is simply a license plate bolted to the pyro's oxygen tank.
[QUOTE=Gamemaster1379;37096383]That or he can take the Ronin approach and outsource his texturing. Problem is finding a regular texturer. :v:[/QUOTE] I really would say learn to yourself. You should always be able to rely on yourself, that's why I don't have people texture anything I do 90% of the time
[url]http://gamebanana.com/tf2/skins/119632[/url] This is actually a pretty good idea.
Feeling kind of meh about this one. What say you people? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Goggles/goggles.png[/IMG]
I've been having this error recently: [thumb]https://dl.dropbox.com/u/37749778/error.jpg[/thumb] Every time I make a server from the main menu, whenever I shoot any hitscan weapon (except the minigun and sniper rifle) all these red xs appear. I still see the muzzleflash on the gun, but this also comes up. I figured I could ask for help on this issue here.
[url=http://downloads.thedalokohsclub.com/SFM_DROGENTOTE_1.zip][img]http://downloads.thedalokohsclub.com/Oberhart_Promo.png[/img][/url] [img]http://downloads.thedalokohsclub.com/ViewingArea.png[/img] [img]http://downloads.thedalokohsclub.com/MedicLocker.png[/img] There are some known issues which should hopefully be fixed in version 2: -The reverse side of the viewing room window has nodraw still on it I believe, thus that side has no visible glass. -There is some funky areaportal weirdness going on, whereby if you look through the operating room window from the outside, and look into the viewing room and beyond, you start seeing things not being rendered. -I can't seem to get the double doors to show up in the edit mode. If you have any issues having the main props show up, right click on the video window and there are some settings in there to define what is shown and what isn't. Props being one of them.
[t]http://img818.imageshack.us/img818/3506/helmetandgoggles.jpg[/t] update on the helmet+goggles
[QUOTE=-=NARH=-;37096851]I've been having this error recently: [thumb]https://dl.dropbox.com/u/37749778/error.jpg[/thumb] Every time I make a server from the main menu, whenever I shoot any hitscan weapon (except the minigun and sniper rifle) all these red xs appear. I still see the muzzleflash on the gun, but this also comes up. I figured I could ask for help on this issue here.[/QUOTE] Do you use custom particle systems? If so, you are missing one in your PCF. delete all your PCFs. EDIT: Don't you disagree me, mister. I've personally experienced this in the past. :v:
[QUOTE=GoldenBalls;37096869][url=http://downloads.thedalokohsclub.com/SFM_DROGENTOTE_1.zip][img]http://downloads.thedalokohsclub.com/Oberhart_Promo.png[/img][/url] [img]http://downloads.thedalokohsclub.com/ViewingArea.png[/img] [img]http://downloads.thedalokohsclub.com/MedicLocker.png[/img] There are some known issues which should hopefully be fixed in version 2: -The reverse side of the viewing room window has nodraw still on it I believe, thus that side has no visible glass. -There is some funky areaportal weirdness going on, whereby if you look through the operating room window from the outside, and look into the viewing room and beyond, you start seeing things not being rendered. -I can't seem to get the double doors to show up in the edit mode. If you have any issues having the main props show up, right click on the video window and there are some settings in there to define what is shown and what isn't. Props being one of them.[/QUOTE] [img]http://i45.tinypic.com/29iq2t.png[/img] please work in multiples of 8s and 4s so that you don't run into texture alignment issues like this
[QUOTE=Gamemaster1379;37096951]Do you use custom particle systems? If so, you are missing one in your PCF. delete all your PCFs. EDIT: Don't you disagree me, mister. I've personally experienced this in the past. :v:[/QUOTE] I don't have any particles installed that would change the muzzleflashes, but I'll try that.
[QUOTE=Quinnjdq;37096505]I really would say learn to yourself. You should always be able to rely on yourself, that's why I don't have people texture anything I do 90% of the time[/QUOTE] Makes sense, but everybody has their talents. Some people may be more talented at meshwork than texture work and vice versa. Still others have their own unique talents. I can't do texture or meshwork worth a damn, but I understand particle system rigging fairly well, as well as some basic-to-intermediate rigging, as well as general Source stuff that may confuse others (simple stuff like applying a texture or setting up a VMT with a VTF) and I apply those to those who need them. If somebody can handle everything all their own, more power to them, but it doesn't hurt to establish partnerships if everybody has their own specialty--it's less of an overall workload. [editline]5th August 2012[/editline] [QUOTE=-=NARH=-;37097015]I don't have any particles installed that would change the muzzleflashes, but I'll try that.[/QUOTE] PCF files often contain a lot of custom content. I believe item_fx.pcf contains a LOT of particles like the splash for jarate, mad milk, sandvich crumbs, every single unusual effect, and then some. So even if you dont' have one that modifies the direct particle system you have, so long as it has the same PCF file, it's possible it's effecting it. I think your instance is something that'd be handled in weapon_fx.pcf. I'm not for sure.
[QUOTE=Void Skull;37096954][img]http://i45.tinypic.com/29iq2t.png[/img] please work in multiples of 8s and 4s so that you don't run into texture alignment issues like this[/QUOTE] I appreciate the advice. I learned a lot from working with Drogentote. There are a lot of things that I would do differently had I known what I know now. But a lot of it is what it is at this point. For example, the floor tile itself (a single square) had to be a specific size in relation to the waiting room chairs if I recall. Given that I was going for accuracy regarding their spacing, I had to put up with it. Regardless, the same issue does happen with the ceiling tiles on occasion which were purely my own doing, so the suggestion is still appreciated. [B]Edit:[/B] Back then I also used to break a lot of rules of thumb regarding wall width too, which I'm sure doesn't help when it comes to spacing textures to fit between them.
[QUOTE=Ducksink;37096374][IMG]http://puu.sh/OXmn[/IMG][/QUOTE] [t]https://dl.dropbox.com/u/58470349/Gmod%20Screenshots/gm_construct0032.jpg[/t] I made that ages ago in Gmod. If there was a mod release, I could redo it in SFM. Just throwing that out there. :v:
ronin, what happened to that sexy orange goop medigun that i hope isn't for quick-fix?
Or more importantly, what happened to the Blondie poncho he made for sniper that's disappeared off of the workshop.
[img]http://speedcap.net/img/18dd095f43064383b95f58ade625e30b/d9221971.png[/img] A slight change in design as suggested by Jalcober. Comments and Crits welcome.
[QUOTE=Ian;37095651]I actually think this is still a great idea, even if it's been requested more times than I care to mention. I'd love to see the mask as a misc and the helmet + tact. stuff as a hat. The tact. stuff could be a style and then the hat would look good with stuff like the foster's and last breath. And the lights on the eyes would fade in and out. I'm getting a tad ahead of myself. [sp]How hard is the process of learning modelling c:?[/sp][/QUOTE] yeah what the hell I havent been very useful around here lately anyway [IMG]http://puu.sh/OZeS[/IMG] [IMG]http://puu.sh/OZkv[/IMG] very wip
[QUOTE=Deodorant;37092977]Advantageous page placement? How convenient, I just finished coloring this rocket launcher requested and denied by Eeshton, so I might as well take the opportunity to leave it up for grabs. [IMG]http://img96.imageshack.us/img96/8104/rocketsled.png[/IMG][/QUOTE] I call this. I call it now. You can't take it from me!
[url=http://vintagecowa.com/tf/shutupdamnit.rar][img]http://www.1mage.net/images/promovpv.png[/img][/url] alt dl: [url]http://gamebanana.com/tf2/sounds/17596[/url] and a video [quote][media]http://www.youtube.com/watch?v=W_1ubcJEnBg[/quote][/media]
The Thirstier style for the Flying Guillotine uses the same spec map the Thirsty style does so the blood is shiny and stuff. So I did this: [img]https://dl.dropbox.com/u/37749778/Tex/IRequireMoreBlood.png[/img] The blood isn't as shiny as the rest of the blade. Here is the original: [img]https://dl.dropbox.com/u/37749778/Tex/IsntDriedBloodNotShiny.png[/img]
secret neodement and rageguy files [t]https://dl.dropbox.com/u/43795887/engineerfancy.png[/t] crits
[QUOTE=kibbleknight;37097437][img]http://speedcap.net/img/18dd095f43064383b95f58ade625e30b/d9221971.png[/img] A slight change in design as suggested by Jalcober. Comments and Crits welcome.[/QUOTE] That is beautiful. Question though, are the spices just strapped to the side or should there be a bit of the holder thing under them so they dont just fall out?
Hey, is anyone using the latest version of Blender (2.63)? I finally upgraded from 2.57, and now my .smd tools don't work anymore. Can anyone help?
[QUOTE=ZombiPlastiClok;37098426]Hey, is anyone using the latest version of Blender (2.63)? I finally upgraded from 2.57, and now my .smd tools don't work anymore. Can anyone help?[/QUOTE] You also have to upgrade your SMD tools. Look on the valve developer website. In other news, now that I am home from vacation, I can continue working on stuff. Hopefully pet dragon will be done (eventually)
[QUOTE=kenshin6;37098403]That is beautiful. Question though, are the spices just strapped to the side or should there be a bit of the holder thing under them so they dont just fall out?[/QUOTE] Yeah there should be sonething like that holding them in place. There is more to this set im working on, currently im working on designs for a grenade replacment, a stainless steel frying pan, and a launcher. I am aware that there exists a frying pan in game, the idea was to make a proper one that matches the stainless pot. I also could use an opinion: Vote winner for a grill inspired launcher that shoots burgers Or Vote agree for a vegetable juicer inspired launcher that shoots carrots
[QUOTE=Ducksink;37097556]yeah what the hell I havent been very useful around here lately anyway [IMG]http://puu.sh/OZeS[/IMG] [IMG]http://puu.sh/OZkv[/IMG] very wip[/QUOTE] I wake up from my nap and see this. Fuck yes.
[QUOTE=Quinnjdq;37096360]You're still early, like a lot but so am I so I can't really say anything. What you need to work on is more fitting ideas and better textures because a lot of your stuff is either facial hair or really weird for tf2. Probably your best work are those boots.[/QUOTE] Yea, I need to be able to texture. But I am learning. Eventually I might even do an item all by myself! And my main issue is that I try to conserve faces too much. I don't like lods, but can make better models and just lod them. Need to work on it.
[QUOTE=lemonade1950;37098444]You also have to upgrade your SMD tools. Look on the valve developer website. In other news, now that I am home from vacation, I can continue working on stuff. Hopefully pet dragon will be done (eventually)[/QUOTE] It didn't work. Sod it, I'm re-downgrading EDIT: God damn it, pageking [IMG]http://wiki.teamfortress.com/w/images/thumb/6/6d/Prince_Tavish%27s_Crown.png/250px-Prince_Tavish%27s_Crown.png[/IMG]
This is a WIP. Based on some Japanese Camera Pistol thing. Texture definitely needs some work and I am thinking about adding more details to it. [IMG]https://dl.dropbox.com/u/35490615/Camera%20Pistol/herg.png[/IMG]
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