[QUOTE=Quinnjdq;36522088]I dunno, I purely try to stay at least 100 polys under limit.
[t]http://puu.sh/E5eW[/t]
also, we still need a bit of help with this[/QUOTE]
[img]http://speedcap.net/img/f830b2807928dae9674d6fdd599f1c0e/044557a9.png[/img]
Hows this color scheme appeal to you all?
Changed my mind, I want a refund on my five cents.
[IMG]http://i.imm.io/ueV0.png[/IMG]
Are color changes this drastic acceptable, though? I'm not quite sure, but I think nuance may be one of those important distinguishing factors. A scout colored like this could possibly be mistaken for a Spy in bad conditions.
[QUOTE=Deodorant;36522357]My five cents:
[IMG]http://i.imm.io/ueRC.png[/IMG]
No idea about the tie, though.[/QUOTE]
That doesn't work with what we made, we made pieces and it's impossible with a misc to recolor the entire scouts jacket. Also, we are going for a lighter suit like vest.
[QUOTE=Quinnjdq;36522478]That doesn't work with what we made, we made pieces and it's impossible with a misc to recolor the entire scouts jacket. Also, we are going for a lighter suit like vest.[/QUOTE]
Oooooh.. I though the little thing beow the tie was the jacket, and the whole vest was modeled on top of it. That would be a pretty stupid thing to do, so I don't know why I thought it.
Im impatient so I just made the crappy promos myself.
[url=http://dl.dropbox.com/u/52618319/MegaUltraKey_mod.zip][img]http://dl.dropbox.com/u/52618319/muk_v1-1_modpromo1.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=78939962][img]http://dl.dropbox.com/u/52618319/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=78939962][img]http://dl.dropbox.com/u/52618319/muk_v1-1_promo2.png[/img][/url]
[QUOTE=omitrix212;36518792]Anyone thinking about modeling the items from this (Asides from the scorch shot) if Valve doesn't implement them?
[video=youtube;WUhOnX8qt3I]http://www.youtube.com/watch?v=WUhOnX8qt3I&feature=g-all-lik[/video]
EDIT: Just read the TF2 blog about how the items may be added, never mind then.[/QUOTE]
I think that the thing that the Scout is trying to take off may be the whistle from that sport set someone made for him.
[img]http://cloud.steampowered.com/ugc/541803706099074469/3E18CA250E054F18E00E2298D0FCE56AA7F1F8BB/600x337.resizedimage[/img]
[QUOTE=Mr, Jukebox;36522564]I think that the thing that the Scout is trying to take off may be the whistle from that sport set someone made for him.
[img]http://cloud.steampowered.com/ugc/541803706099074469/3E18CA250E054F18E00E2298D0FCE56AA7F1F8BB/600x337.resizedimage[/img][/QUOTE]
I've watched that part a bunch of times, trying to figure out what he's fiddling with. Your theory sounds fairly plausible.
Apparently I'm alone in thinking this, though.
clip on microphone.
What did strike me as odd that in a couple of frames the thing seemed to light up or spark. (0:25)
[QUOTE=Deodorant;36522613]I've watched that part a bunch of times, trying to figure out what he's fiddling with. Your theory sounds fairly plausible.
Apparently I'm alone in thinking this, though.[/QUOTE]
Its a microphone. its not really that hard to figure out.
[QUOTE=Funny Hats;36520266]I know I said it in the MtP thread, but I'll repeat it here because I'm a cheap moocher:
Anyone here with a good item submission on their hands want to credit a bunch of us (with us getting no profits at all of course) to increase our chances of getting into the SFM beta? Not sure how we would select people though.[/QUOTE]
Well at least [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=4846"]The Clown Car[/URL] has a purpose now :V
[QUOTE=lemonade1950;36521973]1: Most likely the FPS limit on jigglebones. I don't have an exact number for this for Model Viewer, unfortunately.
2: You should look into angle constraints.
Also, if the rope is in that angled position when the pyro is just standing, you need to MASSIVELY increase your tip_mass[/QUOTE]
The tip_mass causes the thing to fly upward at a 45 degree angle.
Anyone have a link to that consistent kill icons thing? I can't find it.
[QUOTE=MeltingData;36523189]Anyone have a link to that consistent kill icons thing? I can't find it.[/QUOTE]
[URL="http://killicons.benbur.net/"]It's here[/URL] but the website appears to be down at the moment.
[QUOTE=Frying Dutchman;36523230][URL="http://killicons.benbur.net/"]It's here[/URL] but the website appears to be down at the moment.[/QUOTE]
Thanks! Sucks that it's down, though.
why is my site down, what am I paying for >:|
[QUOTE=kenshin6;36522563]Im impatient so I just made the crappy promos myself.
[url=http://dl.dropbox.com/u/52618319/MegaUltraKey_mod.zip][img]http://dl.dropbox.com/u/52618319/muk_v1-1_modpromo1.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=78939962][img]http://dl.dropbox.com/u/52618319/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=78939962][img]http://dl.dropbox.com/u/52618319/muk_v1-1_promo1.png[/img][/url][/QUOTE]
not enough phong imo
[QUOTE=Gamemaster1379;36523111]The tip_mass causes the thing to fly upward at a 45 degree angle.[/QUOTE]
Then your jigglebone is not oriented properly. The Z axis should be pointing down with respect to the item, I believe.
(I am bad at explaining)
[QUOTE=blaholtzen;36523403]not enough phong imo[/QUOTE]
How can I change that? I dont really see a difference in HLMV when i change the vmt settings, or is it only in the alpha channel?
[QUOTE=kenshin6;36524174]How can I change that? I dont really see a difference in HLMV when i change the vmt settings, or is it only in the alpha channel?[/QUOTE]
Post your VMT
I dont remember what weapon's vmt I used as a base but here it is. Changing phongexponent didnt give me any noticeable changes so I assume its not that
[code]
"VertexlitGeneric"
{
"$baseTexture" "models/weapons/c_items/c_megakey"
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "1"
"$lightwarptexture" "models\weapons\c_items/c_ambassador_lightwarp"
"$phongfresnelranges" "[0.25 0.5 1.0]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "15"
"$rimlightboost" "1"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
And here is the alpha if it helps at all.
[img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/f103e802.png[/img]
[QUOTE=lemonade1950;36523544]Then your jigglebone is not oriented properly. The Z axis should be pointing down with respect to the item, I believe.
(I am bad at explaining)[/QUOTE]
I reoriented the jigglebones to point downward. It still flies off to the right for no apparent reason. It isn't as severe now, but it still does it.
[QUOTE=kenshin6;36524276]I dont remember what weapon's vmt I used as a base but here it is. Changing phongexponent didnt give me any noticeable changes so I assume its not that
[code]
"VertexlitGeneric"
{
"$baseTexture" "models/weapons/c_items/c_megakey"
"$phong" "1"
"$phongexponent" "10"
"$phongboost" "1"
"$lightwarptexture" "models\weapons\c_items/c_ambassador_lightwarp"
"$phongfresnelranges" "[0.25 0.5 1.0]"
"$basemapalphaphongmask" "1"
"$rimlight" "1"
"$rimlightexponent" "15"
"$rimlightboost" "1"
"$glowcolor" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"ModelGlowColor"
{
"resultVar" "$glowcolor"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$selfillumtint"
}
"Equals"
{
"srcVar1" "$glowcolor"
"resultVar" "$color2"
}
}
}
[/code]
And here is the alpha if it helps at all.
[img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/f103e802.png[/img][/QUOTE]
You change phong boost.
[QUOTE=Gamemaster1379;36524277]I reoriented the jigglebones to point downward. It still flies off to the right for no apparent reason. It isn't as severe now, but it still does it.[/QUOTE]
It's still oriented wrong. Just play around with it some more
[QUOTE=Jalcober;36524369]You change phong boost.[/QUOTE]
I changed it to 10 and edited the picture, hopefully it looks a little better now
So I rated down a guy who made a few meme mods on game banana.
[t]http://images.gamebanana.com/img/ss/sprites/4feabbe61d879.jpg[/t]
[t]http://images.gamebanana.com/img/ss/sprites/4fea8f4619e56.jpg[/t]
He threaten to report me to the mods if I dint remove my ratings :v
[QUOTE=Bapaul;36521768]Don't know if appropriate but p3d emailed me again,
-For all of you with ATI video cards, and having the shaded models coming up black, they have a solution for that[/QUOTE]
what is it
Do you know what the new sniper set means?
[I]Sniper Glasses Replacements[/I]
[QUOTE=Vonwilbur;36526160]Do you know what the new sniper set means?
[I]Sniper Glasses Replacements[/I][/QUOTE]
Avatar fits.
[QUOTE=Vonwilbur;36526160]Do you know what the new sniper set means?
[I]Sniper Glasses Replacements[/I][/QUOTE]
Hadn't even thought of that, but yeah that bodygroup was long overdue
hey. are the pyroviison goggles those "Reflective perspective" ones someone made like 1 or 2 emporiums ago?
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