[QUOTE=Larate;36579346]someone make this stuuuufff
[url]http://www.flickr.com/photos/acrolith/[/url][/QUOTE]
I would, but I'm a crapass modeller.
By the way, working on concept art.
Can Anyone model the Rocket launcher from RAGE for [insert rocket launcher here]? 'Cuz that would be awesome.
Well i have some issues with my first model, here's what it was supposed to look like in MDLViewer,
[t]http://i.imgur.com/bbdrF.jpg[/t]
But for some wierd reason, this is what it looks like
[t]http://i.imgur.com/tOaV8.jpg[/t]
That box thing is the thing i used the material on so i could model, but it was hidden after modelling, wich is very wierd.
[t]http://i.imgur.com/Wc1LL.jpg[/t]
EDIT: nevermind, the exporter was a bitch, changed it, all good now, nothing to see here.
[QUOTE=AlfieSR;36563123]Could someone make a particle-reducer for the pyro's new Rainblower taunt? It's fun but my framerate drops fairly fiercely once the fire-half of the taunt plays if i'm in the center of the taunt as the tauntcamera forces. It's funny, my FPS is fine if i'm even standing even a couple of meters away.[/QUOTE]
Re-requesting because it was buried under map theme discussion
Updated the Sten gun for anyone who was using it to work with the recent changes.
[url=http://tf2mods.net/mod.php?id=65][img]http://img163.imageshack.us/img163/9026/promonew.png[/img][/url]
[QUOTE=Larate;36579346]someone make this stuuuufff
[url]http://www.flickr.com/photos/acrolith/[/url][/QUOTE]
I'd still like to see that Spy scarf get modeled. It's pretty.
Pageking? Fuck that niceness-between-concept-artists thing then. Shameless self-promotion time! Go capitalism!
[IMG]http://img441.imageshack.us/img441/3474/circleoflife.png[/IMG]
Thanks to some advice from Facepunch I've got my first hat done and rendering nice, but I want to make it an all-class item. How do I go about prepping it for the Workshop? Do I need to compile each one separately?
[QUOTE=Deodorant;36580488]I'd still like to see that Spy scarf get modeled. It's pretty.
Pageking? Fuck that niceness-between-concept-artists thing then. Shameless self-promotion time! Go capitalism!
[IMG]http://img441.imageshack.us/img441/3474/circleoflife.png[/IMG][/QUOTE]
needs a finger guard or a replacement metal glove :<
[QUOTE=TheTrueFatman;36580611]Thanks to some advice from Facepunch I've got my first hat done and rendering nice, but I want to make it an all-class item. How do I go about prepping it for the Workshop? Do I need to compile each one separately?[/QUOTE]
If its an all class hat, you need to fit it and compile it for each individual class.
[QUOTE=kenshin6;36581056]If its an all class hat, you need to fit it and compile it for each individual class.[/QUOTE]
Thought so, next question is how do I make it paintable? I know how to create the alpha, but I'm not sure where to go from there.
[QUOTE=TheTrueFatman;36581260]Thought so, next question is how do I make it paintable? I know how to create the alpha, but I'm not sure where to go from there.[/QUOTE]
[URL="http://forums.tf2mods.net/showthread.php?tid=194"]Here[/URL], this always helps me.
Good luck.
[QUOTE=Frying Dutchman;36581317][URL="http://forums.tf2mods.net/showthread.php?tid=194"]Here[/URL], this always helps me.
Good luck.[/QUOTE]
Exactly what I needed, thanks!
One last question and I'll stop bugging everyone. I tried setting up a specular mask in the bump map alpha, but the code I tried didn't work. I want to set the item up like the Worms hat (some parts highly reflective, some dull) and I could use some help with vmt code.
Edit:
I realize the problem I had was the other item was coded to use the base map alpha for specular, but I need the code to use the bump map alpha.
paste the vmt.
if in doubt post code, the talented guys in here know how to seperate the braille from the hat language.
[QUOTE=Larate;36579346]someone make this stuuuufff
[url]http://www.flickr.com/photos/acrolith/[/url][/QUOTE]
[img]http://i.imgur.com/Dcnas.jpg[/img]
sweet art btw
Did some preliminary tests. Looks good so far.
[img]http://farm8.staticflickr.com/7120/7482241404_159c6bcdc3_b.jpg[/img]
[code]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/soldier/worms_gear"
"$bumpmap" "models/player/items/soldier/worms_gear_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
"$phong" "1"
"$phongexponent" "5"
"$phongboost" ".1"
"$lightwarptexture" "models/lightwarps/weapon_lightwarp"
"$phongfresnelranges" "[.25 .5 1]"
"$envmap" "env_cubemap"
"$envmaptint" "[.5 .5 .5]"
"$normalmapalphaenvmapmask" 1
[/code]
Here's the vmt code for the lid, but when I tried the "$envmap" section everything was still shiny, even areas that were blacked out in my normal alpha. I can't really think of any hats that I could decompile to search for code.
[QUOTE=Nexosz;36581645][img]http://i.imgur.com/Dcnas.jpg[/img]
sweet art btw[/QUOTE]
I think I love you.
I haven't drawn anything up for TF2 in so long! I've been selfishly working on my own game(I'm totally not trying to be larolaro)
Totally uploading new stuff tonight.
[QUOTE=Roninsmastermix;36581678]Did some preliminary tests. Looks good so far.
[img]http://farm8.staticflickr.com/7120/7482241404_159c6bcdc3_b.jpg[/img][/QUOTE]
Unsure on the lighter colour for the cable/hose going towards the medic backpack.
Make the the standard colour like every other medigun?
The size and colour scheme makes it stand out enough already.
[QUOTE=Frying Dutchman;36581736]Unsure on the lighter colour for the cable/hose going towards the medic backpack.
Make the the standard colour like every other medigun?
The size and colour scheme makes it stand out enough already.[/QUOTE]
i'll try that
[QUOTE=Roninsmastermix;36581678]Did some preliminary tests. Looks good so far.
[img]http://farm8.staticflickr.com/7120/7482241404_159c6bcdc3_b.jpg[/img][/QUOTE]
I don't know what it is, but the overall definition of the medigun bothers me, it's really hard to explain it. I think it has to do with a majority of the chamfered edges, but I can't pinpoint it.
Edit: I'm sure when you show off the final texture for it it'll bother me a lot less.
[QUOTE=Deodorant;36580488]I'd still like to see that Spy scarf get modeled. It's pretty.
Pageking? Fuck that niceness-between-concept-artists thing then. Shameless self-promotion time! Go capitalism!
[IMG]http://img441.imageshack.us/img441/3474/circleoflife.png[/IMG][/QUOTE]
Circular Saw? That reminds me :v:
[t]http://fc08.deviantart.net/fs70/f/2011/340/b/7/sterile_procedures_pack_by_terrormokes-d4ide8v.jpg[/t]
[QUOTE=Demon!;36581796]I don't know what it is, but the overall definition of the medigun bothers me, it's really hard to explain it. I think it has to do with a majority of the chamfered edges, but I can't pinpoint it.[/QUOTE]
i know what you mean, but this is one of those models i dont want to judge untill i see a final texture on it, ya know, like usually if it were something that could be easily picked out. but this... ill wait before i make any final judgements
[QUOTE=Insaneicide;36581830]i know what you mean, but this is one of those models i dont want to judge untill i see a final texture on it, ya know, like usually if it were something that could be easily picked out. but this... ill wait before i make any final judgements[/QUOTE]
Yeah, I just made an edit about that, the final texture for an item definitely helps when it comes to the overall feeling of something.
Cowa and Hazza are proudly presenting you:
[h2]THE DEMOFACE IN 3D![/h2]
[IMG]http://puu.sh/F7Pi[/IMG]
[IMG]http://puu.sh/F7PB[/IMG]
You can see it in action [URL="http://p3d.in/IO2p9"]here![/URL]
[QUOTE=Cowabanga;36581958]Cowa and Hazza are proudly presenting you:
[h2]THE DEMOFACE IN 3D![/h2]
[IMG]http://puu.sh/F7Pi[/IMG]
[IMG]http://puu.sh/F7PB[/IMG]
You can see it in action [URL="http://p3d.in/IO2p9"]here![/URL][/QUOTE]
beautiful
[QUOTE=Roninsmastermix;36581780]i'll try that[/QUOTE]
I'm not sure how much stretching the tube does, but if you're looking for a different sort of tube, I've always wanted to see someone try a textured (not like a model texture, like a texture texture) tube.
[thumb]http://www.mickreevesmodels.co.uk/~mickreev/Access/Bendy.jpg[/thumb]
[QUOTE=Cowabanga;36581958]Cowa and Hazza are proudly presenting you:
[h2]THE DEMOFACE IN 3D![/h2]
[IMG]http://puu.sh/F7Pi[/IMG]
[IMG]http://puu.sh/F7PB[/IMG]
You can see it in action [URL="http://p3d.in/IO2p9"]here![/URL][/QUOTE]
It must become a Demoman Targe reskin
[QUOTE=AkujiTheSniper;36582048]It must become a Demoman Targe reskin[/QUOTE]
If only I know how to compile models to use for hexing and shit.
Anyone know an article that explains that shit?
[QUOTE=Larate;36581727]I think I love you.
I haven't drawn anything up for TF2 in so long! I've been selfishly working on my own game(I'm totally not trying to be larolaro)
Totally uploading new stuff tonight.[/QUOTE]
i can't unwrap/texture for shit tho so this is as far as i can currently go
[sp]I know it's the wrong class pls forgive me[/sp]
[img]http://i.imgur.com/pgd80.png[/img]
[img]http://i.imgur.com/tg5ms.jpg[/img]
Pencil drawing has come to life!
To add, it's currently quite flat on the sides. Maybe round them up or add some more depth?
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