• TF2 Mod Emporium 45
    5,078 replies, posted
This bs about shotguns and flareguns made me wonder... Could the older double barrel shotgun for pyro work as a scout weapon, using the FaN/Soda Popper anims? [B]edit:[/B] This one: [IMG]http://cloud.steampowered.com/ugc/576685179515366065/59C717555931766B36FF367C3D0A6D9BA7DCBE18/600x337.resizedimage[/IMG] It'd make a cool FaN replacement.
[QUOTE=Jalcober;35275917]Finish pleeease?![/QUOTE] But that was just a silly scrap haha Well, I'll be doing some concepts tonight/tomorrow, so I might as well give that a go. I might also do the syringue minigun just for the lulz.
[QUOTE=APesquera;35276009]But that was just a silly scrap haha Well, I'll be doing some concepts tonight/tomorrow, so I might as well give that a go. I might also do the syringue minigun just for the lulz.[/QUOTE] You want crashes brain to explode ?
[QUOTE=Crash15;35275879]I was trying to suggest a double barreled flaregun replacement for fan to make it fit like how you gave the pyro a double barreled shotgun, but since you guys don't understand how that works, I'm not going to say anything[/QUOTE] [QUOTE][b]GAMEPLAY WISE?[/b][/QUOTE] [sp]a flaregun would be miserably overpowered for the scout, even as a primary, and since the scout has never had anything fire related except the sun-on-a-stick, it's a stupid idea.[/sp]
[QUOTE=PYC128;35276239][sp]a flaregun would be miserably overpowered for the scout, even as a primary, and since the scout has never had anything fire related except the sun-on-a-stick, it's a stupid idea.[/sp][/QUOTE] oh my god are you dumb Pyro is given a shotgun and it still shoots flares, due to the fact we can't change the animations/projectiles, if you give the scout a double barreled flare gun, mind you that you cannot change the projectiles/animations, it'd still be able to shoot regular bullets. The double barreled flaregun is not meant to be a default-style weapon
[QUOTE=Crash15;35276303]oh my god are you dumb Pyro is given a shotgun and it still shoots flares, due to the fact we can't change the animations/projectiles, if you give the scout a double barreled flare gun, mind you that you cannot change the projectiles/animations, it'd still be able to shoot regular bullets. The double barreled flaregun is not meant to be a default-style weapon[/QUOTE] I think I understand what you mean; You find it illogical to give the Pyro a flare gun that looks like a shotgun. I think their intention is to make a shotgun using flare gun animation, and hope it get into the game as a hitscan weapon. However, as people like the model, they're releasing it as an illogical flaregun mod, too. Perfectly reasonable.
[QUOTE=Deodorant;35276424]I think I understand what you mean; You find it illogical to give the Pyro a flare gun that looks like a shotgun. I think their intention is to make a shotgun using flare gun animation, and hope it get into the game as a hitscan weapon. However, as people like the model, they're releasing it as an illogical flaregun mod, too. Perfectly reasonable.[/QUOTE] Finally someone can explain without calling me stupid :u
[QUOTE=Crash15;35276441]Finally someone can explain without calling me stupid :u[/QUOTE] I think everyone is equally stupid. I should become a diplomat.
[QUOTE=FISH KILL!;35275991]This bs about shotguns and flareguns made me wonder... Could the older double barrel shotgun for pyro work as a scout weapon, using the FaN/Soda Popper anims? [/QUOTE] The FaN/Soda Popper have much more cartoony proportions. If that one was shaped to fit them, well... it'd be pretty much exactly the FaN, only with no stock.
[QUOTE=Svdl;35276778]The FaN/Soda Popper have much more cartoony proportions. If that one was shaped to fit them, well... it'd be pretty much exactly the FaN, only with no stock.[/QUOTE] Longer barrels, no?
[QUOTE=Svdl;35276778]The FaN/Soda Popper have much more cartoony proportions. If that one was shaped to fit them, well... it'd be pretty much exactly the FaN, only with no stock.[/QUOTE] So, it doesn't fit in scoot's hands the way it is? Pity.
Here is a concept I drew [T]http://i44.tinypic.com/21eual4.png[/T] [SUB]Inspired by this [url]http://www.antiquemystique.com/images/8766_jpg.jpg[/url][/SUB] and [T]http://i43.tinypic.com/1zd5346.png[/T] (the logo [url]http://wiki.teamfortress.com/w/images/6/6c/Imperial_Mining.png[/url]) Would anybody try to model/texture it?
With the stats Valve thinks of, I wouldn't be surprised that that shotgun got ingame with the ability to shoot 2 small flares before reloading :v:
[QUOTE=Teh Kiyoshi;35273845]Pyro's flamethrower and shotgun animations [url]http://youtu.be/xOkTnW7PRw0[/url] I'm planning to use this shotgun animations for soldier, heavy and engineer as well, and I'm working the fireaxe animations. Gonna do loch n load after that. Crits are welcome.[/QUOTE] Pyro's wrist looks really odd in the shotgun pump animation [editline]Screaming Eagles[/editline] Also hey random idea [img]http://dl.dropbox.com/u/35476992/soldier_eagle.png[/img]
Video for my sound mod is now edited into my post on the last page.
[QUOTE=Bazkip;35277165]Pyro's wrist looks really odd in the shotgun pump animation [editline]Screaming Eagles[/editline] Also hey random idea [img]http://dl.dropbox.com/u/35476992/soldier_eagle.png[/img][/QUOTE] I was thinking of something similar to that except it was with a golden eagle and the medic.
After spending the entire day burning things... I am now curious how a pine needle airblast would work out on a flamethrower.
[IMG]http://i.imgur.com/Hd41j.png [/IMG] (Dino snacks coming soon.)
So, I was fooling around with game files, and remembered that mod that put half-life sounds in tf2. So I moved the floor turret to the level 1 sentry, I was pretty sure it wouldn't work... [img]http://dl.dropbox.com/u/38254693/floor%20turret.jpg[/img] ...has anyone tried this? ._. With some extra stuff (build anims, level 2 and 3, blueprint) this'd be a nice replacement
Except totally unfitting.
How do you edit the rotations and positioning of an item in Model Viewer? I don't mean just move an item around, but I mean, like some items would turn smoothly like 90% of the Valve items. Then with others, mainly custom items, it would turn oddly in model viewer and sometimes wouldn't even showed up when it's in its center position. I think it has something to do with the origin, but I'm not sure.
[QUOTE=Mr, Jukebox;35279020]How do you edit the rotations and positioning of an item in Model Viewer? I don't mean just move an item around, but I mean, like some items would turn smoothly like 90% of the Valve items. Then with others, mainly custom items, it would turn oddly in model viewer and sometimes wouldn't even showed up when it's in its center position. I think it has something to do with the origin, but I'm not sure.[/QUOTE] When I had stuff not show up in hlmv it was due to a screwed up idle or ref position (an error is shown when compiling if your idle/ref has messed up boundaries). If you went through the compiling log and didnt see any errors, then it may be something else I dont know about. But if it is, just use your smd as the idle/ref sequence. Sorry that I didnt answer your main question
Is this darker color any better, or experiment with other colors? [IMG]http://dl.dropbox.com/u/35490615/Scattergun/hergadark.png[/IMG]
[QUOTE=boomsta_;35279471]Is this darker color any better, or experiment with other colors? [IMG]http://dl.dropbox.com/u/35490615/Scattergun/hergadark.png[/IMG][/QUOTE] Hah that kinda looks like the drum on the mini-gun
probably one of the most ugliest, depressing snapshots i've ever taken since my computer has gone to shit and can't handle high settings anymore, but yeah, working on the molotov as a weapon [img]http://i.imgur.com/QfJjF.png[/img]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=18554][img]http://cloud.steampowered.com/ugc/558685307579407162/A6BB2D5F6DA3F3A9527846520EF3A689DDEDEE33/[/img][/url] Anndddd the weapon version is done. Want me to compile it for the jarate?
[QUOTE=DeRosaJ;35279611]probably one of the most ugliest, depressing snapshots i've ever taken since my computer has gone to shit and can't handle high settings anymore, but yeah, working on the molotov as a weapon [img]http://i.imgur.com/QfJjF.png[/img][/QUOTE] Bah. Snapshots of a professionally developed game can never look [I]too[/I] bad. I just did a tired color scheme paintover on a quick, shitty pencil sketch. [I]That[/I] looked ugly and depressing. Also, Molotov weapon. Yay!
Working on a Force-A-Nature Redux sound mod, testing basic firing sounds now
Okay, so I am having a bit of trouble with something right now. I have a facial hair model for somebody that I'm working on. When I view it in HLMV, it is perfectly fine. However, when I view it in-game and look straight on at it while standing in bright light, it is pitch black. It is just pitch black from the front--however it still retains its color and texture from the sides--and if I step out of bright light (moderate light or dim lighting), it doesn't remain pitch black and its texture and color returns. What the hell is causing this?
[url=http://horobox.co.uk/u/Reag_1332633657.zip][img]http://horobox.co.uk/u/Reag_1332644605.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=18554][img]http://horobox.co.uk/u/Reag_1332727384.png[/img][/url] Toot.
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