[QUOTE=NoNameForEvil;35332912][img]http://www.teamfortress.com/images/posts/one-of-a-kind-hats_small.jpg[/img]
these are absolutely [i]terrible[/i]
boring, dull top hats, that haven't been textured farther than base colours
valve is really declining in quality[/QUOTE]
Shame they didn't have the duel hat out last year. I'd have had that every day all year long!
[QUOTE=NoNameForEvil;35332912][img]http://www.teamfortress.com/images/posts/one-of-a-kind-hats_small.jpg[/img]
these are absolutely [i]terrible[/i]
boring, dull top hats, that [B]haven't been textured farther than base colours[/B]
valve is really declining in quality[/QUOTE]
[t]http://wiki.teamfortress.com/w/images/c/c8/RED_Batter%27s_Helmet.png[/t][t]http://wiki.teamfortress.com/w/images/6/63/Backpack_Flipped_Trilby.png[/t][t]http://wiki.teamfortress.com/w/images/b/bb/Backpack_Hero%27s_Hachimaki.png[/t][t]http://wiki.teamfortress.com/w/images/4/46/Backpack_Armored_Authority.png[/t][t]http://wiki.teamfortress.com/w/images/d/d8/Backpack_Pyro%27s_Beanie.png[/t][t]http://wiki.teamfortress.com/w/images/3/39/RED_Brigade_Helm.png[/t][t]http://wiki.teamfortress.com/w/images/4/4d/RED_Glengarry_Bonnet.png[/t][t]http://wiki.teamfortress.com/w/images/b/b7/RED_Sultan%27s_Ceremonial.png[/t][t]http://wiki.teamfortress.com/w/images/1/12/RED_Football_Helmet.png[/t][t]http://wiki.teamfortress.com/w/images/5/56/RED_Hard_Counter.png[/t][t]http://wiki.teamfortress.com/w/images/0/0e/Backpack_Buckaroos_Hat.png[/t][t]http://wiki.teamfortress.com/w/images/1/17/RED_Prussian_Pickelhaube.png[/t][t]http://wiki.teamfortress.com/w/images/1/1b/Backpack_Trophy_Belt.png[/t]
[B]===NOTHING TO WORRY ABOUT ANYMORE===[/B]
Thanks to Dropbox's snapshot feature, I was able to keep everything intact, Shugo icon compiling will now resume.
[QUOTE=Drewsko;35321811]This doesn't seem to work right for me. When I'm playing ingame, the model shows up as invisible.
Looking at the mdl file, the coding for the model directory goes like this:
"weapons/c_models/c_hwn_scout_canopic/c_hwn_scout_canopic.mdl"
While the original Mad Milk's mdl file goes like this:
"weapons/c_models/c_madmilk/c_madmill"
Might this occurance in coding have to do with the error?[/QUOTE]
Ah! That seems to be the problem! I'll try to fix it and the Cryo in the morning ASAP
that picture looks like a bad render let's see the model in engine before judging
[editline]28th March 2012[/editline]
[QUOTE=ned_ballad;35333535]trololololo
[thumb]http://cloud.steampowered.com/ugc/558685307666803688/95A4BBF7B31DBED8DDA3BAF96A0930D91E4D8188/[/thumb]
HUUGGGEEE[/QUOTE]
welp nevermind judge away
Are tall top hats the new fedora?
They've had more before, now the last four valve hats we've gotten are these and the steam hat.
[QUOTE=Venezuelan;35333917]that picture looks like a bad render let's see the model in engine before judging
[editline]28th March 2012[/editline]
welp nevermind judge away[/QUOTE]
Wow, they actually have that outline. And it isn't even the cart glow, it's actually part of the model. That's just horrible.
I just want one good looking all class top hat. ONE VALVE, WHY DO YOU TORTURE ME WITH THE ONSLAUGHT OF BAD TOP HATS.
/drama
[QUOTE=lemonade1950;35333455]No change. But I did notice it makes an interesting effect on the player's arm (probably not related):
[thumb]http://dl.dropbox.com/u/32006613/Models/potion_setup_8.png[/thumb]
Also:
Dragon shotgun part of dragon wizard set [img]http://www.facepunch.com/fp/ratings/tick.png[/img]
No secondary for dragon wizard set [img]http://www.facepunch.com/fp/ratings/cross.png[/img][/QUOTE]
just submit the bottles as a single misc item
also make sure they don't clip with the actual Pyro model, you should be testing it on that model anyway.
[QUOTE=Jalcober;35326326]Here is the paintover you asked for.
[IMG]http://i.imgur.com/UcJXq.png[/IMG]
Fuck. Shitty pageking ;_;[/QUOTE]
[img]http://content.screencast.com/users/Eeshton/folders/Jing/media/fc3c7cb5-0633-468b-b127-cf5a4e76bbf9/2012-03-28_1639.png[/img]
[t]http://cloud.steampowered.com/ugc/594714536648198499/B57F27F61CF18B4CCDBEFD8A628FA618D808FF55/[/t]
Coming soon.
Don't run with them.
(Seriously, our lawyers said so.)
Not that I want to bring up the made up drama, but I do feel like I owe an apology to Sexy Robot and to everyone else for the extra useless negativity and posts for my inappropriate response to his comment about the jiggle bone on the pda also the bad joke about the ponies.
I do agree that I definetly got carried and my response was innapropriate and offensive for the ponies joke and I hope you can forgive me for that.
That said I had spent a ridiculous amount of time getting the jiggle bone "working" at least rotating on the proper axis was already a pain in the ass, way too much time compared to the time spent on modeling/texture/materials and I have yet not found no way to get it to jiggle more slowly or with more friction.
I have tried yaw/pitch stiffness ,damping etc and stiffness or damping, flexible jiggle, rigid..... it just doesn't seem to change whats so ever, no matter how small or big the values, it doesn't make any difference, it still moves the same way.
I did try making the angle way smaller -3 to 3, its too subtle and still too stiff.
So since I have realised you want to help me, here is again the qc and the smd, I would be really greatful if you could help me on getting that to jiggle properly with a yaw constraint of -15 to 15 degrees.
[URL="http://www.mediafire.com/?jlgkf1nfbhtcf6d"]http://www.mediafire.com/?jlgkf1nfbhtcf6d[/URL]
This could be usefull too:
[URL="https://developer.valvesoftware.com/wiki/$jigglebone"]https://developer.valvesoftware.com/wiki/$jigglebone[/URL]
Otherwise enjoy the model with 0% of jiggle bones:
[URL="http://www.mediafire.com/?pnktgbpv1au79kk"][IMG]http://img51.imageshack.us/img51/5536/pdapromo.png[/IMG][/URL]
[QUOTE=Frying Dutchman;35331571]Some progress for NassimO's loading screen background [URL="http://i.imgur.com/20nKB.jpg"]Click[/URL]
Now back to studying.[/QUOTE]
This is now my new desktop background.
[QUOTE=ned_ballad;35334496]just submit the bottles as a single misc item
also make sure they don't clip with the actual Pyro model, you should be testing it on that model anyway.[/QUOTE]
[thumb]http://dl.dropbox.com/u/32006613/Models/potions_4.png[/thumb]
Dammit
[QUOTE=NoNameForEvil;35335300]maybe you should have been testing a [i]pyro[/i] misc on the [i]actual pyro[/i] this whole time, rather than designing it to only work with the dragon one[/QUOTE]
Yeah yeah I know I fucked up. I wasn't testing for clipping when I know I should have been.
[editline]28th March 2012[/editline]
[thumb]http://dl.dropbox.com/u/32006613/Models/potions_4_1.png[/thumb]
Ended up shrinking the potions. But now I think the clipping is much less than the regular grenades now.
[QUOTE=BANG!;35335118]Not that I want to bring up the made up drama, but I do feel like I owe an apology to Sexy Robot and to everyone else for the extra useless negativity and posts for my inappropriate response to his comment about the jiggle bone on the pda also the bad joke about the ponies.
I do agree that I definetly got carried and my response was innapropriate and offensive for the ponies joke and I hope you can forgive me for that.
That said I had spent a ridiculous amount of time getting the jiggle bone "working" at least rotating on the proper axis was already a pain in the ass, way too much time compared to the time spent on modeling/texture/materials and I have yet not found no way to get it to jiggle more slowly or with more friction.
I have tried yaw/pitch stiffness ,damping etc and stiffness or damping, flexible jiggle, rigid..... it just doesn't seem to change whats so ever, no matter how small or big the values, it doesn't make any difference, it still moves the same way.
I did try making the angle way smaller -3 to 3, its too subtle and still too stiff.
So since I have realised you want to help me, here is again the qc and the smd, I would be really greatful if you could help me on getting that to jiggle properly with a yaw constraint of -15 to 15 degrees.
[URL="http://www.mediafire.com/?jlgkf1nfbhtcf6d"]http://www.mediafire.com/?jlgkf1nfbhtcf6d[/URL]
This could be usefull too:
[URL="https://developer.valvesoftware.com/wiki/$jigglebone"]https://developer.valvesoftware.com/wiki/$jigglebone[/URL]
Otherwise enjoy the model with 0% of jiggle bones:
[URL="http://www.mediafire.com/?pnktgbpv1au79kk"][IMG]http://img51.imageshack.us/img51/5536/pdapromo.png[/IMG][/URL][/QUOTE]
you're going to want it like this
[code] is_rigid {
length [some big number]
pitch_constraint 0 0
yaw_constraint -15 15
yaw_friction 20
tip_mass [some big number][/code]
unfortunately, though this stops the visor from rising and falling with every movement, looking up and down still makes the visor move (or rather, it doesn't move at all with the rest of the model). can't figure out why.
-snip wrong-
[QUOTE=Jacen;35334310]Wow, they actually have that outline. And it isn't even the cart glow, it's actually part of the model. That's just horrible.[/QUOTE]
well, the more noticable the hats are, the farther attention-seekers will go to get them, I guess. :suicide:
more money for valve
I can't help thinking, now seeing those potions on Pyro, that they need some kind of strap around the neck of the bottle attaching to Pyro's grenade belt
[editline]28th March 2012[/editline]
they also look a lot nicer smaller and more spread out
Progress, comrade!
[IMG]http://i.imgur.com/yhwYr.png[/IMG]
Rigging actually wasn't that bad, I just need to tweak the model.
[t]http://i.imgur.com/8vh32.png[/t]
I have no idea what to do with the texture, though. Most elbow patches are either solid or patterned. Solid is too boring, the suit is already pinstripe, and houndstooth is just too busy. Suggestions?
[t]http://i.imgur.com/8X5n6.png[/t]
I don't like that color at all, it's too different.
maybe try a darker shade of Spy's suit?
I don't mind the colour too much - you could try and give it a nice leathery texture or something.
The stitches however, I'm not a fan of, they're really thin and contrast too much...
someone give me a soldier helmet concept to model.
[QUOTE=Totenkreuz;35336834]someone give me a soldier helmet concept to model.[/QUOTE]
A pineapple!
With all these pipes being given to everyone and their cousin, someone should make a cigar for Engineer :(
So......is there anyone who might fix those hats? I mean sure 99% of the people will never see it but dear god those new hats are ughhhhhhhhhhhhhh
Pipes are getting really old. Seriously, we had one and then everyone decided every class needed pipes.
Same with turtlenecks and shirts and whatever came before that.
[QUOTE=PSI Guy;35337720]Pipes are getting really old.[/QUOTE]
nope
[img]http://i.imgur.com/jUiWz.png[/img]
[QUOTE=PSI Guy;35337720]Pipes are getting really old. Seriously, we had one and then everyone decided every class needed pipes.
Same with turtlenecks and shirts and whatever came before that.[/QUOTE]
I doubt that the Spy will get a pipe anytime soon, seeing as he already has a default cigarette.
[i]Spy smoked before it was cool.[/i]
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