• TF2 Mod Emporium 45
    5,078 replies, posted
[QUOTE=APesquera;35344321]That happens all the time around here haha[/QUOTE] Yet nobody takes up the Frycook Pyro ideas. :suicide:
Basecolours and you slapped the Pyro's emblem on it? Can we get a close up shot? As suggestion you could create either a logo/brand to put on. Or make it so that the Pyro engraved something on it. (kills? a duck? something referring to the mental state of the pyro?)
[QUOTE=Frying Dutchman;35344883]He has leeches on his elbows it seems :v: Maybe try a lighter colour instead of a darker one?[/QUOTE] [url=http://facepunch.com/threads/1167479?p=35340412&viewfull=1#post35340412]That didn't go over well[/url]
[QUOTE=Corndog Ninja;35344937][url=http://facepunch.com/threads/1167479?p=35340412&viewfull=1#post35340412]That didn't go over well[/url][/QUOTE] Instead of poop brown the white from his coat? A colour picked from the TF2 swatches would be nice.
I just had one of those things. An idea! That's it. What if the Pyro had a flamethrower that was literally just him holding an aerosol can in one hand and a lighter in the other? Perhaps have the alt fire be him actually tossing the can as some sort of an incendiary bomb.
[QUOTE=Frying Dutchman;35344949]Instead of poop brown the white from his coat? A colour picked from the TF2 swatches would be nice.[/QUOTE] Every color so far has been from the palette. What do you suggest? [t]http://dl.dropbox.com/u/40378683/TF2%20mods/tf2palette.png[/t] [editline]29th March 2012[/editline] Anyone have a link to that online VMT creator?
[QUOTE=Frying Dutchman;35344949]Instead of poop brown the white from his coat?[/QUOTE] That'd just make it looks like he has holes in his coat with the shirt sticking out of them [editline]29th March 2012[/editline] [QUOTE=Corndog Ninja;35344813][b]You are a genius[/b] [IMG]http://i.imgur.com/YSx6c.png[/IMG] Also, what should I do texture-wise? I don't want to leave it one solid color, but fabric doesn't use brushstrokes and it stretches too much to add detail.[/QUOTE] Make sure you get the same rimlight setting as on the spy model, that's what makes them stand out in a bad way atm
[QUOTE=blaholtzen;35345550]Make sure you get the same rimlight setting as on the spy model, that's what makes them stand out in a bad way atm[/QUOTE] Is there a .VMT guide somewhere that is useful? I don't know how to vmt and I can't find the website that makes them for you. [editline]29th March 2012[/editline] [url]http://www.hamaloo.co.uk/tf2matwrite/[/url]
[QUOTE=Corndog Ninja;35345691]Is there a .VMT guide somewhere that is useful? I don't know how to vmt and I can't find the website that makes them for you. [editline]29th March 2012[/editline] [url]http://www.hamaloo.co.uk/tf2matwrite/[/url][/QUOTE] [code]// Rim lighting parameters "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" [/code] Spy's rimlighting code, throw it in the .vmt.
[QUOTE=Ceiling Man;35345886][code]// Rim lighting parameters "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" [/code] Spy's rimlighting code, throw it in the .vmt.[/QUOTE] Thank you. [IMG]http://i.imgur.com/1fHU8.png[/IMG] [editline]adf[/editline] what [IMG]http://i.imgur.com/0D0ST.png[/IMG]
[QUOTE=Corndog Ninja;35346025]Thank you. [IMG]http://i.imgur.com/1fHU8.png[/IMG] [/QUOTE] You need to enable Phong as well for Rimlighting to work.
[QUOTE=Hideous_;35346053]You need to enable Phong as well for Rimlighting to work.[/QUOTE] I probably should have noted that, too. Here's Spy's phong: [code] "$phong" "1" "$phongexponent" "20" "$phongboost" ".3" "$phongfresnelranges" "[.3 1 8]" "$halflambert" "0" [/code] Also new preview... [img]http://dl.dropbox.com/u/32066954/stamp_hat.png[/img] Probably my most favorite of the 3, it has character, and it supports map makers.
[QUOTE=Ceiling Man;35345886][code]// Rim lighting parameters "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "2" [/code] Spy's rimlighting code, throw it in the .vmt.[/QUOTE] I'm fairly certain rim lighting values are the same for almost everything (at least for weapons, player models, and hats/misc items). It's phong values that vary a lot.
Well this looks nicer [IMG]http://i.imgur.com/Ak3vV.png[/IMG] Thanks for the help, guys. I really don't know a lot about what I'm doing but I'm trying to learn.
Close-up for Dutchman: [IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00038.png[/IMG]
[QUOTE=Corndog Ninja;35346370]Well this looks nicer [IMG]http://i.imgur.com/Ak3vV.png[/IMG] Thanks for the help, guys. I really don't know a lot about what I'm doing but I'm trying to learn.[/QUOTE] Might as well just copy paste all of spy's vmt except it's basemap and the bumpmap and make sure you have "$basemapalphaphongmask" "1" so you get the lightwarp and the invisibility proxies
[IMG]http://i.imgur.com/ajjE0.png[/IMG] Getting better, but I think the model is a little screwy. That weird error keeps showing up, and googling it doesn't give me any results. Hmm...
[QUOTE=Corndog Ninja;35346370]Well this looks nicer [IMG]http://i.imgur.com/Ak3vV.png[/IMG] Thanks for the help, guys. I really don't know a lot about what I'm doing but I'm trying to learn.[/QUOTE] You might want to add some disconnected details to the item, like folded cuffs or something. Judging by the general opinion on the Gentleman's Gatsby and Couvre Corner, people don't like items that are basically small amorphous blobs, no matter how classy they may be.* *The blobs, not the people.
[QUOTE=Corndog Ninja;35346556][IMG]http://i.imgur.com/ajjE0.png[/IMG] Getting better, but I think the model is a little screwy. That weird error keeps showing up, and googling it doesn't give me any results. Hmm...[/QUOTE] Your model's shading looks odd, more like a weapon lightwarp than a character lightwarp, do you have any custom lightwarps downloaded?
[QUOTE=Ceiling Man;35346681]Your model's shading looks odd, more like a weapon lightwarp than a character lightwarp, do you have any custom lightwarps downloaded?[/QUOTE] I think so, let me check. [B]EDIT:[/B] Yes, I did. [IMG]http://i.imgur.com/Hb4j3.png[/IMG] [editline]29th March 2012[/editline] [QUOTE=Deodorant;35346680]You might want to add some disconnected details to the item, like folded cuffs or something. Judging by the general opinion on the Gentleman's Gatsby and Couvre Corner, people don't like items that are basically small amorphous blobs, no matter how classy they may be.* *The blobs, not the people.[/QUOTE] Maybe I shall
[QUOTE=Corndog Ninja;35346726]I think so, let me check. [B]EDIT:[/B] Yes, I did. [IMG]http://i.imgur.com/Hb4j3.png[/IMG] [editline]29th March 2012[/editline] Maybe I shall[/QUOTE] now that you got proper lighting you need to darken the texture some more [editline]29th March 2012[/editline] [QUOTE=Deodorant;35346680]You might want to add some disconnected details to the item, like folded cuffs or something. Judging by the general opinion on the Gentleman's Gatsby and Couvre Corner, people don't like items that are basically small amorphous blobs, no matter how classy they may be.* *The blobs, not the people.[/QUOTE] Yeah, like, cover the collar and lapel with a new model and texture it the same as the pads, maybe add some pocket flaps too
[QUOTE=Tal;35346434]Close-up for Dutchman: [IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00038.png[/IMG][/QUOTE] oh, that got a lot better
[QUOTE=Tal;35346434]Close-up for Dutchman: [IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00038.png[/IMG][/QUOTE] I'd use the fuck out of this if it got in-game.
[img]http://dl.dropbox.com/u/40378683/TF2%20mods/patchcolors.jpg[/img] The wrinkles are because the model/smoothing got a little wonky
[QUOTE=Corndog Ninja;35347266][img]http://dl.dropbox.com/u/40378683/TF2%20mods/patchcolors.jpg[/img] The wrinkles are because the model/smoothing got a little wonky[/QUOTE] Might as well make it paintable I'd say and make darkened suit color be the default as it's not a paint option
[QUOTE=blaholtzen;35347347]Might as well make it paintable I'd say and make darkened suit color be the default as it's not a paint option[/QUOTE] Might as well, at this point it seems that Valve will make it paintable anyways [QUOTE=blaholtzen;35346909]Yeah, like, cover the collar and lapel with a new model and texture it the same as the pads, maybe add some pocket flaps too[/QUOTE] I'll probably do the collar and lapel, but I don't think I'll do the pocket flaps.
[QUOTE=Tal;35346434]Close-up for Dutchman: [IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00038.png[/IMG][/QUOTE] This is like having the pyro symbol on the the jingle bells. Its just too much for such a small item.
I think it's far more noticeable at a distance than little tiny mann-co logos so many items have
Is anyone here savvy enough to know if when painted the new daily hats would apply paint to the glows? The glow uses a different vmt to the hats and is paintable using the normal model viewer methods. Or is there no way we can know until somebody can test in game? Also cant use itemtest because it's being funky with all class hats.
[QUOTE=Tal;35346434]Close-up for Dutchman: [IMG]http://dl.dropbox.com/u/21595111/TF2%20Mods/screenie00038.png[/IMG][/QUOTE] I'm so late, but.. I don't like the way that logo's applied. It looks modern. I think either completely blank or a centered, Ambassador-style engraving would look best.
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