[QUOTE=Captain Chalky;35381102]I think that was the joke. People told him that his hat was a paintable modest pile but nobody is saying anything bad about this one.
Just shows that people have something against Ronin and Psyke. Which is incredibly sad.[/QUOTE]
I don't think that's sad at all. I think that's wonderful.
Re-requesting an eyelander replacement for the Sharp Dresser.
[QUOTE=AlfieSR;35382349]Re-requesting an eyelander replacement for the Sharp Dresser.[/QUOTE]
Skullcutter would be a better choice. :v:
[QUOTE=ZombiPlastiClok;35379922]Millenium Shield[/QUOTE]
Love it, thanks a lot for making me laugh.
[QUOTE=Hawt Koffee;35379715]It's Here :)
[img]http://fc09.deviantart.net/fs70/i/2012/091/1/0/hats_of_the_past_era_by_tommy631-d4uon10.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=19997[/url][/QUOTE]
These are all brilliant. Valve would have to be pretty dumb to not add this set.
[sp]I've got a black woolen Contrivers Cap :v:[/sp]
[QUOTE=aaakm1995;35378169]i think it need more backgrounds[/QUOTE]
There will be more backgrounds.
[QUOTE=AlfieSR;35382349]Re-requesting an eyelander replacement for the Sharp Dresser.[/QUOTE]
[t]http://cloud.steampowered.com/ugc/578952027441676010/B25D47CC80866E58B2B6130302FCFEFE8EDE655A/[/t]
[t]http://cloud.steampowered.com/ugc/578952027441664083/E5A21DF88EF8A7F5B0E4909384B899B67B533931/[/t]
Not trying to sound like a begger but can someone please fix this skin here:
[url]http://www.mediafire.com/?q2mcx35v6m6mmhx[/url]
It is the afterburner,from the aviating arsonist pack,it was in emporium XLI
Emporium's link is here:[url]http://www.facepunch.com/threads/1124313[/url]
Here's the thing:It can be seem on loadout screen but not out of it,would be really thankful if someone fixed it,probaly my favorite skin for backburner.
[QUOTE=NekuMisage;35383208]Not trying to sound like a begger but can someone please fix this skin here:
[url]http://www.mediafire.com/?q2mcx35v6m6mmhx[/url]
It is the afterburner,from the aviating arsonist pack,it was in emporium XLI
Emporium's link is here:[url]http://www.facepunch.com/threads/1124313[/url]
Here's the thing:It can be seem on loadout screen but not out of it,would be really thankful if someone fixed it,probaly my favorite skin for backburner.[/QUOTE]
It be pretty cool if somebody hexed it for the Phlogistinator as well.
You know...if it's not too much trouble.
Also, speaking of awesome stuff Ronin has made, is he still planing to remake the Undercover Overcoat?
[QUOTE=Teh Kiyoshi;35375280]Pyro's Fireaxe animations
[URL]http://youtu.be/lZbk9Ot2l3M[/URL]
Crits are welcome .[/QUOTE]
You!
Any chance you might be doing a 2 handed Scottish Resistance animation?
[QUOTE=thecuntsman;35382301]I don't think that's sad at all. I think that's wonderful.[/QUOTE]
Yep i can see a real fan right here. The "SADDER" part is that this particular fan is also disgruntled and being hung to the point of posting on other forums as well.
I have made a little tool which "cleans" the .QC generated by the mdldecompiler app, basically the model decompiler adds information and some qc commands which are generated when the model is compiled and are for some not necesary to be defined in your qc or even should not be there in the first place and cause problems when compiling.
This tool is probably more useful to beginners than people with experience on writing QC and compiling models or if like me you're lazy and when you decompile many models you want the QC to be cleaned in one click :smile:
I know when I started I had tons of problems compiling, most came from the Qc which has a lot of useless data and I hope this may be useful to some.
[B]Download the tool[/B]:
[URL="http://www.mediafire.com/?7daz8y23qo9wsvx"]http://www.mediafire.com/?7daz8y23qo9wsvx[/URL]
In before reactions "this could be a virus!" here's the source code (VB.net, C# users gonna hate :/)
[URL="http://www.mediafire.com/?f4r3689rlyzfc9f"]http://www.mediafire.com/?f4r3689rlyzfc9f[/URL]
[B]How to use[/B]: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button.
Note that one of the other things that the mdldecompiler does is generate an idle.smd, this is totally useless when you compile, the idle sequence (which is basically one reference pose keyframe) is generated from the reference model (specified in the $model line), by default the "$sequence (idle)" is checked and will replace the idle file by your reference model file, so you can delete the idle.smd file generated by mdldecompiler.
Very much the same goes for "$collisionmodel" checkbox, the physical model is generated from the referenced model so you can aswell delete the "phymodel.smd".
Instead "Qc Cleaner" tool sets the collision model to be generated from the reference model and the collision mass, damping etc settings to be automatically calculated with the "$automass" command.
[IMG]http://img204.imageshack.us/img204/848/qcleaner.jpg[/IMG]
Some example of QC cleaned with the app with default checkbox settings:
Decompiled and generated by mdldecompiler:
[CODE]$cd "C:\tf2_models\flipflops\decomp"
$modelname "player/items/scout/flipflops.mdl"
$model "body" "flipflops.dmx.smd"
$cdmaterials "models\player\items\scout\"
$cdmaterials ""
$hboxset "default"
$hbox 0 "bip_knee_R" 0.000 -2.425 -4.187 20.775 1.179 2.472
$hbox 0 "bip_foot_R" -2.141 -0.848 -1.451 1.572 6.759 4.407
$hbox 0 "bip_toe_R" -2.571 -6.670 -1.229 2.292 5.065 1.376
$hbox 0 "bip_knee_L" 0.000 -1.179 -4.187 20.775 2.425 2.472
$hbox 0 "bip_foot_L" -1.572 -6.759 -4.407 2.141 0.848 1.451
$hbox 0 "bip_toe_L" -2.292 -5.065 -1.376 2.571 6.670 1.229
// Model uses material "models/player/items/scout/flipflops.vmt"
$surfaceprop "cloth"
$illumposition -3.020 0.000 11.188
$sequence idle "idle" fps 30.00
[/CODE]
Cleaned with "Qc Cleaner":
[CODE]$modelname "player/items/scout/flipflops.mdl"
$body "body" "flipflops.dmx.smd"
$cdmaterials "models\player\items\scout\"
$surfaceprop "cloth"
$sequence idle "flipflops.dmx.smd" fps 30
[/CODE]
Decompiled and generated by mdldecompiler:
[CODE]$cd "C:\tf2_models\c_flamethrower\decomp"
$modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
$model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
$lod 9
{
replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
}
$lod 14
{
replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
}
$lod 20
{
replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
}
$lod 25
{
replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
}
$cdmaterials "models\weapons\c_items\"
$cdmaterials "models\effects\pyro\"
$cdmaterials ""
$texturegroup skinfamilies
{
{"models/weapons/c_items/c_flamethrower.vmt"
"models/effects/pyro/pilotlight.vmt"
}
{"c_flamethrower_blue.vmt"
"models/effects/pyro/pilotlight.vmt"
}
}
$hboxset "default"
$hbox 0 "weapon_bone" -9.428 -17.595 -15.792 8.475 8.078 72.991
$hbox 0 "weapon_bone_1" -0.054 -3.035 -7.678 1.333 1.690 0.844
$hbox 0 "weapon_bone_L" -6.571 -4.849 -13.977 0.000 7.814 14.199
// Model uses material "models/weapons/c_items/c_flamethrower.vmt"
// Model uses material "models/effects/pyro/pilotlight.vmt"
// Model uses material "c_flamethrower_blue.vmt"
$attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$illumposition 28.599 -0.477 -4.758
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/CODE]
Cleaned with "Qc Cleaner":
[CODE]$modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
$body "w_flamethrower" "c_flamethrower_reference.dmx.smd"
$lod 9
{
replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
}
$lod 14
{
replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
}
$lod 20
{
replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
}
$lod 25
{
replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
}
$cdmaterials "models\weapons\c_items\"
$cdmaterials "models\effects\pyro\"
$texturegroup skinfamilies
{
{"models/weapons/c_items/c_flamethrower.vmt"
"models/effects/pyro/pilotlight.vmt"
}
{"c_flamethrower_blue.vmt"
"models/effects/pyro/pilotlight.vmt"
}
}
$attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$sequence idle "c_flamethrower_reference.dmx.smd" fps 30
$collisionmodel "c_flamethrower_reference.dmx.smd" {$automass}
[/CODE]
Btw, there is still some trivial things which could be "cleaned" or written with less code but that's very specific I'll leave it up to the user, so far it should save you some time maybe, mostly help beginners to avoid Qc errors.
Don't understand a word of that post
Rate winner anyways because it seems smart
anyone know how I would go about deleting a UV in blender? :v:
[QUOTE=UberMunchkin;35385065]I didn't rate winner.
[sp]Ok, I did[/sp]*
* [url=http://www.alphastudiossoftware.nl/royzolled/][img]http://horobox.reager.org/u/Ubermunchkin_1333383778.png[/img][/url][/QUOTE]
You are slowly killing this trick by posting it in every thread.
It's up on the workshop! Thanks for voting.
[url=http://steamcommunity.com/workshop/filedetails/?id=20112][IMG]http://i.imgur.com/o0tFm.jpg[/IMG][/url]
Seperate models:
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=20104[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=20106[/url]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=20108[/url]
I'll take 20
[QUOTE=BANG!;35383891]I have made a little tool which "cleans" the .QC generated by the mdldecompiler app, basically the model decompiler adds information and some qc commands which are generated when the model is compiled and are for some not necesary to be defined in your qc or even should not be there in the first place and cause problems when compiling.
This tool is probably more useful to beginners than people with experience on writing QC and compiling models or if like me you're lazy and when you decompile many models you want the QC to be cleaned in one click :smile:
I know when I started I had tons of problems compiling, most came from the Qc which has a lot of useless data and I hope this may be useful to some.
[B]Download the tool[/B]:
[URL="http://www.mediafire.com/?05mab59dy9xdsw4"]http://www.mediafire.com/?05mab59dy9xdsw4[/URL]
In before reactions "this could be a virus!" here's the source code (VB.net, C# users gonna hate :/)
[URL="http://www.mediafire.com/?rpocon2va24d2qy"]http://www.mediafire.com/?rpocon2va24d2qy[/URL]
[B]How to use[/B]: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button.
Note that one of the other things that the mdldecompiler does is generate an idle.smd, this is totally useless when you compile, the idle sequence (which is basically one reference pose keyframe) is generated from the reference model (specified in the $model line), by default the "$sequence (idle)" is checked and will replace the idle file by your reference model file, so you can delete the idle.smd file generated by mdldecompiler.
Very much the same goes for "$collisionmodel" checkbox, the physical model is generated from the referenced model so you can aswell delete the "phymodel.smd".
Instead "Qc Cleaner" tool sets the collision model to be generated from the reference model and the collision mass, damping etc settings to be automatically calculated with the "$automass" command.
[IMG]http://img204.imageshack.us/img204/848/qcleaner.jpg[/IMG]
Some example of QC cleaned with the app with default checkbox settings:
Decompiled and generated by mdldecompiler:
[CODE]$cd "C:\tf2_models\flipflops\decomp"
$modelname "player/items/scout/flipflops.mdl"
$model "body" "flipflops.dmx.smd"
$cdmaterials "models\player\items\scout\"
$cdmaterials ""
$hboxset "default"
$hbox 0 "bip_knee_R" 0.000 -2.425 -4.187 20.775 1.179 2.472
$hbox 0 "bip_foot_R" -2.141 -0.848 -1.451 1.572 6.759 4.407
$hbox 0 "bip_toe_R" -2.571 -6.670 -1.229 2.292 5.065 1.376
$hbox 0 "bip_knee_L" 0.000 -1.179 -4.187 20.775 2.425 2.472
$hbox 0 "bip_foot_L" -1.572 -6.759 -4.407 2.141 0.848 1.451
$hbox 0 "bip_toe_L" -2.292 -5.065 -1.376 2.571 6.670 1.229
// Model uses material "models/player/items/scout/flipflops.vmt"
$surfaceprop "cloth"
$illumposition -3.020 0.000 11.188
$sequence idle "idle" fps 30.00
[/CODE]
Cleaned with "Qc Cleaner":
[CODE]$modelname "player/items/scout/flipflops.mdl"
$model "body" "flipflops.dmx.smd"
$cdmaterials "models\player\items\scout\"
$surfaceprop "cloth"
$sequence idle "flipflops.dmx.smd" fps 30
[/CODE]
Decompiled and generated by mdldecompiler:
[CODE]$cd "C:\tf2_models\c_flamethrower\decomp"
$modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
$model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
$lod 9
{
replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
}
$lod 14
{
replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
}
$lod 20
{
replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
}
$lod 25
{
replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
}
$cdmaterials "models\weapons\c_items\"
$cdmaterials "models\effects\pyro\"
$cdmaterials ""
$texturegroup skinfamilies
{
{"models/weapons/c_items/c_flamethrower.vmt"
"models/effects/pyro/pilotlight.vmt"
}
{"c_flamethrower_blue.vmt"
"models/effects/pyro/pilotlight.vmt"
}
}
$hboxset "default"
$hbox 0 "weapon_bone" -9.428 -17.595 -15.792 8.475 8.078 72.991
$hbox 0 "weapon_bone_1" -0.054 -3.035 -7.678 1.333 1.690 0.844
$hbox 0 "weapon_bone_L" -6.571 -4.849 -13.977 0.000 7.814 14.199
// Model uses material "models/weapons/c_items/c_flamethrower.vmt"
// Model uses material "models/effects/pyro/pilotlight.vmt"
// Model uses material "c_flamethrower_blue.vmt"
$attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$illumposition 28.599 -0.477 -4.758
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/CODE]
Cleaned with "Qc Cleaner":
[CODE]$modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
$model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
$lod 9
{
replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
}
$lod 14
{
replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
}
$lod 20
{
replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
}
$lod 25
{
replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
}
$cdmaterials "models\weapons\c_items\"
$cdmaterials "models\effects\pyro\"
$texturegroup skinfamilies
{
{"models/weapons/c_items/c_flamethrower.vmt"
"models/effects/pyro/pilotlight.vmt"
}
{"c_flamethrower_blue.vmt"
"models/effects/pyro/pilotlight.vmt"
}
}
$attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
$surfaceprop "metal"
$sequence idle "c_flamethrower_reference.dmx.smd" fps 30
$collisionmodel "c_flamethrower_reference.dmx.smd" {$automass}
[/CODE]
Btw, there is still some trivial things which could be "cleaned" or written with less code but that's very specific I'll leave it up to the user, so far it should save you some time maybe, mostly help beginners to avoid Qc errors.[/QUOTE]
You might as well replace $model with $body, too. It's more efficient for models that don't have faceposing.
[QUOTE=Roninsmastermix;35383832]is also disgruntled and being hung to the point of posting on[/QUOTE]
The grammer you've used here doesn't make sense. I think you need more HLMV screenshots for me to know what you're talking about.
It's april fools.
Speaking of jokes:
[URL="http://dl.dropbox.com/u/7534716/40kupd.jpg"][IMG]http://dl.dropbox.com/u/7534716/Relicfight.jpg[/IMG][/URL]
For a moment I thought those tags on the arm said "POKEMON"
[QUOTE=thecuntsman;35386034]The grammer you've used here doesn't make sense. I think you need more HLMV screenshots for me to know what you're talking about.[/QUOTE]
[i]grammar[/i]
[QUOTE=NeoDement;35385579]You might as well replace $model with $body, too. It's more efficient for models that don't have faceposing.[/QUOTE]
Thanks, updated the app/download link it does it now :smile:
[URL="http://www.mediafire.com/?7daz8y23qo9wsvx"]http://www.mediafire.com/?7daz8y23qo9wsvx[/URL]
[QUOTE=Clovernoodle;35384344]Don't understand a word of that post
Rate winner anyways because it seems smart[/QUOTE]
True :v:, I got too technical haha, here's a simpler explanation since this is also directed towards beginners.
When you decompile a model with mdldecompiler it generates a QC file for recompiling, only it adds many useless commands that can cause problems to recompile.
This tool cleans the useless commands and leave only what you really need.
How to use: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button, copy/past the code back to your QC file.
Note that once you clean your QC code, you won't need the "idle.smd" nor the "physmodel.smd" file that the mdldecompiler generated, if "$colllisionmodel" and "sequence(idle)" are checked.
[QUOTE=Bapaul;35381228]I am actually aware of that and i didnt model it to that, i modelled it to hermes' wand which is winged but flipped 180 degrees around, so with the snakes up front, to make it a bonesaw i use the artistic freedom to flip it over and modify it. Same for the hat but up to a larger extent because the original one would just look like the proof of purchase with wings
Did this to match my idea of the rocket jumping with your pocket
Before anyone says hermes was the messenger of the gods, he was also the escorter to the gates of hell, which is fitting for a medic i thought[/QUOTE]
Oh, well, alright. It just doesn't really seem to match the Medic that much though, and will only further the confusion between the symbols.
[QUOTE=Demon!;35382065]Which is why I made (and am currently remaking) a Hermes set for Scout that has a Caduceus melee.[/QUOTE]
And why you'll be getting tons of people telling you to give it to the Medic again :v:
would something like [url=http://www.gamebanana.com/hl2/skins/84599]this[/url] be possible for TF2? although projectiles wouldn't fire from the centre, it'd still be pretty neat to have (especially if you're using the original)
also if someone does try to do this ([img]http://www.facepunch.com/fp/ratings/rainbow.png[/img][img]http://www.facepunch.com/fp/ratings/rainbow.png[/img][img]http://www.facepunch.com/fp/ratings/rainbow.png[/img][img]http://www.facepunch.com/fp/ratings/rainbow.png[/img]) then I wouldn't care about any broken animations, just to have it all in the middle would be good enough for me. I'd also give you a hat or something to do it because this is something I've wanted ever since the original came out
[IMG]http://puu.sh/nqcA[/IMG]
I don't know.
[QUOTE=Sexy Robot;35386628][IMG]http://puu.sh/nqcA[/IMG]
I don't know.[/QUOTE]
Hmmm...would this be a misc or a hat? It would clip to hell with both.
did anyone else almost throw up all over their desk from laughing so hard at the tiny heavy soundpack
[QUOTE=Sexy Robot;35386628][IMG]http://puu.sh/nqcA[/IMG]
I don't know.[/QUOTE]
[IMG]http://i.imgur.com/h0Qfa.jpg[/IMG]
[QUOTE=WittyUsername;35387123][IMG]http://i.imgur.com/h0Qfa.jpg[/IMG][/QUOTE]
description right there
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