Why the hell are the unique rocket models incompatible when we already have unique sticky bombs?
That's really what annoys me, the game feels so unpolished and that would have helped a lot. And I just hope they're saving those HL2 themed items for promos later, otherwise I might be sad.
Personally, I'm just glad that the Cozy Camper wasn't flagged, if only for that Koala.
[QUOTE=Citizen Insane;35025832]Why is the Mythical Mustachio flagged? What, now they copyright a real person's look?[/QUOTE]
I presume so; Jamie has [I]always[/I] worn a black beret, black undershirt, white button-up shirt, gray pants, and sneakers since 2003. The beret makes it that much more obvious, and therefore his likeness is copyrighted. IIRC Discovery has been pretty hard-nosed when it comes to copyright, not to mention that likenesses of people [I]can[/I] be copyrighted.
[h2]However![/h2]
When I made the mustachio, I knew full well that this was likely to happen. As such, I also compiled a misc item that was just the walrus mustache. Valve has shown (stuff like the Dr. Woah, or the much-referenced Team Captain) that they're okay with something that can be a reference as long as it's not [I]too[/I] explicit (dunno about the Degroot Experience).
The misc was [b]not[/b] removed by Valve. I don't know if that's because it was a [I]lot[/I] less popular (it has almost 1/10th as many votes) or if they didn't notice (implying they didn't check my other submissions and/or the description of the hat), but that's still around for now.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=5999]So maybe give it a vote-up?[/url]
[t]http://cloud.steampowered.com/ugc/594706251592702247/D41DBC2E4DC464D67B04566E1CA43BD872CD6255/[/t]
[editline]hyneman[/editline]
I realize it's not the best model; in fact, this might give me the encouragement to remake the mustache.
Well this is a sad day. I wonder how Ayesdef reacted to the stylish spy being rejected.
Wow, what the fuck, I just saw all the stuff that got flagged as incompatible, that's seriously a cop-out Valve. For shame.
[QUOTE=Sparkwire;35025516]They made the hazmat incompatible. why
why valve[/QUOTE]
It was probably because it made so many miscs redundant/unwearable.
I really think you should give it another go maybe with a transparent visor, so that you can see the miscs underneath.
The wave of rejections of quite a number of top rated submissions does make me doubt the Workshop's usefulness, especially as it was intended to allow the community to rate items they want in the game. But apparently our wants as a community and those of Valve's do not mesh, which makes the Workshop counterintuitive as a method of us influencing the game.
I also [I]really[/I] wanted unique rockets ever since the Direct Hit was advertised, and that Sentry backpack.
[QUOTE]$modelname "player/items/all_class/dueling_medal.mdl"
$model "Body" "freshener.smd"
$cdmaterials "\models\player\pyro\"
$texturegroup skinfamilies {
{ "airfreshenerred.vmt" }
{ "airfreshenerblu.vmt" }
}
$surfaceprop "default"
$sequence idle "idle.smd" fps 30.00[/QUOTE]
That's my QC for an item I'm making. When I test the item or view it in HLMV, the texture is gone.
What do you guys think could be wrong?
[QUOTE=Szraneraxtq;35026874]Just go into edit mode for the bone and mesh and drag them equally down towards the point.[/QUOTE]
Why bother going into edit mode, while i disagree this is what should be done all you need to do in object mode is hit "object" (its right next to the mode), then "transform" and click "origin to geometry"
[QUOTE=Da3dalus;35027937]That's my QC for an item I'm making. When I test the item or view it in HLMV, the texture is gone.
What do you guys think could be wrong?[/QUOTE]
Allow me to fix your qc up
[code]
$modelname "player/items/all_class/dueling_medal.mdl"
$model "Body" "freshener.smd"
$cdmaterials "models\player\items\pyro\"
$texturegroup skinfamilies
{
{ "airfreshenerred.vmt" }
{ "airfreshenerblu.vmt" }
}
$surfaceprop "default"
$sequence idle "idle.smd" fps 30.00
[/code]
Make sure your vmt and vtf files are located in tf/materials/models/player/items/pyro/"
Also, open your smd in notepad++ and copy-paste the first 15 or so lines here. I would also like to see the first 5-10 mines of your vmt
[QUOTE=Da3dalus;35027937]That's my QC for an item I'm making. When I test the item or view it in HLMV, the texture is gone.
What do you guys think could be wrong?[/QUOTE]
Shouldn't it be "models\player\[b]items[/b]\pyro"? That's where hat/misc textures should be.
[QUOTE=Inspecter;35027770]Well this is a sad day. I wonder how Ayesdef reacted to the stylish spy being rejected.[/QUOTE]
The original was marked incompatible, but you should take note that the resubmitted one isn't marked incompatible, so there is still a chance of it getting into the game.
[QUOTE=Inspecter;35027770]Well this is a sad day. I wonder how Ayesdef reacted to the stylish spy being rejected.[/QUOTE]
Probably like this: :suicide:
You Guys should all bug valve with emails about why they are incompatible.
I'm sure they are already getting piles of poorly written hate mail from angry 13 yr olds on SPUF.
[QUOTE=Toastador;35028159]I'm sure they are already getting piles of poorly written hate mail from angry 13 yr olds on SPUF.[/QUOTE]
[url="http://forums.steampowered.com/forums/showthread.php?t=2585217"]If so, I'm sorry Valve[/url]
[QUOTE=kenshin6;35027952]Why bother going into edit mode, while i disagree this is what should be done all you need to do in object mode is hit "object" (its right next to the mode), then "transform" and click "origin to geometry"
Allow me to fix your qc up
[code]
$modelname "player/items/all_class/dueling_medal.mdl"
$model "Body" "freshener.smd"
$cdmaterials "models\player\items\pyro\"
$texturegroup skinfamilies
{
{ "airfreshenerred.vmt" }
{ "airfreshenerblu.vmt" }
}
$surfaceprop "default"
$sequence idle "idle.smd" fps 30.00
[/code]
Make sure your vmt and vtf files are located in tf/materials/models/player/items/pyro/"
Also, open your smd in notepad++ and copy-paste the first 15 or so lines here. I would also like to see the first 5-10 mines of your vmt[/QUOTE][QUOTE]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/all_class/airfreshenerblu"
"$bumpmap" "models/effects/flat_normal"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf"
"$detailscale" "5"
"$detailblendfactor" .01
"$detailblendmode" 6
"$yellow" "0"
[/QUOTE]
That's the first few lines of the VMT.
[QUOTE]version 1
nodes
0 "medal_bone" -1
end
skeleton
time 0
0 -2.323115 -6.000076 62.889473 1.042069 -0.076387 -0.247160
end
triangles
freshenerblu.tga
0 -5.902288 -5.235060 61.930801 0.356792 0.835536 -0.417768 0.554371 0.597639 1 0 1.000000
0 -5.953247 -5.153563 62.050274 0.356792 0.835536 -0.417768 0.568900 0.590966 1 0 1.000000
0 -5.735053 -4.877762 62.788235 0.356792 0.835536 -0.417768 0.631227 0.607098 1 0 1.000000[/QUOTE]
SMD
[QUOTE=Da3dalus;35028198]That's the first few lines of the VMT.
SMD[/QUOTE]
You didn't assign the right texture. Look at your .qc : "airfreshenerred"
and in the smd : "freshenerblu"
They need to be named the same.
[QUOTE=NapyDaWise;35028241]You didn't assign the right texture. Look at your .qc : "airfreshenerred"
and in the smd : "freshenerblu"
They need to be named the same.[/QUOTE]Okay. So will that work with both teams, then?
[editline]6th March 2012[/editline]
Wait, it still doesn't work. I put airfreshenerred in the smd, where all of the freshenerblu's were. Still doesn't show the texture.
[QUOTE=Da3dalus;35028267]Okay. So will that work with both teams, then?[/QUOTE]
Assign the RED texture in the SMD, and then use the texturegroups in the QC to change the colour. (And obviously have the relevant vmt's set up correctly)
EDIT - the vmt you've posted is the blu one presumably, the red one should be airfreshenerred.vmt right?
EDIT2 -
If you have "$baseTexture" "models/player/items/all_class/airfreshenerred"
you need airfreshenerred.vtf to be in tf/materials/models/playeritems/all_class/ OR change the path to
"$baseTexture" "models/player/items/pyro/airfreshenerred" etc.
They all have to match (obviously)
[QUOTE=Joey90;35028290]Assign the RED texture in the SMD, and then use the texturegroups in the QC to change the colour. (And obviously have the relevant vmt's set up correctly)
EDIT - the vmt you've posted is the blu one presumably, the red one should be airfreshenerred.vmt right?[/QUOTE]Correct. The red vmt is called airfreshenerred.vmt.
And I assigned the red texture in the SMD. What do you mean by using the texturegroups?
[editline]6th March 2012[/editline]
WAIT
Under $baseTexture, should the file path be to the .tga?
[QUOTE=NapyDaWise;35028241]blablabla[/QUOTE]
HOLY FUCKING SHIT YOUR PROFILE PICTURE!
[QUOTE=Joey90;35028290]Assign the RED texture in the SMD, and then use the texturegroups in the QC to change the colour. (And obviously have the relevant vmt's set up correctly)
EDIT - the vmt you've posted is the blu one presumably, the red one should be airfreshenerred.vmt right?
EDIT2 -
If you have "$baseTexture" "models/player/items/all_class/airfreshenerred"
you need airfreshenerred.vtf to be in tf/materials/models/playeritems/all_class/ OR change the path to
"$baseTexture" "models/player/items/pyro/airfreshenerred" etc.
They all have to match (obviously)[/QUOTE]
"$baseTexture" "models/player/items/pyro/airfreshenerred"
That's the new line. I saved all the files, recompiled, and it still doesn't work. What do?
[QUOTE=Da3dalus;35028319]Correct. The red vmt is called airfreshenerred.vmt.
And I assigned the red texture in the SMD. What do you mean by using the texturegroups?
[editline]6th March 2012[/editline]
WAIT
Under $baseTexture, should the file path be to the .tga?[/QUOTE]
In the QC, [code]$texturegroup skinfamilies
{
{ "airfreshenerred.vmt" }
{ "airfreshenerblu.vmt" }
}[/code]
specifies that it has two different textures - the first is the original, the second is the alternate. By default these will correspond to RED/BLU textures (in that order!)
$basetexture should point to the path of the .vtf for your texture. (Needs to be converted from tga)
[QUOTE=Jalcober;35028337]HOLY FUCKING SHIT YOUR PROFILE PICTURE![/QUOTE]
holy christ it scared the shit out of me, too
[QUOTE=TheFishyG;35028372]holy christ it scared the shit out of me, too[/QUOTE]
Thank god... i'm not the only one...
I thought I was having a flashback
EDIT: Oooh Page King, may as well post a revamped helmet concept Jalcober may be modeling (if not i'll threaten him with tapeworms)
[IMG]http://i25.photobucket.com/albums/c62/Alistair555/pyrofirehelmet.jpg[/IMG]
[QUOTE=Joey90;35028366]In the QC, [code]$texturegroup skinfamilies
{
{ "airfreshenerred.vmt" }
{ "airfreshenerblu.vmt" }
}[/code]
specifies that it has two different textures - the first is the original, the second is the alternate. By default these will correspond to RED/BLU textures (in that order!)
$basetexture should point to the path of the .vtf for your texture. (Needs to be converted from tga)[/QUOTE]Yep, all of this is right. My .vtf is in that position, with that name.
[QUOTE=Da3dalus;35028417]Yep, all of this is right. My .vtf is in that position, with that name.[/QUOTE]
I'm not sure then, and I'm going to bed - Hopefully someone else can help you out.
[QUOTE='[Square];35028403']Thank god... i'm not the only one...
I thought I was having a flashback
EDIT: Oooh Page King, may as well post a revamped helmet concept Jalcober may be modeling (if not i'll threaten him with tapeworms)
[IMG]http://i25.photobucket.com/albums/c62/Alistair555/pyrofirehelmet.jpg[/IMG][/QUOTE]
That's sexy. If Jalcober doesn't want to do it, I'll give it a shot.
As for Joey, alright, I'll see if I can find someone.
[QUOTE=FISH KILL!;35022438]Why multiplas? The regular rifle seems more fitting to me as Pomson functions more like it, with single, accurate shots. As you probably know, the multiplas is more of a shotgun-type weapon.[/QUOTE]
Yeah, I was going to say the regular plasma rifle, but like you said this one is more like a shotgun. Isn't the pomson a shotgun? or it reloads like one? I don't actually have one, so I don't know.
Alrighty, so I've been tinkering with some potential paint colours...
[t]http://dl.dropbox.com/u/9216111/TF2/GonzilaSpread.jpg[/t] [t]http://dl.dropbox.com/u/9216111/TF2/TyrantHelm.jpg[/t] [t]http://dl.dropbox.com/u/9216111/TF2/BillsHat.jpg[/t]
And for reference, here's the official paints:
[t]http://dl.dropbox.com/u/9216111/TF2/BillsOfficial.jpg[/t]
I'm looking to cut the amount down, since some of them are too close to official paints and others are just too close to each other. So, any opinions?
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