[QUOTE=Metaru;37437554]though the whole body of the thing seems rather oversized, the blade doesnt really need to be that long. it feels as if the engie would barely be able to hold it with his arm alone. i know ash can literally lift it as if was nothing in evil dead, but that somehow made sense seeing the chainsaw itself was rather compact and often used as a slash kind of weapon.[/QUOTE]
I can't disagree enough with a simple little red ex. Honestly I think the blade isn't long enough. It's too short now, no chainsaw in the world has a blade that short, and the engine size only looks too big because it has such a short blade on it. I think the blade needs to be longer.
But what do I know?
[QUOTE=Metaru;37437554]though the whole body of the thing seems rather oversized, the blade doesnt really need to be that long. it feels as if the engie would barely be able to hold it with his arm alone. i know ash can literally lift it as if was nothing in evil dead, but that somehow made sense seeing the chainsaw itself was rather compact and often used as a slash kind of weapon.
______________
welp! forgot i came here to share this. A humble soundmod, but a worth contribution i hope.
[video=youtube;juGXICQGU2w]http://www.youtube.com/watch?v=juGXICQGU2w[/video]
[IMG]http://i.imgur.com/p8fsH.png[/IMG]
[URL="https://www.dropbox.com/s/g2zef3cz9o01dxv/uber%20psy.rar"]And a download link[/URL][/QUOTE]
Thank you for introducing me to this marvelous video.
[QUOTE=Gabriel_Gore;37437750]That reminds me. Look at what i found
[video=youtube;bqlHdPlHK_s]http://www.youtube.com/watch?v=bqlHdPlHK_s[/video][/QUOTE]
[video=youtube;DGTCuyUrIxU]http://www.youtube.com/watch?v=DGTCuyUrIxU[/video]
[QUOTE=Rexic;37435488]
[img_thumb]http://speedcap.net/img/6b62dddfb8aef6d8219c5063dc3f1a83/0653b254.png[/img_thumb]
terrifying.
is this a hat?or a misc?
show it with the last breath and sore eyes.(even if the final product cant be worn with the breath.)[/QUOTE]
The hair is a hat, the face/head is a misc. The hair clips badly with most hats, but some still look hilarious ([URL="http://steamcommunity.com/id/themunty/screenshot/560950979428799967/?"]See here for a few screenshots.[/URL])
The hair will be paintable, the mask might be.
[QUOTE=pogothemunty;37434042]Overly attached pyro:
[IMG]http://speedcap.net/img/6b62dddfb8aef6d8219c5063dc3f1a83/0653b254.png[/IMG][/QUOTE]
I want to see how that hair looks with the Headcase, Foster's and the Last Breath.
[IMG]http://cs304105.userapi.com/v304105321/41fb/PmYhZoFvh2U.jpg[/IMG]
halloween item
can anyone want make it?
I'm pretty sure this thing has been asked millions of times before. But I coulnt find any useful post about it when i searched the forum.
When you decompile a c_model from TF2, aren't you supposed to get a bone or a node with the .smd file too which you can attach your new weapon too?
I'm trying to make a new weapon for the scout, but when i decompile the bats .mdl files and open the .smd with modtool all i get is a polygon model.
I would appreciate if you could tell me what im doing wrong, or simply point me in the direction of a tutorial on how to get weapon models in-game(rigged too a bone) using the Itemtest program
Here is a picture of the model i started working on yesterday, I'm not done with the texture yet, but i would like too se how it looks in-game befor i start to change it too much.
[IMG]http://nukeaduke.com/img/CityHitter2.jpg[/IMG]
[QUOTE=ArakanI;37439231]I'm pretty sure this thing has been asked millions of times before. But I coulnt find any useful post about it when i searched the forum.
When you decompile a c_model from TF2, aren't you supposed to get a bone or a node with the .smd file too which you can attach your new weapon too?
I'm trying to make a new weapon for the scout, but when i decompile the bats .mdl files and open the .smd with modtool all i get is a polygon model.
I would appreciate if you could tell me what im doing wrong, or simply point me in the direction of a tutorial on how to get weapon models in-game(rigged too a bone) using the Itemtest program
Here is a picture of the model i started working on yesterday, I'm not done with the texture yet, but i would like too se how it looks in-game befor i start to change it too much.
[IMG]http://nukeaduke.com/img/CityHitter2.jpg[/IMG][/QUOTE]
give it less detail, too realistic.
like something out of half life.
[QUOTE=mphayes97;37439316]give it less detail, too realistic.
like something out of half life.[/QUOTE]
Less details in what. The model, the texture or both?
The texture is a bit messy with all the details, but as I said. I would like to see it in-game before I change the textures too much.
[QUOTE=mphayes97;37439316]give it less detail, too realistic.
like something out of half life.[/QUOTE]
It's kind of a mix, the brushstrokes are there, and the top of it is well done, but the coin slot and meter are both overdetailed.
They're both a bit too dark and scratched up to seem right for TF2.
[QUOTE=ArakanI;37439231]I'm pretty sure this thing has been asked millions of times before. But I coulnt find any useful post about it when i searched the forum.
When you decompile a c_model from TF2, aren't you supposed to get a bone or a node with the .smd file too which you can attach your new weapon too?
I'm trying to make a new weapon for the scout, but when i decompile the bats .mdl files and open the .smd with modtool all i get is a polygon model.
I would appreciate if you could tell me what im doing wrong, or simply point me in the direction of a tutorial on how to get weapon models in-game(rigged too a bone) using the Itemtest program
Here is a picture of the model i started working on yesterday, I'm not done with the texture yet, but i would like too se how it looks in-game befor i start to change it too much.
[IMG]http://nukeaduke.com/img/CityHitter2.jpg[/IMG][/QUOTE]
If you're using softimage/xsi then it sets the origin as the "bone" location, and you'll have to name your completed model as the bone name.
The bone is called weapon_bone for most simple weapons.
[QUOTE=Erfly;37439360]It's kind of a mix, the brushstrokes are there, and the top of it is well done, but the coin slot and meter are both overdetailed.
They're both a bit too dark and scratched up to seem right for TF2.[/QUOTE]
The textures aren't done yet if it was those you where speaking of, I don't want to finalize them until I have seen the model in-game, I'm pretty sure a-lot of the details will be hard to see when they are lit by the world and not the model viewer.
Model wise I'm pretty happy with the amount of details. Its not overly detailed like some weapons in TF2 and it's not under detailed like some other weapons.
[QUOTE=pogothemunty;37439406]If you're using softimage/xsi then it sets the origin as the "bone" location, and you'll have to name your completed model as the bone name.
The bone is called weapon_bone for most simple weapons.[/QUOTE]
Ahh, thanks. Ill try it right away!
[QUOTE=pogothemunty;37433836][img]http://speedcap.net/img/6b62dddfb8aef6d8219c5063dc3f1a83/dbc9eebb.png[/img][/QUOTE]
I love the mask and I've been wanting scary clown get-up for Pyro, but I am not so sure about the hair.
Could you show some pictures of it from different angles? Aside from looking a bit too smooth and shiny, I would like confirmation on my suspicion that it might look a bit too unrealistically attatched for what I assume is a wig.
[QUOTE=ArakanI;37439423]The textures aren't done yet if it was those you where speaking of, I don't want to finalize them until I have seen the model in-game, I'm pretty sure a-lot of the details will be hard to see when they are lit by the world and not the model viewer.
Model wise I'm pretty happy with the amount of details. Its not overly detailed like some weapons in TF2 and it's not under detailed like some other weapons.
Ahh, thanks. Ill try it right away![/QUOTE]
I think the model looks great, but I'm pretty sure the texture will look too noisy in-game as well. That whole grainy duct-tape-residue style of dirt is common in HL2, but practically nonexistent in TF2. Even the Beggar's Bazooka - which reasonably should be much dirtier than an average parking meter - only has a few stray patches of dirt/rust, and those are very soft and blurry.
[t]http://wiki.teamfortress.com/w/images/3/3b/Steamworkshop_tf2_doesdumpster_thumb.jpg[/t]
You're using them brushstrokes perfectly right, though!
EDIT: Huh, pageking. Have old Scout concept.
[IMG]http://img228.imageshack.us/img228/7557/grease.png[/IMG]
[QUOTE=pogothemunty;37439406]If you're using softimage/xsi then it sets the origin as the "bone" location, and you'll have to name your completed model as the bone name.
The bone is called weapon_bone for most simple weapons.[/QUOTE]
Didn't work, tried both weapon_bone and weapon_bone1 as the imported bat was named. Then i exported the models as .smd's.
Do you have any experience in how to get a model from Maya into TF2?
I tried naming the model weapon_bone and weapon_bone1 before exporting the model as an .obj but it didn't work either, and I'm pretty sure that .obj's cant hold either skeleton joints or nulls/locators.
Edit: There seems to be a bone with the model after it's been compiled with itemtest, but the name of the bone is "unnamed". How could I change the name of it?
[QUOTE=Deodorant;37439471]I think the model looks great, but I'm pretty sure the texture will look too noisy in-game as well. That whole grainy duct-tape-residue style of dirt is common in HL2, but practically nonexistent in TF2. Even the Beggar's Bazooka - which reasonably should be much dirtier than an average parking meter - only has a few stray patches of dirt/rust, and those are very soft and blurry.
[url]http://wiki.teamfortress.com/w/images/3/3b/Steamworkshop_tf2_doesdumpster_thumb.jpg[/url]
You're using them brushstrokes perfectly right, though!
EDIT: Huh, pageking. Have old Scout concept.
[url]http://img228.imageshack.us/img228/7557/grease.png[/url][/QUOTE]
Yeah, ill look in too that when the model is working in-game. Shouldn't take too long if i could just find a modtool -> Itemtest -> in-game tutorial or a Maya -> Itemtest -> in-game one...
Could someone please fix [URL="http://gamebanana.com/tf2/skins/111146"]this thing[/URL]? The animations work fine, but it has a plastic shine all over and bad smoothing.
[t]http://files.gamebanana.com/img/ss/srends/_5485-.jpg[/t]
This mod's pretty much a must-have as it fixes the inaccurate model and bugged anims.
.obj can't contain bones, no. You should be able to find a guide for using maya to import/rig/export. I know LaroLaro and willy-wilson use Maya with Prall's plugin. With dota 2 a lot of maya users have posted how to get rigged .smd's out of Maya.
[t]http://img100.imageshack.us/img100/223/hillibilly2poster.png[/t]
Another promo poster, since i'm going to submit the whole set to the workshop and NOTLU2 very soon
[QUOTE=Insaneicide;37437917]requesting help from a fellow modeler :p
the carriage in question[/QUOTE]
I'm still gonna do it bro, just been caught up with school and this hurricane.
[QUOTE=Simski;37439470]I love the mask and I've been wanting scary clown get-up for Pyro, but I am not so sure about the hair.
Could you show some pictures of it from different angles? Aside from looking a bit too smooth and shiny, I would like confirmation on my suspicion that it might look a bit too unrealistically attatched for what I assume is a wig.[/QUOTE]
Reposting because page peasant
[QUOTE=treythepunkid;37437393]Ok so right now I'm fixing up the Chain-Arms model, optimizng, LODing and all that fun stuff. Also going through suggestions and one of the bigger ones is that the chainsaw is too big (I assume long as it sticks off the engi pretty far.)
So I have tried to scale back the Chain-Arm for the engi based on your suggestions. Feedback at this stage is greatly appreciated as we want to get his on the Workshop ASAP.
[img]http://bookofjesus.org/images/6oca9d98w3b6xgg0qzdg.jpg[/img]
Really I'm not sure how to make a chainsaw arm NOT look long but the size it is now is about how comfortable I am in terms of scaling the blade back.
Here is a first person view if anyone's interested.
[img]http://bookofjesus.org/images/i09o5sb6oyyrhk8ght41.jpg[/img][/QUOTE]
How does he do anything outside of cutting people up?
[QUOTE=Gryn;37439930]How does he do anything outside of cutting people up?[/QUOTE]
Yeah. As I've mentioned earlier... things that replaces the Gunslinger arm conficts with a lot of other items if it is unable to grip.
[QUOTE=Simski;37439941]Yeah. As I've mentioned earlier... things that replaces the Gunslinger arm conficts with a lot of other items if it is unable to grip.[/QUOTE]
they could still just make it a melee for Engineer and have him just switch back to normal arms when it's not the active weapon, like the Short-Circuit.
[QUOTE=Simski;37439941]Yeah. As I've mentioned earlier... things that replaces the Gunslinger arm conficts with a lot of other items if it is unable to grip.[/QUOTE]
I see it as more of a Short Circuit situation. When its out it hides the hand and replaces it with a chainsaw, when its on anything else it just uses the Engi's normal hand.
As the person above me said before I could reply.
I recently turned this out and up'd it to the [url="http://steamcommunity.com/sharedfiles/filedetails/?id=91596037&tscn=1346156740"]workshop[/url]:
[img]http://i.imgur.com/6OcpK.png[/img]
[img]http://i.imgur.com/GzC7j.png[/img]
(pretend the cord is no longer there)
Thinking of adding different chalk marks as styles, y/n?
You should have really done something about the wire going through the board
[QUOTE=Bapaul;37440140]You should have really done something about the wire going through the board[/QUOTE]
Robin had mentioned in an email that if the cord needed to be removed for an item, that they'd put in the work to do so.
don't expect Valve to remove the cord, because they won't
[QUOTE=Gryn;37440094]I recently turned this out and up'd it to the [url="http://steamcommunity.com/sharedfiles/filedetails/?id=91596037&tscn=1346156740"]workshop[/url]:
[img]http://i.imgur.com/6OcpK.png[/img]
[img]http://i.imgur.com/GzC7j.png[/img]
(pretend the cord is no longer there)
Thinking of adding different chalk marks as styles, y/n?[/QUOTE]
You might want to fix the board clipping with the cord.
Call me Late McLateington.
[QUOTE=Gryn;37440152]Robin had mentioned in an email that if the cord needed to be removed for an item, that they'd put in the work to do so.[/QUOTE]
Then how come they haven't done it for the sniper's glasses and the liquidator's lid?
Sorry, you need to Log In to post a reply to this thread.