• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=Inspecter;37440181]Then how come they haven't done it for the sniper's glasses and the liquidator's lid?[/QUOTE] No idea? I emailed him before I uploaded it.
Hmm... Robin hasn't worked on the TF team since they took their hardline stance against bodygroups (until it's convenient and required for a promo).
[QUOTE=Gryn;37440193][img]http://www.facepunch.com/image.php?u=291811&dateline=1273706337[/img][/QUOTE] Your avatar is freaking me out.
[QUOTE=Gryn;37440152]Robin had mentioned in an email that [B]if the cord needed to be removed for an item, that they'd put in the work to do so[/B].[/QUOTE] Pffffffffffffffffft hahahaha
[QUOTE=Rozzy85;37429861]We've probably got too many birds but one more couldn't hurt. Saw an image in the media thread with the Soldier with an Eagle and it seemed such an obvious relationship. Someones probably already done it but I haven't seen it yet. Mainly doing this because I've barely made any organics in my time so this will be different and some good practice. Just blocking out ATM to get the shape and proportions right before committing any time to detailing. The head still seems a little big and he has no feet yet. Might make him a bit fat from improper feeding from Soldier. [img]http://i46.tinypic.com/15hl98g.png[/img] If people don't like the idea then I'll probably scrap it before committing time into it.[/QUOTE] I was gonna make this too
[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] should be easy enough to move the board so that it's over the cord, it really doesn't need to be removed
[QUOTE=pogothemunty;37440364]should be easy enough to move the board so that it's over the cord, it really doesn't need to be removed[/QUOTE] Yeah, I'll see what I can about the clipping. Also, just for the sake of it: [img]http://i.imgur.com/NVnoS.jpg[/img]
nice to see robin still responds on TF2 queries.
[QUOTE=pogothemunty;37440364]should be easy enough to move the board so that it's over the cord, it really doesn't need to be removed[/QUOTE] It's harder than it seems, the wire moves a LOT with the engineer running, I had trouble with it with my rigsuit for halloween as well. But I thought the wire had bones itself, you could try to rig it to those to try to make it move with the wire so there's minimal clipping
[QUOTE=Gryn;37440411]Yeah, I'll see what I can about the clipping. Also, just for the sake of it: [img]http://i.imgur.com/NVnoS.jpg[/img][/QUOTE] Maybe SVDL should e-mail him about the liquidator's lid glasses bodygroup.
[QUOTE=ned_ballad;37439976]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] [QUOTE=treythepunkid;37439995]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.[/QUOTE] Could possibly work I guess, however it really doesn't look like any tool that could be used for upgrading, repairing, and placing down buildings with.
[QUOTE=Inspecter;37440615]Maybe SVDL should e-mail him about the liquidator's lid glasses bodygroup.[/QUOTE] The Liquidator's Lid glasses, Snipers Snipin' Glass, Professor Speks, Summer Shades and Marxman bodygroup, you mean?
Didn't Svdl already ask them?
Valve are just too lazy to do it
yea, with Sniper's glasses it's not a bodygroup specific to SVDL's hat, it's for like half a dozen other items too. So their excuse of not wanting to set a trend of contributors assuming new groups would be added is kind of off, because this would actually be a very useful group. The glasses bodygroup was something Brandon wanted to do last year after they added the Sniper's Snipin' Glass from Dota, but he never got around to it. It's too bad we're here now, needing it badly. [editline]28th August 2012[/editline] or we could trade the Sleeper's totally useless bodygroup. They can just attach that like a badge, no need for a group.
we could trade lots of useless bodygroups :P
In theory, there are a lot of bodygroups on models that could be changed to be attached like hats and miscs, aren't there?
[QUOTE=Omolong;37441159]In theory, there are a lot of bodygroups on models that could be changed to be attached like hats and miscs, aren't there?[/QUOTE] [t]http://wiki.teamfortress.com/w/images/a/a6/Backpack_Sign_of_the_Wolf's_School.png[/t] Most unnoticeable item and most useless bodygroup. Sizing it up and getting rid of the body group would actually make it a completely better item since it'd be more noticeable.
[QUOTE=Kaymon;37441200][t]http://wiki.teamfortress.com/w/images/a/a6/Backpack_Sign_of_the_Wolf's_School.png[/t] Most unnoticeable item and most useless bodygroup. Sizing it up and getting rid of the body group would actually make it a completely better item since it'd be more noticeable.[/QUOTE] You think [b]that's[/b] unnoticeable? [img]http://wiki.teamfortress.com/w/images/5/52/Backpack_Damaged_Capacitor.png[/img] (I know there's no actual model for it, but it's a wearable...)
[img]https://dl.dropbox.com/u/6993235/Experimental/medic/2spooky.gif[/img]
[QUOTE=Kaymon;37441200][t]http://wiki.teamfortress.com/w/images/a/a6/Backpack_Sign_of_the_Wolf's_School.png[/t] Most unnoticeable item and most useless bodygroup. Sizing it up and getting rid of the body group would actually make it a completely better item since it'd be more noticeable.[/QUOTE] B-Ankh uses the same bodygroup, and it would be pretty difficult to do the same thing with that one. [URL="http://wiki.teamfortress.com/wiki/Bodygroup"] Here's a list of the groups.[/URL] Scout Headset seems like it could be combined with the hat bodygroup, and then added as parts of the models of the items/styles that uses it. The Sniper Arrows bodygroup enables the Huntsman quiver arrows, which are a neat touch, but if I got to pick between keeping them and giving the Sniper a glasses group, I'd pick the latter. The Sniper Bullets and Soldier Medal groups seem pretty unnecessary, if the associated items can just get rigged like badges.
before we even cut out groups used by minor miscs, we can cut out the huntsman arrows, the Soldier badge and Sniper's bullets. All three can just be attached as models, they don't need bodygroups. [editline]28th August 2012[/editline] you don't have to give up arrows, they can just attach them like a cosmetic when the Huntsman is equipped, like the Buff Banner.
[QUOTE=Kaymon;37441200][t]http://wiki.teamfortress.com/w/images/a/a6/Backpack_Sign_of_the_Wolf's_School.png[/t] Most unnoticeable item and most useless bodygroup. Sizing it up and getting rid of the body group would actually make it a completely better item since it'd be more noticeable.[/QUOTE] Or, if Valve wanted to leave that model how it is but keep the bodygroup style, they change the Scout's dog tags to be a model of their own, and have it attached to the Scout normally. Remember, the B-ankh replaces the dog tags as well.
[QUOTE=ned_ballad;37441308]before we even cut out groups used by minor miscs, we can cut out the huntsman arrows, the Soldier badge and Sniper's bullets. All three can just be attached as models, they don't need bodygroups. [editline]28th August 2012[/editline] you don't have to give up arrows, they can just attach them like a cosmetic when the Huntsman is equipped, like the Buff Banner.[/QUOTE] Why can't they just do a Hatless Update 2 and optimize all the models the same way Dota 2 does it? Fuck, Pageking, here, have Heavy in a turtleneck and cute hat. [t]http://dl.dropbox.com/u/37053675/KOTF2HAT CONCEPT6.png[/t] Turtleneck with rolled up sleeves, but still longer sleeves than the original shirt.
[QUOTE=Kaymon;37441327]Why can't they just do a Hatless Update 2 and optimize all the models the same way Dota 2 does it?[/QUOTE] Because it will end in a disaster like the first Hatless Update.
[QUOTE=Omolong;37441325]Or, if Valve wanted to leave that model how it is but keep the bodygroup style, they change the Scout's dog tags to be a model of their own, and have it attached to the Scout normally. Remember, the B-ankh replaces the dog tags as well.[/QUOTE] yeah but if you think about it all bodygroups can work like that technically, even the demoman legs one and pyro head etc
if they did that, I'd hope they'd make bodygroups more reliable though
Finished optimizing and unwrapping vitalsloth's model brought it down from 5500 tris to 3500 as an LOD 0 Will give it a proper AO with 3ds later [IMG]http://puu.sh/ZEq2[/IMG]
[QUOTE=NeoDement;37441378]yeah but if you think about it all bodygroups can work like that technically, even the demoman legs one and pyro head etc[/QUOTE] I think the largest problem with that is just the fact that, in theory, it'd increase the file size by a decent amount. I mean, doesn't it take up more space to have a model for all of those, rather than just the bodygroup? Although, one model could be created per class, and that contains all of the body for that class, and gets attached at the beginning of play, and then the bodygroups just get get activated and then deactivated depending on what's needed. Unless this runs counter to the reason behind Valve not wanting to include bodygroups and I've just completely forgotten that.
Sooooo, I'm back with yet another problem... I got the Maya .smd exporter working on my copy of maya 2012. The .smd files can be opened with both Modtool and Maya, but the Itemtest program doesn't seems to like the .smd files. I get this error: ERROR: 'EXCEPTION_ACCESS_VIOLATION' (assert: 1) I Googled it for a bit, but most "solutions" is to swap from .smd to .obj or vise versa... I would swap away from the annoying .smd file format, if I was able to get my .obj files working, but in the meantime. Does anybody know another way to fix this error? Edit: Never mind that error, now i get a leak error in itemtest... cant you have open models, even if they intersect so there is no opening too the world?
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