• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=NeoDement;37463762]This is taking me waaay too long to texture :x [img]https://dl.dropbox.com/u/900111/wippyflamey.PNG[/img][/QUOTE] hnnnnngg It's so....hnnnnngg Can't...press...winner....hard...enough...
[QUOTE=NeoDement;37463762]Pure Quality[/QUOTE] Any particular styles considered for the head/hat/mask/I'm not up to date. Seems like it might lend itself well to that sort of thing.
[QUOTE=Venezuelan;37460329][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/f1af4958.png[/IMG][/QUOTE] The sheets are way too thin, shouldn't they be as thick as the bandages? I don't think there's anything as thin as that in TF2. I mean the textured part looks thick enough, but the modeled part sticking out doesn't. [QUOTE=Venezuelan;37459163][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/5496e515.png[/IMG][/QUOTE]
[QUOTE=Segab;37463903]The sheets are way too thin, shouldn't they be as thick as the bandages? I don't think there's anything as thin as that in TF2. I mean the textured part looks thick enough, but the modeled part sticking out doesn't.[/QUOTE] It's 0.5 ply. We're not all rich enough to afford to model 120-ply.
[QUOTE=Jalcober;37463222]Squares soldier pack thing [t]http://puu.sh/10dvS[/t][t]http://puu.sh/10dwe[/t][/QUOTE] you could put the light on the vertical surface of the backpack right next to the switches, that way you can give it the minisentry's light effect without making it clip thru the soldier's head, while still making it visible.
So many pyro stuff on this thread. I don't mind it at ALL though. [QUOTE=NeoDement;37463762]This is taking me waaay too long to texture :x [img]https://dl.dropbox.com/u/900111/wippyflamey.PNG[/img][/QUOTE] icamebuckets.jpg
Okay so I'm trying to rig that poncho that danger posted, and am running into a slight problem. Whenever I try to rig it to the shoulders, it behaves correctly, but the poncho doesn't move far enough up to not clip into his shoulders. Is there a way to increase the influence that a bone has on a vertex group?
CooooOOOoOOOoOL [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=92810239"] [IMG]https://dl.dropbox.com/u/35490615/bat/notlu2_thumbimg.png[/IMG][/URL]
After hearing this I thought about an un-robotized version of these to replace some domination sounds for soldier and demoman, but having no idea how to do the most basic sound editing, I wanted to just give an idea out for some who can. [video=youtube;VhZboftDIaI]http://www.youtube.com/watch?v=VhZboftDIaI[/video]
[IMG]http://puu.sh/10giN[/IMG] progress
Ok. Hat for the sniper set Eeshton and I are working on. [url]http://p3d.in/2N6U0[/url] [url]http://puu.sh/10gnZ[/url] The model link will show a plane covering his face because it's going to be black with evil glowing type eyes.
Halloween item [IMG]http://cs304105.userapi.com/v304105321/433f/RNZkL3xlt-U.jpg[/IMG] all class [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] make it [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] no need to do
By the way, still looking for someone to texture my sniper set.
[QUOTE=Constructor;37464915][IMG]http://puu.sh/10giN[/IMG] progress[/QUOTE] I don't know if you noticed or not, but all of the sharp teeth on the bottom of the chain are facing the opposite direction as the ones on the top.
[QUOTE=Danger21;37465014]Halloween item [IMG]http://cs304105.userapi.com/v304105321/433f/RNZkL3xlt-U.jpg[/IMG] all class [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] make it [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] no need to do[/QUOTE] may you tell me dear sir what is this ? :{
It's a skull caliper(maybe wrong name) it's used to check the diameter of someones skull.
Can someone hex SgtR007's [URL="http://tf2mods.net/mod.php?id=236"]Touchup[/URL] for the manmelter? Would help, the animations would match perfectly.
-Late-
So I was snooping around sparkwire's site (cause I'm an ass) and found this. [IMG]http://i.imgur.com/umqSS.png[/IMG] So then I made a video because afdgasdafdagds. [video=youtube;v68O4uKOYXE]http://www.youtube.com/watch?v=v68O4uKOYXE[/video]
[QUOTE=MrMarioman;37465381]Can someone hex SgtR007's [URL="http://tf2mods.net/mod.php?id=236"]Touchup[/URL] for the manmelter? Would help, the animations would match perfectly.[/QUOTE] His whole set for the grodbort set would be pretty awesome.
[QUOTE=PSI Guy;37463017]Needs a toothpick in his mouth.[/QUOTE] Good idea, that would make him look even more badass, guess ill try to rig one in to his mouth. [QUOTE=MeltingData;37463282]The other guys' scout hair is Tunnel Snakes. This scout hair is the Kings.[/QUOTE] Hehe, to bad they are a bunch of pussy's, unlike the scout :P
[QUOTE=psyke;37463485]You know what'd be neat take that siren on the backpack and put 2 flat panels on it. with some vmt magic you could do a circling "active" light effect. APE ESCAPE STYLE.[/QUOTE] He can also attach the payload light into it.
Could anyone fix the bug/glitch/howeverthosearecalled on several Weapons, where the classes spit bullets? Like on the Family Buisness, Baby Face Blaster, AWPer Hand etcetc. It has been done on the FB, I guess it can be done on the rest too.
[QUOTE=MrMarioman;37465381]Can someone hex SgtR007's [URL="http://tf2mods.net/mod.php?id=236"]Touchup[/URL] for the manmelter? Would help, the animations would match perfectly.[/QUOTE] I second this wonderful idea.
[QUOTE=NapyDaWise;37461265]Primary, melee range, no fire, bleed damage, increased base speed.[/QUOTE] Although I absolutely love the idea and the concept, and I do by no means wish to imply that you should not finish this... perhaps when you're done, you could also try and make a design that is a flamethrower and chainsaw hybrid. Just for the possibility that Valve does not want to replace Pyro's primary weapon with something that does not burn people, as it would then be possible to play Pyro that has no fire based weapons what so ever. I do still think you should continue the original concept though, because the targe and ali baba's wee booties pretty much proves that Valve does make exceptions to class roles and main weaponry characteristics. [editline]30th August 2012[/editline] Also... I do not mean "flaming chainsaw" by "flamethrower chainsaw hybrid" (not sure why some people assumed this), I mean more like a flamethrower with a chainsaw attached beneath it... A bit like the chainsaws on the rifles in Gears of War.
[QUOTE=Jacen;37465052]I don't know if you noticed or not, but all of the sharp teeth on the bottom of the chain are facing the opposite direction as the ones on the top.[/QUOTE] Oops.
[QUOTE=Simski;37466601]Although I absolutely love the idea and the concept, and I do by no means wish to imply that you should not finish this... perhaps when you're done, you could also try and make a design that is a flamethrower and chainsaw hybrid. Just for the possibility that Valve does not want to replace Pyro's primary weapon with something that does not burn people, as it would then be possible to play Pyro that has no fire based weapons what so ever. I do still think you should continue the original concept though, because the targe and ali baba's wee booties pretty much proves that Valve does make exceptions to class roles and main weaponry characteristics. [editline]30th August 2012[/editline] Also... I do not mean "flaming chainsaw" by "flamethrower chainsaw hybrid" (not sure why some people assumed this), I mean more like a flamethrower with a chainsaw attached beneath it... A bit like the chainsaws on the rifles in Gears of War.[/QUOTE] When i design stuff I try to think out of the box, by expanding one characteristic of a character and removing another. With this I want to keep the "psychopath" pyro, and remove the fire aspect, so that it still fit, but it's different enought to offer something new. Gameplay wise it wouldn't be so different : You have a shorter range, but keep the 200 ammo thing, you still have to hide and surprise attack if you don't want to die. You trade the FT range for a better afterburn : the bleed damage. The same way I'd have loved to see the heavy chainsaw be put in the game. I'd love to play a heavy that have more speed but need to be close to kill enemies. I want new gameplay options, that's why i design gameplay changing items.
[QUOTE=NapyDaWise;37467158]When i design stuff I try to think out of the box, by expanding one characteristic of a character and removing another. With this I want to keep the "psychopath" pyro, and remove the fire aspect, so that it still fit, but it's different enought to offer something new. Gameplay wise it wouldn't be so different : You have a shorter range, but keep the 200 ammo thing, you still have to hide and surprise attack if you don't want to die. You trade the FT range for a better afterburn : the bleed damage. The same way I'd have loved to see the heavy chainsaw be put in the game. I'd love to play a heavy that have more speed but need to be close to kill enemies. I want new gameplay options, that's why i design gameplay changing items.[/QUOTE] very clever with the bleeding i think
[QUOTE=Segab;37463903]The sheets are way too thin, shouldn't they be as thick as the bandages? I don't think there's anything as thin as that in TF2. I mean the textured part looks thick enough, but the modeled part sticking out doesn't.[/QUOTE] They aren't actually supposed to be bandages but I suppose I could put some thickness on them
Ok well I'm calling "Spooky Joe" done. [img]http://bookofjesus.org/images/napm2my8ww25blh7xdb8.jpg[/img] Added the broken glass style (based on what you guys have said) and gave him LODs. Glad you all like him! I have been in love with the concept ever since Psyke pitched it. Has been really fun making him, lets hope he gets in this Halloween update. Will be up on the Workshop very soon, I will get Psyke to post a link here once its up.
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