• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
I think you might have too many colors going on.
[QUOTE=Constructor;37483414][t]http://i.imgur.com/8NAT9.png[/t] OC haloweén concept do not stela[/QUOTE] maybe make it a goo monster? / Flubber
Tooths created: [IMG]http://nukeaduke.com/img/tf2ScoutHead8.jpg[/IMG]
[QUOTE=ArakanI;37483520]Tooths created: [IMG]http://nukeaduke.com/img/tf2ScoutHead8.jpg[/IMG][/QUOTE] A neat idea would be to have the eyes still in the eye sockets
[QUOTE=kenshin6;37478546]Can you post your qc? It could be an idle animation problem.[/QUOTE] [QUOTE]$cd "C:\Users\Richard\Desktop\Speedcap" $modelname "player\items\pyro\speedcap.mdl" $model "Body" "speedcap.smd" $lod 6 { replacemodel "speedcap.smd" "speedcap_lod1.smd" } $lod 12 { replacemodel "speedcap.smd" "speedcap_lod2.smd" } $cdmaterials "\models\player\items\pyro\" $hboxset "default" $hbox 0 "bip_head" -4.834 -9.244 -8.177 4.834 0.000 4.148 $surfaceprop "cloth" $illumposition 3.725 0.077 74.025 $sequence idle "idle" loop fps 30.00 $collisionmodel "speedcap.smd" { $mass 21.7 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/QUOTE]
That may be just a little dark for tf2. (the scout thing)
[QUOTE=ArakanI;37483520]Tooths created: [IMG]http://nukeaduke.com/img/tf2ScoutHead8.jpg[/IMG][/QUOTE] Will it be rigged to his face, so he doesn't lose all facial animations?
[QUOTE=Frying Dutchman;37483454]maybe make it a goo monster? / Flubber[/QUOTE] Yes, I thought of flubber too. [t]http://i.imgur.com/hPFLW.png[/t]
[QUOTE=Simski;37483583]Will it be rigged to his face, so he doesn't lose all facial animations?[/QUOTE] Hmm, the skulls mouth would work pretty bad for doing advanced speech with, the inside of the mouth is really small and the skulls clips into the cheek. With some clever weight painting it might work, but that is waaaaay out of my league. I have only weighted simple characters, and that was a couple of years ago.
Alright, here's what's wrong with ropes and why I can't actually make the toilet paper trail. [IMG]http://cloud-2.steampowered.com/ugc/576713578152807720/AFCBC6D74CD9D3014EBFD267F3135C2925966552/[/IMG] Whenever a rope trail starts to disappear, it feels the need to connect point A and point Z to each other. This isn't too noticeable on something like a custom rocket trail or constantly fluctuating arc lightning, but a gentle arc like this will be completely ruined. The main way I deal with this issue on other effects is by shrinking the start and end down to zero or by making the opacity zero so that the line connecting the ends is invisible or too small to see. I've honestly tried, but nothing actually looks decent when the trail starts in mid air behind the projectile.
resize image
[QUOTE=Chaofanatic;37483802][IMG]http://cloud-2.steampowered.com/ugc/576713578152807720/AFCBC6D74CD9D3014EBFD267F3135C2925966552/[/IMG].[/QUOTE] I guess, scout was... [B]CUMMING[/B]
No.
[QUOTE=coverop;37483898]I guess, scout was... [B]CUMMING[/B][/QUOTE] No, you fabric.
[QUOTE=ArakanI;37483642]Hmm, the skulls mouth would work pretty bad for doing advanced speech with, the inside of the mouth is really small and the skulls clips into the cheek. With some clever weight painting it might work, but that is waaaaay out of my league. I have only weighted simple characters, and that was a couple of years ago.[/QUOTE] Well you've managed well alone so far, but this might be the thing you would want help from another contributor.
-snip, too challenging-
[QUOTE=Doughnut Bear;37483551][/QUOTE] Try this as the qc [code] $modelname "player\items\pyro\speedcap.mdl" $model "Body" "speedcap.smd" $lod 6 { replacemodel "speedcap.smd" "speedcap_lod1.smd" } $lod 12 { replacemodel "speedcap.smd" "speedcap_lod2.smd" } $cdmaterials "\models\player\items\pyro\" $surfaceprop "cloth" $sequence idle "speedcap.smd" fps 30.00 $collisionmodel "speedcap.smd" { $mass 21.7 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
[QUOTE=ArakanI;37483520]Tooths created: [IMG]http://nukeaduke.com/img/tf2ScoutHead8.jpg[/IMG][/QUOTE] I just noticed. The skin is where the skull should be. And the skin should be a bit behind. But I suppose that wouldn't work since it needs to hide the Scout's head. Or maybe I'm just wrong. But since I've seen it, I couldn't help but notice someting was...off. Maybe the skull isn't round enough, I don't know. Still, amazing job.
[QUOTE=kenshin6;37484462]Try this as the qc [code] $modelname "player\items\pyro\speedcap.mdl" $model "Body" "speedcap.smd" $lod 6 { replacemodel "speedcap.smd" "speedcap_lod1.smd" } $lod 12 { replacemodel "speedcap.smd" "speedcap_lod2.smd" } $cdmaterials "\models\player\items\pyro\" $surfaceprop "cloth" $sequence idle "speedcap.smd" fps 30.00 $collisionmodel "speedcap.smd" { $mass 21.7 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code][/QUOTE] worked, Thanks!
A bit late, but the guy who was trying to steal the Femme Pyro model posted this on my profile: [quote=Dennis64156]try all ytou want im not quiting so good luck[/quote] I go to look at the submission, it's been banned. Your move, Devin64156.
Since everyone has their nipples in a twist for bird misc's, somebody should make a carrier pigeon for the Scout. Makes sense, right?
Are you guys sure that the player models have spec maps? I opened both the scout color .vtf and normals .vtf and checked the alphas, but they where all white. [QUOTE=Simski;37483932]Well you've managed well alone so far, but this might be the thing you would want help from another contributor.[/QUOTE] That or spend A LOT of time weighting by my self(prefer not too do it by my self tho)... [QUOTE=Mad Chatter;37484786]Since everyone has their nipples in a twist for bird misc's, somebody should make a carrier pigeon for the Scout. Makes sense, right?[/QUOTE] I think that a falcon would fit the scout better, it's sleek and fast, the down side is that it doesn't come from the same place as him(the city)
Svdl only released his hair and mustache for Heavy to replace hats, but I think it makes a great misc item too. [IMG]http://i594.photobucket.com/albums/tt21/Badger-n_n/hoovy.png[/IMG] [URL="https://www.dropbox.com/s/sxq8typmnfayri4/stache.zip"]so I've hexed it for a bunch of heavy miscs.[/URL]
[QUOTE=ArakanI;37484798]I think that a falcon would fit the scout better, it's sleek and fast, the down side is that it doesn't come from the same place as him(the city)[/QUOTE] My line of logic was: Pigeons are known to carry information. Scout is the best at carrying the intel. Pigeons are known to be a poopy menace in major metropolitan areas like Boston or New York. And finally, [URL="http://www.youtube.com/watch?v=H6M9nriFoqI"]this[/URL].
[QUOTE=Mad Chatter;37484944]My line of logic was: Pigeons are known to carry information. Scout is the best at carrying the intel. Pigeons are known to be a poopy menace in major metropolitan areas like Boston or New York. And finally, [URL="http://www.youtube.com/watch?v=H6M9nriFoqI"]this[/URL].[/QUOTE] Yeah but... Archimedes :S
[QUOTE=ArakanI;37483520]Tooths created: [IMG]http://nukeaduke.com/img/tf2ScoutHead8.jpg[/IMG][/QUOTE] Would it be possible for the Scout's regular eyes to be showing in the eye sockets so that it only looks like a really creepy mask that he has on over his head.
[QUOTE=unlimi_Ted;37484891]Svdl only released his hair and mustache for Heavy to replace hats, but I think it makes a great misc item too. [IMG]http://i594.photobucket.com/albums/tt21/Badger-n_n/hoovy.png[/IMG] [URL="https://www.dropbox.com/s/sxq8typmnfayri4/stache.zip"]so I've hexed it for a bunch of heavy miscs.[/URL][/QUOTE] svdl should revisit/touch up his Stalin hair and stache. It's a fantastic item.
[QUOTE=lemonade1950;37480502]Hey... what about me? D:[/QUOTE] Aww, lemonade, honey, you're just not like incredibly fucking famous You're still awesome though, man Hug?
I will never understand why everyone calls me "honey" *Hugs anyway*
I made a sound mod [media]http://www.youtube.com/watch?v=9N2zRFCxEQc[/media]
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