• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=Venezuelan;37538550]all items are removed when he disguises, cigarette has flexes so I don't think a bodygroup will work, cigarette clipping is not at all a big deal, it does it with his disguise mask and in commentary the TF2 team said they left it that way on purpose because it's funny[/QUOTE] Okay, good thing, but I managed to get the mask in without any clipping with the cigarette. Guess its time to compile all hats now then :S. Will take forever, and when thats done ill have to figure out how to make them paint able. Tried the itemtest program with an all white alpha, but i couldn't use any paint in HLMV using the technique linked earlier. Also, all masks over faces: [IMG]http://nukeaduke.com/img/timeToCompile.jpg[/IMG]
[QUOTE=Constructor;37537875][t]http://dl.dropbox.com/u/40395733/woop.png[/t] got some work done[/QUOTE] Holy shit, I want that now! [sp]will suck dick[/sp]
I've made a few fixes with my KF Pyro voicepack mod so hopefully you'll like it better: [URL=http://filesmelt.com/dl/KFPyro.zip][IMG]http://i.imgur.com/Yifzr.png[/IMG][/URL]
Is there a way to edit the positioning of botkiller heads on weapon models?
[QUOTE=Chaofanatic;37536134]I've been working on some unusuals in my free time... [IMG]http://i.imgur.com/5CGwb.jpg[/IMG] I've got that classic mountaintop ring of clouds, icy misty stuff, and a tornado. I like them, but I think they're a little bit too vague and stuff. Any ideas for unusuals you'd like to see?[/QUOTE] Do a purple/black version of sunbeams call it void or something. A lightning effect would be cool to.
[QUOTE=DeRosaJ;37538276]I think I might've shown this already but should I re-upload this? [img]http://i.imgur.com/VXsaz.png[/img] [sp]2spooky[/sp][/QUOTE] Would perhaps feel weird on blue team
[QUOTE=DeRosaJ;37538276]I think I might've shown this already but should I re-upload this? [img]http://i.imgur.com/VXsaz.png[/img] [sp]2spooky[/sp][/QUOTE] Paint it white [img]http://speedcap.net/img/2c09c8b5c0b77b1a309e3cea12acbcd5/70b5f3c6.png[/img]
[QUOTE=psyke;37538496]Vashta nerada debut - 31 May 2008 Nasaghasts - November 5th, 2010 Check ur privileges.[/QUOTE] But which one I'm plagiarizing depends on which one I saw, doesn't it? And again, why the disagrees?
[QUOTE=pogothemunty;37538933]Paint it white [img]http://speedcap.net/img/2c09c8b5c0b77b1a309e3cea12acbcd5/70b5f3c6.png[/img][/QUOTE] Install the female pyro skin first.
[QUOTE=Evil_Knevil;37539010]Install the female pyro skin first.[/QUOTE] Where's the fun in that
[QUOTE=Simski;37539031]Where's the fun in that[/QUOTE] Hey if you're into that, go right ahead. I'm not against that.
[QUOTE=DeRosaJ;37538276]I think I might've shown this already but should I re-upload this? [img]http://i.imgur.com/VXsaz.png[/img] [sp]2spooky[/sp][/QUOTE] 2spoogey
[IMG]http://i.imgur.com/T5of3.jpg[/IMG] hopefully, the texture is done.
Should i do anything special when exporting an .smd thats supposed to have team color textures on it? I was wondering because of how the .smd's are built, with the vertex assignment of the texture file.
For anyone having trouble with the Gloves of Oppression's textures for the KGB or GRU, just drag in the texture folder from the Fists of Steel files.
[QUOTE=ArakanI;37539148]Should i do anything special when exporting an .smd thats supposed to have team color textures on it? I was wondering because of how the .smd's are built, with the vertex assignment of the texture file.[/QUOTE] Team colours are all handled by the qc file $texturegroup skinfamilies { { "default_texture" } { "blue_texture" } } where default texture is the name of the texture assigned to the smd
[img]http://25.media.tumblr.com/tumblr_m949z3cMDU1r3o95ao4_1280.png[/img] Halloween costumes for medic?
[QUOTE=HazzaHardie;37539314][img]http://25.media.tumblr.com/tumblr_m949z3cMDU1r3o95ao4_1280.png[/img] Halloween costumes for medic?[/QUOTE] Ze Angel of Mercy, ja?
[QUOTE=pogothemunty;37539311]Team colours are all handled by the qc file $texturegroup skinfamilies { { "default_texture" } { "blue_texture" } } where default texture is the name of the texture assigned to the smd[/QUOTE] okay, so I should have three items in the group list, default texture, red texture and blue texture? This is how my .qc looks right now. $texturegroup "skins" { { "Voodoo Mask_red" } { "Voodoo Mask_blue" } } So all I would have to do is add { "Voodoo Mask" } (my default textures name) too the top of the group list, like this? $texturegroup "skins" { { "Voodoo Mask" } { "Voodoo Mask_red" } { "Voodoo Mask_blue" } } Ahh, it worked, thank you!
[QUOTE=omitrix212;37539221]For anyone having trouble with the Gloves of Oppression's textures for the KGB or GRU, just drag in the texture folder from the Fists of Steel files.[/QUOTE] EDIT: hold on.. EDIT2: try downloading the link again. I think I've solved the problem now.
[QUOTE=Deodorant;37538038]I have no idea what that is, but I [del]plagiarized[/del] got the inspiration from Dr. McNinja's Nasaghasts.[/QUOTE] in doctor who, infinitely small creatures that exist in the shadows ate that guy. if you stay in the shadows too long and you step out into the light, you will have multiple shadows. the suit the guy was in preserves your final thoughts, which was "who turned out the lights" dont know if someone already explained this, deo's post is 2 hours ago and im reading through stuff for today, so if someone already explained, dont kill me :v [editline]4th September 2012[/editline] [QUOTE=HazzaHardie;37539314][img]http://25.media.tumblr.com/tumblr_m949z3cMDU1r3o95ao4_1280.png[/img] Halloween costumes for medic?[/QUOTE] get off tf2 tumblrs, bad heavyxmedic shit is on there o.O
[QUOTE=mphayes97;37539646]in doctor who, infinitely small creatures that exist in the shadows ate that guy. if you stay in the shadows too long and you step out into the light, you will have multiple shadows. the suit the guy was in preserves your final thoughts, which was "who turned out the lights" dont know if someone already explained this, this post is 2 hours ago and im reading through stuff for today, so if someone already explained, dont kill me :v [editline]4th September 2012[/editline] get off tf2 tumblrs, bad heavyxmedic shit is on there o.O[/QUOTE] Ah, ok. And to be fair, that specific piece of heavyxmedic shit is pretty damn good, quality-wise.
[QUOTE=Deodorant;37539697]Ah, ok. And to be fair, that specific piece of heavyxmedic shit is pretty damn good, quality-wise.[/QUOTE] 3spooky4me
[QUOTE=ArakanI;37539466]okay, so I should have three items in the group list, default texture, red texture and blue texture? This is how my .qc looks right now. $texturegroup "skins" { { "Voodoo Mask_red" } { "Voodoo Mask_blue" } } So all I would have to do is add { "Voodoo Mask" } (my default textures name) too the top of the group list, like this? $texturegroup "skins" { { "Voodoo Mask" } { "Voodoo Mask_red" } { "Voodoo Mask_blue" } } Ahh, it worked, thank you![/QUOTE] your default texture should be the red texture, naming convention has it that the red texture has no suffix. ie $texturegroup "skins" { { "Voodoo Mask" } // this is the red texture { "Voodoo Mask_blue" } }
[QUOTE=Roninsmastermix;37539142]picpicpic hopefully, [B]I'll release it [I]all[/I] today.[/B].[/QUOTE] Fix'd.
[QUOTE=pogothemunty;37539808]your default texture should be the red texture, naming convention has it that the red texture has no suffix. ie $texturegroup "skins" { { "Voodoo Mask" } // this is the red texture { "Voodoo Mask_blue" } }[/QUOTE] Ahh, okay. If I want to make the item paintable, what should I change under the texturegroup then? I'm sorry for all these noobish questions, but i have only been creating source models for roughly a week. :P
[QUOTE=ArakanI;37540000]Ahh, okay. If I want to make the item paintable, what should I change under the texturegroup then? I'm sorry for all these noobish questions, but i have only been creating source models for roughly a week. :P[/QUOTE] Paintability is in the vmt, doesn't need anything in the qc. It's controlled by the alpha layer of your basemap
[QUOTE=Sharc;37536680]I forgot to post this last night, it's surprisingly harder for find a picture of Sniper's back that isn't porn. v:v:v [img]http://i.imgur.com/zBeG4.png[/img][/QUOTE] Rest In Piss
[QUOTE=pogothemunty;37540093]Paintability is in the vmt, doesn't need anything in the qc. It's controlled by the alpha layer of your basemap[/QUOTE] Ahh, okay. And with paintability i shouldn't use team colors in the qc right? One last question before ill disappear for some time compiling, can i use the Maya reference models for hats, i know that the bones have to be renamed, but does the top head bone align correct to the new bones that the game uses? Decompiling all models just to add a hat is waaaaaaaay to troublesome.
[QUOTE=Verkie;37536005][URL="https://www.dropbox.com/s/82vsd13qb9c1ad6/smdsandaos.zip"]https://www.dropbox.com/s/82vsd13qb9c1ad6/smdsandaos.zip[/URL] Now that so many people have offered to texture my medigun, I just created a package that contains the model files, baked AOs and a little picture to hint about the color scheme of certain parts of the models. The parts that are not highlighted are pretty much blank canvas for artistic freedoms. I hope whoever wants to give a try is able to figure out my complex uvmaps because I haven't made a guide layer to tell which part is which this time. The best textures will get into the items. (edit) FIGHT TO THE DEATH![/QUOTE] Sweet, I'll definitely be working on this edit real quick where do the vmts go/what are they called?
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