• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[t]http://puu.sh/1237A[/t] spooky scary skulls [sp]i have a hard on for suicide skull[/sp]
[QUOTE=ArakanI;37540245]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] Not sure about the paintabiltiy and team colors but I guess it should work in both ways. Yes you can use the reference models from the SDK.
[QUOTE=Roninsmastermix;37539142][IMG]http://i.imgur.com/T5of3.jpg[/IMG] hopefully, the texture is done.[/QUOTE] Wood looks wayy too stylized imo, doesn't look very TF2.
this entire dumb set [URL="http://steamcommunity.com/workshop/filedetails/?id=94063374"][IMG]http://cloud.steampowered.com/ugc/1135159931988350496/84F30B484A78AD2F1E9FE355B0D188D3D2D24D8D/[/IMG][/URL]
[QUOTE=MugenOverlord;37540263]Sweet, I'll definitely be working on this edit real quick where do the vmts go/what are they called?[/QUOTE] The vmts go to c_items folder and they're named the same as their AO sample counterparts in the zip folder.
Anyone know what happened to the guy that was running this? Somebody bumped it earlier, I'd forgotten it existed before then. [url]http://www.facepunch.com/showthread.php?t=1140501[/url]
Needs more stake knife replacement
[QUOTE=Simski;37540828]Needs more stake knife replacement[/QUOTE] pretty sure there was a ton last year.
Well there's none in game yet, so the idea is still open for business.
yea, I wonder if Valve will even remember the original NOTLU items for consideration this year. The stake was really nice. [editline]4th September 2012[/editline] It's actually on the first page of top rated Spy weapons of all time [url=http://steamcommunity.com/sharedfiles/filedetails/?id=68&searchtext=][img]http://cloud.steampowered.com/ugc/595831519809341486/4E8FDD83808BAF1CC2220CC2AC5BCE333F5E2379/637x358.resizedimage[/img][/url]
[QUOTE=ArakanI;37540245]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] If you have different default colours for your "unpainted" version or if you have team coloured parts that won't be painted, then you need to compile teamcolours. You won't need to compile team colours if your model is the same for both teams unpainted.
[QUOTE=unlimi_Ted;37535581][URL="https://www.dropbox.com/s/yfyepb9xhjttaqy/paint%20thing.zip"]I did this last time you asked, I just forgot to post it.[/URL] note: it will replace the flare gun, detonator, and manmelter. Remove the ones you don't want. ugh, page king again. the best I can do is this crap I made on paint when I was bored: [url]http://puu.sh/11WA4[/url][/QUOTE] Are you sure? Still not getting anything, and Model Viewer is complaining that it can't find the .vmt files (so it's not even the vmt's vtf pathing, it can't find the .vmt files at all) [img]http://gyazo.com/ddaa78fe4a07212a99145f6fbdde00ae.png?1346792467[/img] (yes it's in the c_items folder)
I went back to the NotLU Site and the original thread. So much good stuff in there. And then I saw the thread and this quote [quote]Many of the items in this "fake" update might even see their way into the "real" one (whenever that may be)[/quote] My heart sank a little bit
Two items from it did, the Aspect and Impaler. 2/5 community items from Halloween 2011, isn't too bad.
[img]http://i.imgur.com/8uraq.jpg[/img] Almost done maybe? Says Mann Co Standard Issue on the side. If you were curious.
I can't even see the text in that zoomed in promo. In-game it'll look more like texture artifacts than text
[QUOTE=ned_ballad;37541160]Two items from it did, the Aspect and Impaler. 2/5 community items from Halloween 2011, isn't too bad.[/QUOTE] 2/5 Community items = Not too bad 2/90+ Items submitted for NotLU = Pretty sad
[QUOTE=MugenOverlord;37541101]Are you sure? Still not getting anything, and Model Viewer is complaining that it can't find the .vmt files (so it's not even the vmt's vtf pathing, it can't find the .vmt files at all) [img]http://gyazo.com/ddaa78fe4a07212a99145f6fbdde00ae.png?1346792467[/img] (yes it's in the c_items folder)[/QUOTE] I guess the problem is that the old compile had the (medigun+hose only) textures in w_medigun folder and I failed to update it correctly. (editedited) If the backpack is not working either, then there might be a problem in your file paths materials/models/weapons/c_items/ Also the backpack texture didn't have c_ in the beginning. Updating the zip file anyway. Just a moment.
[QUOTE=Clovernoodle;37541227]2/5 Community items = Not too bad 2/90+ Items submitted for NotLU = Pretty sad[/QUOTE] Didn't valve say that most were submitted a bit too late for consideration? I recall someone saying that, though I could be completely wrong.
Yea, I remember that too. If you look at the ones accepted, they were submitted fairly early.
[QUOTE=Pie_Tony;37541255]Didn't valve say that most were submitted a bit too late for consideration? I recall someone saying that, though I could be completely wrong.[/QUOTE] Oh, well then I'm just being ungrateful then and jumping to conclusions. Forgive me. Still, just make sure to keep submitting your Halloween items ASAP, because they deserve to get in.
[QUOTE=HazzaHardie;37539314][img]http://25.media.tumblr.com/tumblr_m949z3cMDU1r3o95ao4_1280.png[/img] Halloween costumes for medic?[/QUOTE] 2skimpy4me
blurp snip
[QUOTE=ned_ballad;37541160]Two items from it did, the Aspect and Impaler. 2/5 community items from Halloween 2011, isn't too bad.[/QUOTE] 3 if you count this when it got in early for Manniversary instead of Halloween. [img]http://wiki.teamfortress.com/w/images/2/2b/Flamboyant_Flamenco.png[/img]
Ahh, all Voodoo mask models compiled and fully functional, now to tackle the paintable textures... I understand that the paintable texture are driven by a alpha channel, so to get bright and darks spots in the texture i have to make the channel more dark on those spots so the original color can shine through? Or does the alpha only drive a blend mode i TF2 that changes the mid tone colors but leave highlights and shadows?
Hey, the new TF2 update today added lots of changes from the Community Schema! Good on you! [url]http://wiki.teamfortress.com/wiki/September_4,_2012_Patch[/url]
Long time without connecting, and just coming to say: Lime Flavoured Dragon... Fuck, that Nidhogg ballon is to awesome for this world
Does anyone happen to know where the start up songs for TF2 are listed? I've been placing "gamestartup1" - "gamestartup14" in team fortress 2/tf/sound/ui, and the weird thing is that it works for songs that don't have an official title next to them, like the more recent ones. All the ones that have the album and composer listed won't work. Can anyone help me with this? I already got the files made for like 14 songs and I really want to be able to release it.
Also, does anyone want to help me with the rigging of this thing when finished? Im starting modeling again on a new laptop so i have to reinstall and set up everything again, but yeah, just some details left [IMG]http://img7.imageshack.us/img7/8985/engie4l.png[/IMG]
Masks on each class, right now they are only team colored, cant get the paintability to work... [IMG]http://nukeaduke.com/img/teamColoredVoodooMasks5.jpg[/IMG] Could use some help naming the item.
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