[img]http://i.imgur.com/NkVTf.jpg[/img]
Just whipped this up!
[QUOTE=donhonk;37612182][img]http://i.imgur.com/NkVTf.jpg[/img]
Just whipped this up![/QUOTE]
just model in the details, dont normal map it. or, since its a misc, texture them in.
[img]http://puu.sh/13LaG[/img]
Added the cross.
Looking for someone to texture this.
I will give whoever textures the set a puppy that may or may not exist.
[sp]It doesn't.[/sp]
[QUOTE=Void Skull;37611657]cowprint?
[editline]10th September 2012[/editline]
no it does not work with other masks
"it's only there because it's cool"[/QUOTE]
right under the apparition theres the red triangl thing and above it looks like cowprint.
so it cannot be worn with triclops, pyromancers or area 451?
and i said it on the workshop but paintable brain style could be cool.
[QUOTE=Rexic;37612374]right under the apparition theres the red triangl thing and above it looks like cowprint.
so it cannot be worn with triclops, pyromancers or area 451?
and i said it on the workshop but paintable brain style could be cool.[/QUOTE]
The cowprint you're describing is just the Apparition's pale mesh clipping with the Cortex's dark one, giving the illusion of a spotted appearance.
This spammed by gmail in a 25 minute timespan
[IMG]http://i.imgur.com/NgjcV.jpg[/IMG]
[editline]10th September 2012[/editline]
Also lime has a fan :dance:
[IMG]http://i.imgur.com/XJu8B.png[/IMG]
[editline]10th September 2012[/editline]
dem big ass images
help guys
[CODE]$bodygroup drip
{
studio "drop_style_1.smd"
studio "drop_style_2.smd"
}[/CODE]
the first style disables the second style fine
but when i enable second style, there is a dim version of the first style still present, what am i missing =(
[CODE]$bodygroup style1
{
studio "drop_style_1.smd"
blank
}
$bodygroup style2
{
studio "drop_style_2.smd"
blank
}[/CODE]
[QUOTE=Lexar;37612787]help guys
[CODE]$bodygroup drip
{
studio "drop_style_1.smd"
studio "drop_style_2.smd"
}[/CODE]
the first style disables the second style fine
but when i enable second style, there is a dim version of the first style still present, what am i missing =([/QUOTE]
Can you show the full QC?
[QUOTE]Damn you Valve! Anywho, compiling it as the same name except with a w_ in front of it, (not to mention putting it in the w_pistol model folder) should that do it? Or do I have to rerig the pistol to the third person engi model?[/QUOTE]
I usually re rig my models. Just too be sure, as it takes almost no time. Usually you rig the entire gun just to the weapon_bone.
[QUOTE=BANG!;37612823][CODE]$bodygroup style1
{
studio "drop_style_1.smd"
blank
}
$bodygroup style2
{
studio "drop_style_2.smd"
blank
}[/CODE][/QUOTE]
must say that does not work, having blank still has a dull version of the non blank bodygroup
[IMG]http://lex.xsustudios.com/item-concepts/studio.png[/IMG]
Ah my bad, though what do you mean "there is a dim version of the first style still present" ?
Can you take a screenshot maybe?
[QUOTE=BANG!;37613077]Ah my bad, though what do you mean "there is a dim version of the first style still present" ?
Can you take a screenshot maybe?[/QUOTE]
yes, sorry i was too slow, they are in my above post
Have you tried the "Unload Weapon" option in HLMV? Sometimes a model gets loaded as both a normal model and a weapon, so it can cause problems like that.
[QUOTE=Omolong;37613122]Have you tried the "Unload Weapon" option in HLMV? Sometimes a model gets loaded as both a normal model and a weapon, so it can cause problems like that.[/QUOTE]
oh my god i feel like such a retard :suicide:, this is 75% of the reason why i think nothing ever works in sdk, because i don't check this one bit. thanks mate, you are brilliant.
Well, i got styles onto the drop head, one is what was suggested much earlier in the thread. i hope it looks to what they were after.
[IMG]http://lex.xsustudios.com/item-concepts/looks3.png[/IMG]
texture obv not done
I still think it should be hooked up to his backpack :v:
[QUOTE=Pocket Medic;37613866]I still think it should be hooked up to his backpack :v:[/QUOTE]
if you can mark out an area as to where you think it should go then sure, ill try it =)
you don't want it conflicting with the number one (backpack) and number two (head, although it's tied with grenades) most used misc slots for Pyro.
[QUOTE=Lexar;37613850]Well, i got styles onto the drop head, one is what was suggested much earlier in the thread. i hope it looks to what they were after.
[IMG]http://lex.xsustudios.com/item-concepts/looks3.png[/IMG]
texture obv not done[/QUOTE]
Second style looks better than the default, IMO.
(Or maybe because I just find it adorable.)
[QUOTE=ned_ballad;37613885]you don't want it conflicting with the number one (backpack) and number two (head, although it's tied with grenades) most used misc slots for Pyro.[/QUOTE]
i was intending to get the bip head following one of the drop jigglebones so you could wear hats with it, not sure how possible this is however.
oh, if it's intended as a hat... that'd get really awkward with backpacks, because items don't usually have three equip regions
[QUOTE=ned_ballad;37613932]oh, if it's intended as a hat... that'd get really awkward with backpacks, because items don't usually have three equip regions[/QUOTE]
i didn't really want it to be a hat, wanted it to be a misc like last breath and aspect where its a misc head replacement. thats why i want the bip_head following the drop as it jiggles.
[QUOTE=Lexar;37613950]bip_head following the drop as it jiggles.[/QUOTE]
I don't think it's possible
[QUOTE=AbeX300;37613900]Second style looks better than the default, IMO.
(Or maybe because I just find it adorable.)[/QUOTE]
i want you to know that these wont be the only 2 styles it will have =). ill show you the other styles as they come =)
[QUOTE=ned_ballad;37613932]oh, if it's intended as a hat... that'd get really awkward with backpacks, because items don't usually have three equip regions[/QUOTE]
I'm afraid that from what I can tell, this item will be awkward no matter.
Right now.. as a head replacement it conflicts with hats, and as a hat it conflicts with head replacements.
I don't think there's anything wrong with a head replacement being a hat, it's the backpack element that's risky.
Backpacks are the #1 most widely spread Pyro misc type, and making a hat that conflicts with so many miscs doesn't seem like the right way to do it.
Sorry, you need to Log In to post a reply to this thread.