[QUOTE=AbeX300;37689618]I wonder how it would look like with the Noh Mask?[/QUOTE]
Well it doesn't fit well with the theme of class so I dunno. Also, both of the hats are new models and textures, not just existing hats thrown on him.
[QUOTE=Szraneraxtq;37689567]I think you may need to get the normal map aligned, but I'm not fully sure[/QUOTE]
Thats just because I forgot to disable the tf2tip normal map
It looks better with the default.
[IMG]http://puu.sh/15Jui[/IMG]
[QUOTE=Venezuelan;37689505][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/bcae1b30.png[/IMG]
something simple
dunno why the blood splats are turning black though[/QUOTE]
You are a man after my own heart.
Honestly I had this and many other ideas in a Final Destination themed multiclass pack I was going to call "End of the Line".
Scout was going to have a piece of rebar going thru him, and that's when I gave up because that shit was impossible to rig without it looking terrible.
[QUOTE=S'Arais;37689392]I'm acctually surprised nobody's gone and done a "The Thing" styled Itemset, There was an easteregg poster (Demo-Thing) for it last year's NOTLU, and It'd be intresting to see what someone would do with it if they modeled it for all-class[/QUOTE]
I thought about it, with the pyro with Kurt Russels hat and stuff. Dont think I have the time.
[img]http://baronhats.com/images/thing1.jpg[/img]
[IMG]http://puu.sh/15JDT[/IMG]
These came out really bad, as for some reason my touchpad failed to do the pressure recognition
I guess the idea is clear, classic wizard set, if the shoulderpads don't work I suggest either crystal ball grenade replacements or (which will probably not word) and even longer pointy beard
if anyone wants to do this send me a message and we can discuss what I can do on it for the time that I have. I'm going to need a texturer at least
Edit:
Going to start on the armpieces myself right now.
And I suggest all the yellow to be paintable?
someone halp
[code]"VertexlitGeneric"
{
"$baseTexture" "models\player\items\engineer\nails"
"$translucent" "1"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
}[/code]
the vtf with mask view on, the way it should look
[IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/2477d2ea.png[/IMG]
why is the blood turning black ;_;
UnlitGeneric fits it but I obviously don't want the blood to glow
[QUOTE=Bapaul;37689754][IMG]http://puu.sh/15JDT[/IMG]
These came out really bad, as for some reason my touchpad failed to do the pressure recognition
I guess the idea is clear, classic wizard set, if the shoulderpads don't work I suggest either crystal ball grenade replacements or (which will probably not word) and even longer pointy beard
if anyone wants to do this send me a message and we can discuss what I can do on it for the time that I have. I'm going to need a texturer at least
Edit:
Going to start on the armpieces myself right now.
And I suggest all the yellow to be paintable?[/QUOTE]
That's actually a really cool concept, I'd like to see it on the Demoman too so he can have something that works with his Magicka Hood.
I'm running into a bit of a problem whenever I try to compile something. I keep getting this message whenever I try to compile the nutcracker ZombiePlasticClock modeled:
MountFilesystem( 442 ) failed: SteamMountFilesystem(3356,442,0x18baf718=,0x18baf608) failed with error 116: Cache needs repair
I've reinstalled Source SDK and I verified the integrety of the tool cache and I'm currently defraging the files but nothing seems to be working. Can anyone shed some light on the issue?
[QUOTE=-=NARH=-;37689968]I'm running into a bit of a problem whenever I try to compile something. I keep getting this message whenever I try to compile the nutcracker ZombiePlasticClock modeled:
MountFilesystem( 442 ) failed: SteamMountFilesystem(3356,442,0x18baf718=,0x18baf608) failed with error 116: Cache needs repair
I've reinstalled Source SDK and I verified the integrety of the tool cache and I'm currently defraging the files but nothing seems to be working. Can anyone shed some light on the issue?[/QUOTE]
have to verify integrity of game cache for TF2, does it when I open HLMV a lot now
[editline]16th September 2012[/editline]
so I had a hunch and my test confirms it, the blood isn't turning black, it works fine in game, it's another victim of my "HLMV turns everything black" thing. But, on the bright side, this means I can confirm that the problem is with VertexlitGeneric specifically.
Remaking this
[img]http://filesmelt.com/dl/ngineer.png[/img]
Very WIP
Hey, where can i find the floating unicorn in the gcf files? I'm trying to make an item that will take this spot
[QUOTE=JacquesChirac;37690080]Hey, where can i find the floating unicorn in the gcf files? I'm trying to make an item that will take this spot[/QUOTE]
root\tf\models\player\items\all_class\pet_balloonicorn
[QUOTE=TextQUAKE;37690064]Remaking this
[img]http://filesmelt.com/dl/ngineer.png[/img]
Very WIP[/QUOTE]
what is it, N. Gin head?
[QUOTE=donhonk;37689708]I thought about it, with the pyro with Kurt Russels hat and stuff. Dont think I have the time.[/QUOTE]
Well okay, but I meant more along the lines of The Thing entity itself.
[quote][url=http://steamcommunity.com/sharedfiles/filedetails/?id=96829050][img]http://cloud-2.steampowered.com/ugc/541812887961036887/2992814475F542D9F376BB252A5A9EC07D78757E/[/img][/url]
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=96779131][img]http://cloud.steampowered.com/ugc/541812887956035865/0BA04C8E85BAEEDAB466A4F036F3AB09C12AADC0/[/img][/url][/quote]
Changed up the candy bags to not step on the toes of demon!'s design.
An' constructor let me do a pass on the texture/normal/blending of the hood that chalky came up with!
[IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/2b1725d9.png[/IMG]
is mild clipping like this worth flexing?
(this is literally about as bad as it gets, so)
[QUOTE=Bapaul;37689754][IMG]http://puu.sh/15JDT[/IMG]
These came out really bad, as for some reason my touchpad failed to do the pressure recognition
I guess the idea is clear, classic wizard set, if the shoulderpads don't work I suggest either crystal ball grenade replacements or (which will probably not word) and even longer pointy beard
if anyone wants to do this send me a message and we can discuss what I can do on it for the time that I have. I'm going to need a texturer at least
Edit:
Going to start on the armpieces myself right now.
And I suggest all the yellow to be paintable?[/QUOTE]
"I put on my robe and wizard hat..."
[QUOTE=Venezuelan;37690299][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/2b1725d9.png[/IMG]
is mild clipping like this worth flexing?
(this is literally about as bad as it gets, so)[/QUOTE]
Can't even see any clipping
[QUOTE=Venezuelan;37690299][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/2b1725d9.png[/IMG]
is mild clipping like this worth flexing?
(this is literally about as bad as it gets, so)[/QUOTE]
Give the blood some thickness, like the horrific headsplitter.
[QUOTE=Evil_Knevil;37690357]Give the blood some thickness, like the horrific headsplitter.[/QUOTE]
but the headsplitter is much bigger in it's bloody area, that would require meshes on each nail as opposed to the 5 polies each that are needed for the effect I have now. Seems silly for something that will usually be seen like this
[IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/b1405f5d.png[/IMG]
[QUOTE=Venezuelan;37690299][IMG]http://speedcap.net/img/cca7754a73f3b6e154c42d53b9b39637/2b1725d9.png[/IMG]
is mild clipping like this worth flexing?
(this is literally about as bad as it gets, so)[/QUOTE]
I didn't even know the engie's scalp flexed.
[QUOTE=psyke;37690229]Changed up the candy bags to not step on the toes of demon!'s design.
An' constructor let me do a pass on the texture/normal/blending of the hood that chalky came up with![/QUOTE]
Dang you made the hood look good.
[QUOTE=Venezuelan;37690415]but the headsplitter is much bigger in it's bloody area, that would require meshes on each nail as opposed to the 5 polies each that are needed for the effect I have now. Seems silly for something that will usually be seen like this[/QUOTE]
Bigger nails too. Pain train size.
[QUOTE=kenshin6;37690305]"I put on my robe and wizard hat..."[/QUOTE]
"I cast Maggot Missile!"
[QUOTE=Evil_Knevil;37690427]Bigger nails too. Pain train size.[/QUOTE]
that's a railroad spike. Even in TF2, those would be huge ass nails :v:
tbh I also don't really like the headsplitter's blood, seems fake, which might be on purpose, but I don't want this item to look fake. (I still love you though trey)
Hmm, why does my big foot arms end up looking like this?
[IMG]http://nukeaduke.com/img/bigFeet9.jpg[/IMG]
Edit: The smd works fine if i open it with maya.
These are the arms they are bound too, all bones have the correct name. right?
[CODE]002 "bip_spine_0" 1
003 "bip_spine_1" 2
004 "bip_spine_2" 3
005 "bip_spine_3" 4
006 "bip_neck" 5
007 "bip_head" 6
008 "bip_collar_L" 5
009 "bip_upperArm_L" 8
010 "bip_lowerArm_L" 9
011 "hlp_forearm_L" 10
012 "bip_hand_L" 10
013 "bip_collar_R" 5
014 "bip_upperArm_R" 13
015 "bip_lowerArm_R" 14
016 "hlp_forearm_R" 15
017 "bip_hand_R" 15[/CODE]
[QUOTE=ArakanI;37690710]Hmm, why does my big foot arms end up looking like this?
[IMG]http://nukeaduke.com/img/bigFeet9.jpg[/IMG]
These are the arms they are bound too, all bones have the correct name. right?
[CODE]002 "bip_spine_0" 1
003 "bip_spine_1" 2
004 "bip_spine_2" 3
005 "bip_spine_3" 4
006 "bip_neck" 5
007 "bip_head" 6
008 "bip_collar_L" 5
009 "bip_upperArm_L" 8
010 "bip_lowerArm_L" 9
011 "hlp_forearm_L" 10
012 "bip_hand_L" 10
013 "bip_collar_R" 5
014 "bip_upperArm_R" 13
015 "bip_lowerArm_R" 14
016 "hlp_forearm_R" 15
017 "bip_hand_R" 15[/CODE][/QUOTE]
Did you decompile the heavy model yourself? if not, do that, the provided ones have terrible bones for some reason
[QUOTE=ArakanI;37690710]Hmm, why does my big foot arms end up looking like this?
[IMG]http://nukeaduke.com/img/bigFeet9.jpg[/IMG]
Edit: The smd works fine if i open it with maya.
These are the arms they are bound too, all bones have the correct name. right?
[CODE]002 "bip_spine_0" 1
003 "bip_spine_1" 2
004 "bip_spine_2" 3
005 "bip_spine_3" 4
006 "bip_neck" 5
007 "bip_head" 6
008 "bip_collar_L" 5
009 "bip_upperArm_L" 8
010 "bip_lowerArm_L" 9
011 "hlp_forearm_L" 10
012 "bip_hand_L" 10
013 "bip_collar_R" 5
014 "bip_upperArm_R" 13
015 "bip_lowerArm_R" 14
016 "hlp_forearm_R" 15
017 "bip_hand_R" 15[/CODE][/QUOTE]
Did you use the SDK smds? Because those are corrupted and just plain wacky.
I revisited the NOTLU update website, and now I'm even more excited for the second one.
It's a vicious cycle.
Also I've never seen a single server running the maps featured in the update. That's quite sad.
nevermind, I'm nostalgic, continue modding
[QUOTE=Bapaul;37690721]Did you decompile the heavy model yourself? if not, do that, the provided ones have terrible bones for some reason[/QUOTE]
[QUOTE=Szraneraxtq;37690737]Did you use the SDK smds? Because those are corrupted and just plain wacky.[/QUOTE]
When i decompile the heavy the skin weight get all fucked up. The head gets skin weights from the feet and the arms/hands get weights from pretty much every bone in him.
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