Hey guys, J4CK and I decided to take a foray into TF2. We usally just make things for DOTA2. We present, "The Heavy Weight"
[IMG]http://cloud.steampowered.com/ugc/1135159204949657360/E650B9796CDDB4A8EB5257BFD5BEBD1518B2052D/637x358.resizedimage[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/1135159204949658436/DA967D39487937D1FB5B07857DBE4885714320E0/637x358.resizedimage[/IMG]
[IMG]http://cloud.steampowered.com/ugc/1135159204949745561/2EFF3D8E01DCC074504CC7ABA849451433854965/637x358.resizedimage[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=90895308&searchtext="]Link to Workshop[/URL]
[URL="http://p3d.in/iTaoS"]Link to P3D - Red[/URL]
[URL="http://p3d.in/sTVlh"]Link to P3D - Blu[/URL]
Thank you. :dance:
I seem to remember Spark having made something similar.
Nice work though.
[quote]
[img]http://i.imgur.com/ya1Bq.jpg[/img]
[/quote]
[quote] I am back again with another custom MvM campaign by the name of LittleBigWorks! Little BigWorks is a five wave campaign that is set upon waves of small bots, with each wave integrating larger and larger bots as time goes on. The challenge is not simply out-damaging the opponent or objective anymore, but now is a game of coordination and communication to deal with the masses of the waves that you will encounter.
Tiny Scouts - Tiny Scouts are small, fast moving scouts with a measly 16 HP. However, do not underestimate them. While they only wield the back and only put out a small amount of damage, these little guys work in waves. If you do not stay alert, it will not take long for a group of these little guys to take you out. * Given the nature of the campaign and fragility of these bots, they have been given sentry gun damage immunity.
Tickling Terrors - Based from the unused Heavies that Valve had left in their own game files, these Heavies are fast moving little gnomes with full crit boost and the Holiday punch. While they may only have a small pool of 64 HP, do not underestimate them. When in Swarm, these guys have been known to infinitely immobile players by making them laugh indefinitely. * Given the nature of the campaign and fragility of these bots, they have been given sentry gun damage immunity.
Demoknights - The run-of-the-mill Demoknights. A formidable foe when in conjunction with Tiny Scouts and Tickling Terrors
Giant Pyros - Beware the giant Pyros. These guys have been known to snipe players to death with their Detonators. There may or may not also be a Pyro with the Madame Dixie that holds a Homewrecker.
Warlocks - Giant Heavies with half the HP of a tank. They look like their gnome counterparts, but instead are much, much, much bigger. They much much more slowly and do not have crit boost on their holiday punch. They will either kill you by laughter or good ol fashioned punches to the face.
[/quote]
[url]http://www.facepunch.com/showthread.php?t=1207027&p=37349898#post37349898[/url]
[QUOTE=Demon!;37349930]I seem to remember Spark having made something similar.[/QUOTE]
Started but never finished it.
[QUOTE=AndrewHelenek;37349869]Hey guys, J4CK and I decided to take a foray into TF2. We usally just make things for DOTA2. We present, "The Heavy Weight"
[IMG]http://cloud.steampowered.com/ugc/1135159204949657360/E650B9796CDDB4A8EB5257BFD5BEBD1518B2052D/637x358.resizedimage[/IMG]
[IMG]http://cloud-2.steampowered.com/ugc/1135159204949658436/DA967D39487937D1FB5B07857DBE4885714320E0/637x358.resizedimage[/IMG]
[IMG]http://cloud.steampowered.com/ugc/1135159204949745561/2EFF3D8E01DCC074504CC7ABA849451433854965/637x358.resizedimage[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=90895308&searchtext="]Link to Workshop[/URL]
[URL="http://p3d.in/iTaoS"]Link to P3D - Red[/URL]
[URL="http://p3d.in/sTVlh"]Link to P3D - Blu[/URL]
Thank you. :dance:[/QUOTE]
that looks kickass! I hope you're getting rid of the faces that are inside of heavy's body at lower LODs though :)
(this webgl viewer says it's at 1500 tris, which is kind of excessive, too.)
[QUOTE=AndrewHelenek;37349869]Hey guys, J4CK and I decided to take a foray into TF2. We usally just make things for DOTA2. We present, "The Heavy Weight"
[IMG]http://cloud.steampowered.com/ugc/1135159204949657360/E650B9796CDDB4A8EB5257BFD5BEBD1518B2052D/637x358.resizedimage[/IMG]
[IMG]snip[/IMG]
[IMG]snip[/IMG]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=90895308&searchtext="]Link to Workshop[/URL]
[URL="http://p3d.in/iTaoS"]Link to P3D - Red[/URL]
[URL="http://p3d.in/sTVlh"]Link to P3D - Blu[/URL]
Thank you. :dance:[/QUOTE]
Remove the normal map.
[QUOTE=MaxOfS2D;37349948]that looks kickass! I hope you're getting rid of the faces that are inside of heavy's body at lower LODs though :)
(this webgl viewer says it's at 1500 tris, which is kind of excessive, too.)[/QUOTE]
What poly budget would you say is fine for each LODs, TF2 is a bit more complicated then DOTA and valve never really states a budget for test types of items.
LOD0 - ~3000 tris
LOD1 - ~2300 tris
LOD2 - ~1500 tris
These seem a bit high to me.
And I didnt think about doing that with the inside of the belt. I figured you had to model is with the intention of it being able to stand on its own. I'll definitely make that change. Thanks.
ok, so i figured most of it out, now im gonna try and get in working ingame, wish me luck :dance:
[QUOTE=AndrewHelenek;37350035]What poly budget would you say is fine for each LODs, TF2 is a bit more complicated then DOTA and valve never really states a budget.
LOD0 - ~3000 tris
LOD1 - ~2300 tris
LOD2 - ~1500 tris
These seem a bit high to me.
And I didnt think about doing that with the inside of the belt. I figured you had to model is with the intention of it being able to stand on its own. I'll definitely make that change. Thanks.[/QUOTE]
[quote]
Q: What are the polycount limits on my item?
A: Keep the polycount similar to what's already in the game. Try to keep hats under 1,000 polygons, and weapons under 6,500.
[/quote]
I'd assume the misc would fall under the hat category, so I'm going to assume you need to trim it down quite a bit.
Ok, im asking too many questions, but i need to know if you have to do any wonky bone buisness when making a bat replacement. :v:
[QUOTE=ZnT00;37350224]Ok, im asking too many questions, but i need to know if you have to do any wonky bone buisness when making a bat replacement. :v:[/QUOTE]
As long as it doesn't replace the Sandman or is otherwise animated/jiggleboned, then no you just need the weapon_bone.
(actually to be honest I haven't made a sandman replacement so I don't know how that works :v:)
Honestly, I just suggest decompiling the weapon you want to place and set your mesh over the decompiled mesh, then just re-assign the bones to your new one.
[QUOTE=Skunkrocker;37348972]I made more progress on the spanner!
[img]http://img52.imageshack.us/img52/4431/attitudeadjustment.png[/img]
It's WIP name is "Attitude Adjustment". Unless someone has a better name. Also, anyone want to make a normal map for me so this thing has engraved text? I was thinking [B]1" - DROP FORGED - MANN CO - WE MAKE TOOLS AND GET INTO FIGHTS[/B][/QUOTE]
What weapons are you planning for this to replace? I use the Candy Cane and I can't find a good replacement anywhere, and this wrench here looks amazing.
[QUOTE=Gamemaster1379;37350563]Honestly, I just suggest decompiling the weapon you want to place and set your mesh over the decompiled mesh, then just re-assign the bones to your new one.[/QUOTE]
I dont know anything about anything your saying :C i just made a bat model.
edit:
im trying to learn to make mods, and i have no idea what im doing
[QUOTE=ZnT00;37350728]I dont know anything about anything your saying :C i just made a bat model.
edit:
im trying to learn to make mods, and i have no idea what im doing[/QUOTE]
[video=youtube;-X5QGx2TP_8]http://www.youtube.com/watch?v=-X5QGx2TP_8[/video]
Watch this and apply the knowledge to making a melee weapon, most current melee weapons are parented to one bone, weapon_bone, so they're essentially the same as making a hat.
[QUOTE=Roninsmastermix;37152556][url="http://www.sendspace.com/file/vgys4v"][IMG]http://i.imgur.com/FPjMc.png[/IMG][/url] [url="http://steamcommunity.com/sharedfiles/filedetails/?id=88263935"][img]http://i.cubeupload.com/c71PFr.png[/img][/url]
Rate-up and download if you like. thanks.[/QUOTE]
Can I get some Installation help?
I copy/pasted/overwrote the 'materials' and Kritzkreig replacement folder, but all I got was a Medigun for the Kritzkrieg and a very buggy model when viewed from the Items menu.
[QUOTE=Jitters;37351256]Can I get some Installation help?
I copy/pasted/overwrote the 'materials' and Kritzkreig replacement folder, but all I got was a Medigun for the Kritzkrieg and a very buggy model when viewed from the Items menu.[/QUOTE]
Did you copy/paste/overwrite the medigun one, too?
if not, try it.
[QUOTE=unlimi_Ted;37351325]Did you copy/paste/overwrite the medigun one, too?
if not, try it.[/QUOTE]
Just the Kritzkreig, pretty sure.
[QUOTE=ZnT00;37350728]I dont know anything about anything your saying :C i just made a bat model.
edit:
im trying to learn to make mods, and i have no idea what im doing[/QUOTE]
Also, this [URL="http://www.kritzkast.com/tf2_mod_guide"]site[/URL] is full of helpful links if you need addition help.
[QUOTE=Jitters;37351345]Just the Kritzkreig, pretty sure.[/QUOTE]
I did both and my mod works fine.
[QUOTE=unlimi_Ted;37351387]I did both and my mod works fine.[/QUOTE]
Okay, ALMOST everything works. Model is showing up fine but there are no animations and the Medigun beam isn't showing.
I guess now would be a good time to mention that I also have the 'Kralle' Medigun installed, I'm guessing that's causing some conflicts?
[b]EDIT:[/b] Actually, I'll patiently wait until someone releases a Read-Me on how to Install this properly-I'm not one for troubleshooting.
[QUOTE=A_Guardian;37328764]Imagine that these are combined.
[t]http://dl.dropbox.com/u/24102295/for%20others/ghastly_eyes_eyes.jpg[/t][img]http://dl.dropbox.com/u/24102295/for%20others/ghastly_eyes_lenses.jpg[/img]
[editline]20th August 2012[/editline]
Yay pageking with content![/QUOTE]
Super duper late reply, but
[img]http://images2.wikia.nocookie.net/__cb20080112031920/kingdomhearts/images/b/b7/Anti_Form.jpg[/img]
Reminds me so strongly of this.
[QUOTE=Jitters;37351569]Okay, ALMOST everything works. Model is showing up fine but there are no animations and the Medigun beam isn't showing.
I guess now would be a good time to mention that I also have the 'Kralle' Medigun installed, I'm guessing that's causing some conflicts?
[b]EDIT:[/b] Actually, I'll patiently wait until someone releases a Read-Me on how to Install this properly-I'm not one for troubleshooting.[/QUOTE]
I had quite a bit of trouble getting it to work too, ended up salvaging the old Krale' Krits replacement since I hate the backpack on the newer version. Too big and distracting. (3 emp's ago)
[QUOTE=Skunkrocker;37346910]There's a rumble in Teufort tonight!
[img]https://dl.dropbox.com/u/9500538/greaser.png[/img]
Gotta remodel that wrench; not only did I seriously fuck up the triangles (you can see the terrible terrible shading caused by bad triangle work) but I also took a look at one of my dad's truck wrenches in the garage and realized I seriously goofed on the design. But that's the melee for this pack.
I took out the tuft of hair that was sticking out of the pompador because it looked terrible, to be sure. I'm also not doing the burnt up "Sometimes They Come Back" face because... well... I tried and you know? It's really hard for me to do charred flesh. I did however add a toothpick!
Not sure what to do about his legs... to be honest, I wanted to do rolled up cuffs, but his pants are really hard to work with as it is and I couldn't do it without it looking bad, so I might just leave it be. Besides, the Teufort Tooth Kickers are there and that's kinda rockabilly, close enough really.[/QUOTE]
Holy fuck I've been wanting someone to make this since hats came out
I honestly was going to learn modelling just to make a greaser scout
you fucking god amongst men
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[IMG]http://cloud.steampowered.com/ugc/540684054086447812/F1669DC7DCD9BA65B46EDF08D5F3E730C534AECA/[/IMG]
Master Marine - [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=89945583[/URL]
[IMG]http://cloud.steampowered.com/ugc/540684054087119778/34FC11BEB1ACEA36C0B0F588D0CCFE8DD9029BB7/[/IMG]
Boardwalkers - [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=89954280[/URL]
[IMG]http://cloud-2.steampowered.com/ugc/540684054087283633/FE94BF1BD70BAA762D20D707CDD69F9C7C8CB98B/[/IMG]
Baltic Beard - [url]http://steamcommunity.com/sharedfiles/filedetails/?id=89956145[/url]
[/quote]
I don't believe Guardian posted these yet.
I'm aware the boardwalkers one looks silly, but if I didn't load it with the feet, one boot was flipping the fuck out and spawning WAY off center.
As far as the beard, the lighting is acting up on it. It is much darker than that, but I can't do any in-game shots because the lighting is messing up and making it appear solid black.
EDIT: Goddamnit, Pageking.
Very nice pageking.
I've been thinking of making some new skins for the robots, but i can't seem to find a console command to spawn the robots in-game. A little help here guys...?
[QUOTE=Neighbor_Kid;37352487]I've been thinking of making some new skins for the robots, but i can't seem to find a console command to spawn the robots in-game. A little help here guys...?[/QUOTE]
Model Viewer.
[QUOTE=Gamemaster1379;37352381]I don't believe Guardian posted these yet.
I'm aware the boardwalkers one looks silly, but if I didn't load it with the feet, one boot was flipping the fuck out and spawning WAY off center.
As far as the beard, the lighting is acting up on it. It is much darker than that, but I can't do any in-game shots because the lighting is messing up and making it appear solid black.
EDIT: Goddamnit, Pageking.[/QUOTE]
I actually updated the beard a little to clip less with facial animations as I still haven't even gotten my medic ones to work and also considering changing the beard to be all black.
I also need to figure out why they are all black in game.
They look fine in hlmv, but as soon as they get in game they are black as all hell.
[QUOTE=-=NARH=-;37352492]Model Viewer.[/QUOTE]
I know, but i still want to see what they look like moving around normally during game play without having to wait 30+ minutes in the co-op queue.
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