• TF2 Emporium XVI
    2,001 replies, posted
[QUOTE=The Inzuki;22313011]Danke! But can you make it juuustt a bit smaller? :3: [/QUOTE] Give me some dimensions.
Anyhow I stopped working on my Red Ryder BB Gun to finish of the baseball cap I was working on, the next hat will be the other Crit-A-Cola helmet as to NeoDement's post: [IMG]http://i47.tinypic.com/rstu09.jpg[/IMG] I can't really think of anything to put on the front anyway here are the team-colored versions: [IMG]http://i48.tinypic.com/2duldht.jpg[/IMG][IMG]http://i48.tinypic.com/346vuvd.jpg[/IMG] OH Wait, what the hell ninja'd. Sorry I didn't see someone else was making one sorry Inzuki.
[QUOTE=pedroion;22313368]The resolution on that makes my tiny balls drop Fix it, bro, please.[/QUOTE] Sorry about that, I'll fix that in the next picture :v: [QUOTE=nein;22313654]Give me some dimensions.[/QUOTE] 30x30 please. [editline]07:03PM[/editline] [QUOTE=Drax-Quin;22313972]OH Wait, what the hell ninja'd. Sorry I didn't see someone else was making one sorry Inzuki.[/QUOTE] It's okay bro, yours looks better anyway :v:
Drax, did you take those in the model viewer?
[img]http://img215.imageshack.us/img215/9548/complete3.jpg[/img] [img]http://img717.imageshack.us/img717/1373/complete4.jpg[/img] Animations tomorrow.
Daniel, cant wait you to finish that and then finish the Winchester :( I want it so badly.
[QUOTE=JoshuaC;22314058]Drax, did you take those in the model viewer?[/QUOTE] Yes they're done in model viewer, why?
Argh >:( Why did the page change >:( [QUOTE=Laurn;22314107]Daniel, cant wait you to finish that and then finish the Winchester :( I want it so badly.[/QUOTE] Maybe. After the pack is finished. But I will need to re uvmap and texture it.
[QUOTE=Drax-Quin;22314110]Yes they're done in model viewer, why?[/QUOTE] I could never get the soldier looking quite right in model viewer.
[QUOTE=JoshuaC;22314378]I could never get the soldier looking quite right in model viewer.[/QUOTE] Why not? If you're wondering about how I get it in high quality, just force it through Nvidia Control panel, by setting the hlmv.exe settings. I don't do very much actually just go into the model viewer open your model, for you it would be soldier.mdl for me it would be scout.mdl. Aftewards click the sequence tab and choose something like run_Item1, then change the three sliders next to it, to change things like the leg and body rotation until it looks right. Also if you want to pose with a new hat you might want to go into the model tab and switch the different subcatergories to submodel 2, for the scout this removes his cap and his headphones. Then use shit+primary click to pan the camera into view, scroll to zoom in/out and click to rotate the camera until everything looks good. If you want you can also go into the Flex tab, change the sliders to change the facial expression slightly. Hope that helps.
Thanks Drax :D [editline]01:31AM[/editline] For attempting the cool helmet, I mean.
[QUOTE=NeoDement;22314556]Thanks Drax :D [editline]01:31AM[/editline] For attempting the cool helmet, I mean.[/QUOTE] Kinda unsure what color I would do for the front guard of the hat: [IMG]http://www.uberreview.com/wp-content/uploads/footballhelmetdrink.jpg[/IMG] Should I do it white, considering the tubing would be white? That would make it a bit odd that's the only issue. Argh the deadline on the Polycount contest is silly, it feels like they're really getting people to make content for them now.
The knife looks like the one from Opposing Force. Me likey. Also, nice baseball cap. the shotgun is win. Pure win.
Experiment. Black might look just fine.
[QUOTE=The Inzuki;22314001]Sorry about that, I'll fix that in the next picture :v: 30x30 please. [editline]07:03PM[/editline] It's okay bro, yours looks better anyway :v:[/QUOTE] 30x30px or did you mean 30x30mm
[QUOTE=Pfysicyst;22313106]The Draft Dodger: You surely got your respect from so-called "REAL" military members long ago, what with you showing them up at every possible turn. You just can't help but think some air force member out there witnessed you take a CIVILIAN AIRCRAFT to the fray. Snuff out any thought that you are not the PERFECT SOLDIER with this portable airborne storm cloud of suffering! The Draft Dodger has a fighter plane's propeller attached to the aft end, allowing the weapon to launch rockets with both AIR and ROCKET FUEL, although the propeller takes a short time to prepare. And if you should ever feel like showing those FLYBOY PANSIES how a REAL MAN soars, alt-fire during your rocket jumps to activate the propeller for an extended descent over the battlefield! After all, this is YOUR WORLD, and you own the SKY ABOVE IT! Now all you need to do is get your hands on a bazooka made out of a submarine's periscope![/QUOTE] Ha, I'm actually really liking this idea. I might actually use it as the final name. Thanks. In the mean time, does anyone know if there's a way I can view a weapon as it'll appear in-game in first person? Model viewer works fine for seeing what the weapon looks like in third person, but I can't see what the first person view would look like. Unfortunately I don't have a Direct Hit so I can't test it myself, and I need some way of viewing it so I can tweak it and such.
So I did some more on my flamethrower mod. [IMG]http://img88.imageshack.us/img88/3638/petrolcannon.png[/IMG] [IMG]http://img130.imageshack.us/img130/4927/petrol3.png[/IMG] It [I]was [/I]going to be a sort of ice cannon, but I'm thinking of developing it into that idea posted not long ago about having no airblast, with M2 instead firing petrol which can then be ignited temporarily to create burning obstacles much like Eternal Silence.
[QUOTE=nein;22314797]30x30px or did you mean 30x30mm[/QUOTE] Oh, sorry, I meant 30x30px. My mistake.
[QUOTE=Nzdjh;22315047]Ha, I'm actually really liking this idea. I might actually use it as the final name. Thanks. In the mean time, does anyone know if there's a way I can view a weapon as it'll appear in-game in first person? Model viewer works fine for seeing what the weapon looks like in third person, but I can't see what the first person view would look like. Unfortunately I don't have a Direct Hit so I can't test it myself, and I need some way of viewing it so I can tweak it and such.[/QUOTE] I [i]just[/i] checked this in model viewer for you so I knew it would work. Open up the TF2 model viewer and load the model "/weapons/c_models/c_*class*_arms.mdl". This model contains the arms. Then load the weapon of choice. You will likely need to select an animation sequence to get the items to hold correctly. If you want to test a direct HUD look, merely rotate and move the models towards the lower right corner of the screen.
[QUOTE=Drax-Quin;22314616] [IMG_thumb]http://www.uberreview.com/wp-content/uploads/footballhelmetdrink.jpg[/IMG_thumb] [/QUOTE] Football Helm + 2 bonks, would be cool.
There's also an option for viewmodel mode under the view menu, so you don't have to manually rotate things around. Haven't checked yet that it works with the arms but I don't see why not. [b]Edit:[/b] Yup, works fine for the arms models.
So, the Polycount contest inspired me to try out modeling and stuff. I thought of a replacement for the Flaregun, the "KaFlamer", a party cracker modified with spring/explosive mechanisms. This is a rough sketch, but I'm not going to shoot super high for my first model. [IMG]http://www.mediafire.com/imgbnc.php/88f9ba66d78571f373375624b29d6fe46g.jpg[/IMG] This is my first time doing anything with XSI Mod Tool. I'd really appreciate some tips on modeling, texturing, and exporting as an SMD. [IMG]http://www.mediafire.com/imgbnc.php/c44e3456d25a21a9d77e670374e40b6c6g.jpg[/IMG]
[QUOTE=Baboo00;22310456]I'd say no logos at all. Also, will it have numbers for cloak left instead of bars? Because that would be cool.[/QUOTE] Is that even possible? I'd make it if it was easy to do.
[QUOTE=B.A. Survivor;22316080] [IMG_thumb]http://www.mediafire.com/imgbnc.php/c44e3456d25a21a9d77e670374e40b6c6g.jpg[/IMG_thumb][/QUOTE] That seems a little too low poly... The barrel itself.
[QUOTE=Tylizzle;22316496]That seems a little too low poly... The barrel itself.[/QUOTE] I'll increase the detail later, but right now I'm just focusing on finishing the whole model. And Sparkwire's the person to go to for animating, right?
[QUOTE=The Inzuki;22315782]Oh, sorry, I meant 30x30px. My mistake.[/QUOTE] Are you sure? 30x30px is amazingly tiny: [img]http://i46.tinypic.com/23ruakk.png[/img]
[QUOTE=nein;22317483]Are you sure? 30x30px is amazingly tiny: [img]http://i46.tinypic.com/23ruakk.png[/img][/QUOTE] That's 30x30px? I imagined it bigger :v: Try 40x40px then. As a side note, I got a bit bored and decided to start on "Straight Up G(one)": [img]http://i48.tinypic.com/mx0lr9.png[/img]
[QUOTE=B.A. Survivor;22316080]So, the Polycount contest inspired me to try out modeling and stuff. I thought of a replacement for the Flaregun, the "KaFlamer", a party cracker modified with spring/explosive mechanisms. This is a rough sketch, but I'm not going to shoot super high for my first model. [IMG_thumb]http://www.mediafire.com/imgbnc.php/88f9ba66d78571f373375624b29d6fe46g.jpg[/IMG_thumb] This is my first time doing anything with XSI Mod Tool. I'd really appreciate some tips on modeling, texturing, and exporting as an SMD. [IMG_thumb]http://www.mediafire.com/imgbnc.php/c44e3456d25a21a9d77e670374e40b6c6g.jpg[/IMG_thumb][/QUOTE] Congrats for making the first ever public Flare Gun remodel. [editline]07:40AM[/editline] Far as I know, anyway.
I was wondering... but would you guys know where the full Expanded Tips Pack is? as in, not the ones that were posted here, but the ones before it... Any help will make me a happy chap :3 BTW Good Work to all who has uploaded any skins/models/etc here :D They are all epic.
Ive got a problem with these: [url]http://www.fpsbanana.com/guis/23908[/url] Whenever im in-game the item's icons (the ones that appear on the side when you scroll on the mouse)aren't all changed! It only happens with non-unlockables!
Sorry, you need to Log In to post a reply to this thread.