[QUOTE=Talamini;25616188]I'm on holiday so I can't play, but is this real?
I mean those bonus stats for heavy.[/QUOTE]
No, it's an items_game.txt edit.
[QUOTE=Talamini;25616188]I'm on holiday so I can't play, but is this real?
I mean those bonus stats for heavy.[/QUOTE]
we edited item_game.txt and tf_english to make those
so no, they're fanmade stuff
[editline]24th October 2010[/editline]
[QUOTE=Skizot;25616192][img_thumb]http://dl.dropbox.com/u/7102389/hohohargbl.png[/img_thumb][/QUOTE]
The post above that said he was on [i]Holiday[/i]
hah
[QUOTE=Dachande;25616041]i thought your flamethrower lacked ALOT of details and was essentially a steel rod with a blasting cap
but thats my opinion[/QUOTE]
I agree, I kept to a strict polycount, and suffered for it. Looking at the degreaser, I should have gone all out...
I may rebuild the pilot light and try get it looking nicer.
As for the axident, the handle is pretty dark. I was eager to finish it at the time and should probably have fixed it by now.
Alright, so I've managed to fix the clipping problems with the Blighted Beak.
Now, the only problem I have are the team colors. For some reason, they refuse to work.
My QC:
[code]$cd "C:\Documents and Settings\Mikhail\Desktop\blightedbeak\output"
$modelname "player\items\medic\medic_mask.mdl"
$model "Body" "medic_mask_reference.dmx.smd"
$cdmaterials "\models\player\items\medic\"
$texturegroup skinfamilies
{
{ "blightedbeak.vmt, blightedbeak_eye.vmt" }
{ "blightedbeak_blue.vmt, blightedbeak_eye_blue.vmt" }
}
$hboxset "default"
$hbox 0 "bip_head" -3.328 -2.921 -6.754 3.328 3.634 0.172
// Model uses material "models/player/items/medic/blightedbeak.vmt"
// Model uses material "models/player/items/medic/blightedbeak_blue.vmt"
// Model uses material "models/player/items/medic/blightedbeak_eye.vmt"
// Model uses material "models/player/items/medic/blightedbeak_eye_blue.vmt"
$surfaceprop "default"
$illumposition 2.726 0.000 76.178
$sequence idle "idle" fps 30.00
[/code]
After I get this figured out, I can release it.
Do the team colors work in game? Sometimes model viewer will be pissy and not show the different skins.
They don't work ingame either.
[editline]24th October 2010[/editline]
Well, actually I don't know. I don't have a medics mask, so I can't test it.
Hrm, play around with the material name in blender. If I recall, I had a similar problem, and the solution was the material name I was using in blender
[QUOTE=JoshuaC;25616458]Do the team colors work in game? Sometimes model viewer will be pissy and not show the different skins.[/QUOTE]
Unload weapon.
Does that work for all models? I had the problem bad when I was making a cactus with team colored fruit.
Does the santa hat have any clipping issues?
[QUOTE=Dachande;25616605]Does the santa hat have any clipping issues?[/QUOTE]
clipping how? the beard? i did my best to make it work with his face as much as possible.
if you mean with his collar, it does a small bit, but the fluffyness hides it.
Guys, how do you make sets of items?
[img_thumb]http://horobox.reager.org/u/Reag_1287967840.gif[/img_thumb]
Some progress on screens.
[QUOTE=The Ultimate;25615555]someone needs to get that evil pack to replace the saharan spy as a skin set[/QUOTE]
yes please
[QUOTE=EDDY TT;25616808][img_thumb]http://horobox.reager.org/u/Reag_1287967840.gif[/img_thumb]
Some progress on screens.[/QUOTE]
awesome.
[editline]24th October 2010[/editline]
I can't find my attributes.ctx
help?
Hmm, that old guide is probally outdated, can someone explain how to make tf2items and sets?
[QUOTE=EDDY TT;25616808][img_thumb]http://horobox.reager.org/u/Reag_1287967840.gif[/img_thumb]
Some progress on screens.[/QUOTE]
I'm impressed with how good that looks with so little to work with (simple idea and stuff)
attributes.ctx got merged with items_game.ctx, then made it a .txt file. Look for items_game.txt, otherwise should be as you left it, plus new stuff.
Currently doing sadengie, I'm not going to show an animated preview though as it takes a while to render each frame for an animated texture with mentalray, I'll instead show a preview of it once I've done all the requested screens so far and exported it into source.
[QUOTE=Rythyrix;25617090]attributes.ctx got merged with items_game.ctx, then made it a .txt file. Look for items_game.txt, otherwise should be as you left it, plus new stuff.[/QUOTE]
I followed the guide and when I opened it was a bunch of symbols.
Is there a new or easier way? Since the old way is broke.
Is there something wrong with the upgraded Dapper's team colors, or did I fuck something up
[QUOTE=EDDY TT;25617094]Currently doing sadengie, I'm not going to show an animated preview though as it takes a while to render each frame for an animated texture with mentalray, I'll instead show a preview of it once I've done all the requested screens so far and exported it into source.[/QUOTE]
why would you use mental ray for a preview :s
[QUOTE=NeoDement;25617155]why would you use mental ray for a preview :s[/QUOTE]
Mental ray can sometimes look nice.
[QUOTE=NeoDement;25617155]why would you use mental ray for a preview :s[/QUOTE]
Because I haven't been arsed to export to source yet silly, and I also can't be bothered getting another render core for maya.
[editline]24th October 2010[/editline]
[QUOTE=Daimao;25617409]Mental ray can sometimes look nice.[/QUOTE]
Indeed if you tweak it a bit.
[editline]24th October 2010[/editline]
Also starfield screen anyone?
this is unrelated and stuff but
[img]http://img515.imageshack.us/img515/6097/emporiumno666.png[/img]
:ohdear:
Oh god, what have I done.
[img_thumb]http://www.newgrounds.com/dump/draw/343a1987e64986753477d8ac84b0f291.jpg[/img_thumb]
[img_thumb]http://www.newgrounds.com/dump/draw/c0369ce2606078194a67e16c36b156f7.jpg[/img_thumb]
[QUOTE=Daimao;25617409]Mental ray can sometimes look nice.[/QUOTE]
No I mean, why not use a faster renderer for a shitty texture preview, Mental Ray is for really showing things off
[QUOTE=UberMunchkin;25617509][img_thumb]http://www.cubeupload.com/files/f48a01wtf.png[/img_thumb]
Now look what you did :colbert:[/QUOTE]
I was late to get it.
[QUOTE=NeoDement;25617518]No I mean, why not use a faster renderer for a shitty texture preview, Mental Ray is for really showing things off[/QUOTE]
Maya's internal renders just as quick as mental ray so it makes no real difference except mental ray's output is smoother.
Plus who cares?
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