I got some ideas today on some items that I would like to model and then submit to Valve, since they need .SMDs and stuff. Since I know how to write QCs and how to get it into GMod, is there any difference between that and TF2? If so, do you guys have any link to the exporters, decompilers or any other useful tools that I might need? I'm using Maya 2011, but 3DSMax is also available.
[QUOTE=CritNick;25629932]Shugo need some dosh here.[/QUOTE]
Are you kidding me? Read the damn thread. :mad:
[url]http://www.facepunch.com/showthread.php?1011902-TF2-Emporium-XXIV&p=25625687&viewfull=1#post25625687[/url]
[QUOTE=Donksuli;25628206][img_thumb]http://img9.imageshack.us/img9/5376/scarf2y.jpg[/img_thumb]
Now with 100% more texture.[/QUOTE]
That would make a really good misc item, I want it.
I need it, and TF2 needs more misc items.
UVMapping/Unwrapping is absolutely the most bullshit thing I have ever encountered. EVER.
Not to mention compiling.
fucking ugh
Also I'm trying to get a rocket launcher team-colored skin, but I can't edit the .VMT correctly. Any help?
I'll post it when I get home from class.
ShwigityShwonShwei ([I]I admit I had to copy-paste his alias[/I]) recently released some more of his TF2 sprite art to include a default Scout who doesn't look... there's no polite way to say this: [B]mentally retarded[/B].
[URL="http://shwigityshwonshwei.deviantart.com/art/I-had-spare-time-today-183528715?q=gallery%3AShwigityShwonShwei%2F8881977&qo=0#/d319nnv"]You can check it out here[/URL].
I'd like to request an update to the pixed HUD that was made to include that Scout and [URL="http://browse.deviantart.com/?q=gallery%3AShwigityShwonShwei%2F8881977#/d2wvxcb"]this Heavy[/URL]. I believe the original maker was Corndog Ninja, but anyone who is up to the task will be appreciated.
Failing that, I'd like some handy tips about how to do it myself. I can crop and recolour with ease, I simply have no clue how to turn them into working .vtfs, the cloaking outlines or anything past that. If I succeed, I will contribute it here.
[sp]P.S.: I approve of that female Scout art.[/sp]
[QUOTE=Knuckle;25626821][img_thumb]http://i.imgur.com/PinaP.jpg[/img_thumb]
Nice overview of the options + the red counterpart for comparison.[/QUOTE]
I'm sure you've heard this before but, wouldn't the blue strap look better reversed in Red instead of being deep blue on blue?
I just figure that if one team has a part that is the color the the enemy team, the other team should have their color to even it out and not make it look like one is more supportive than the other.
I don't know how this looks of course... Maybe that red color looks terrible on blue.
How would the blue color on the hat look on the red band though?
Simski that's literally been mentioned every time the image has been posted
Unless I misread it?
Could someone release napper's hat for everyone or re-skined on winter event?
[QUOTE=Knuckle;25634231]Sexy, but I'm not sure the face fits the scout's personality. It radiates "successful businesswoman" more than "immature devious hyperactive midget" :P[/QUOTE]
It's not "success businesswoman" either for me, but that's much closer than Scout's original personality. Tho it couldn't hurt to create a new personality for this character, right? It would be extra work in the case any fitting voice actors would be willing to speak new lines, but if done right, it could very well make the product interesting for more people.
I for one am sure I'd play Scout more often if he wasn't such a goddamn annoying manchild, but that's part of his character design.
Well it wouldn't be surprising to have a beautiful female scout since scout isn't ugly or anything, he's even quite handsome to be honest. Clean hair, thin lips, kinda cute. The fact that he's such a show-off adds a lot to his charisma, and even ugly people may appear beautiful when they have a lot of charisma. Also by saying beautiful, I mean a somewhat cute face, not a hottie or anything oversexualized.
[img]http://27.media.tumblr.com/tumblr_l5iym8EQ771qb60neo1_500.png[/img]
This design (Magellan's) is better the one you posted, AyesDyef (IMHO).
I like it a lot because it is more well-adjusted to the time-setting (hairstyle-wise, mainly).
[QUOTE=BlackDogAssault;25635044][img_thumb]http://27.media.tumblr.com/tumblr_l5iym8EQ771qb60neo1_500.png[/img_thumb]
This design (Magellan's) is better the one you posted, AyesDyef (IMHO).
I like it a lot because it is more well-adjusted to the time-setting (hairstyle-wise, mainly).[/QUOTE]
Well considered :)
[img]http://dl.dropbox.com/u/2372797/Model%20decompiler%202.png[/img]
Today, I resumed working on the decompiler and figured out something that has been kicking my ass for a while now. Almost there!
[b]Edit:[/b]
(The left one is wearing a gillie suit. :stalker:)
[QUOTE=kevlar jens;25633878]a fit woman wearing hotpants
UNHEARD OF!![/QUOTE]
In the sixties? Yes.
[QUOTE=NeoDement;25634726]Simski that's literally been mentioned every time the image has been posted
Unless I misread it?[/QUOTE]
Sorry, I've been less up to date with the emporiums lately :v:
[sp]Partly due to jealousy :([/sp]
Trying to learn mapping in source, found good ultra-basic tutorials but they're all for HL2/HL2DM. Is TF2 mapping any different, other than using other entities and textures?
I have a full concept for a map, but it's on paper. I think it has some potential. Think Turbine meets 2Fort meets "less snipers" in a KOTH map.
[QUOTE=Daimao;25635277][img_thumb]http://dl.dropbox.com/u/2372797/Model%20decompiler%202.png[/img_thumb]
Today, I resumed working on the decompiler and figured out something that has been kicking my ass for a while now. Almost there!
[b]Edit:[/b]
(The left one is wearing a gillie suit. :stalker:)[/QUOTE]
Warning: Will melt after excessive use.
[QUOTE=Daimao;25635277][img_thumb]http://dl.dropbox.com/u/2372797/Model%20decompiler%202.png[/img_thumb]
Today, I resumed working on the decompiler and figured out something that has been kicking my ass for a while now. Almost there!
[B]Edit:[/B]
(The left one is wearing a gillie suit. :stalker:)[/QUOTE]
I officially love you. You get a Nappers for this. (What? Like hell if I am giving up any of my VINTAGE hats. I loe my tyrants helm, yes I do, don't I Bolty?)
(saveme from thismadman)
[IMG]http://i339.photobucket.com/albums/n476/eye_rhyme/PixelHud.png[/IMG]
I'm on the right track.
I had to manually edit the alpha on another app though, more time consuming than I expected.
Any program short of Photoshop that would generate channels automatically?
[QUOTE=EDDY TT;25633321]Nope.[/QUOTE]
but I promised baron I would get him a tv to put in my cubicle
[QUOTE=AyesDyef;25633509]It was going to be based on this one:
[img_thumb]http://fc07.deviantart.net/fs43/i/2009/171/5/5/Bonkalicious_by_Knockwurst.jpg[/img_thumb][/QUOTE]
certainly looks good but I'm not sure how well hot pants and tights fit into TF2's early 60s.
according to wikipedia hot pants were invented mid-60s but not popular until the 70s.
same goes for the spandex bun huggers
[QUOTE=kevlar jens;25636464]certainly looks good but I'm not sure how well hot pants and tights fit into TF2's early 60s.
according to wikipedia hot pants were invented mid-60s but not popular until the 70s.[/QUOTE]
[QUOTE=kevlar jens;25633878]a fit woman wearing hotpants
UNHEARD OF!![/QUOTE]
literally on the same page
Talking about misc items and stuff. Didn't somebody plan to make a coat for the Engineer? I remember seeing pictures, never a real result though. Might be that I'm mistaking because the picture I saw was a GMOD pose.
[QUOTE=NeoDement;25636476]literally on the same page[/QUOTE]
My first post is a sarcastic comment aimed towards everyone who are complaining about how over-sexualized they find it, while my second post is about how hot pants don't fit very well into the early 60s.
Not contradicting anything :wink:
[QUOTE=Pockets;25629759][url]http://en.wikipedia.org/wiki/Handkerchief_code[/url]
Yeah, darker works.[/QUOTE]
Proof that gay people are smarter
Seriously that's a really nice code.
Brb painting my Master's yellow belt orange
[QUOTE=Haxxer;25634323]I got some ideas today on some items that I would like to model and then submit to Valve, since they need .SMDs and stuff. Since I know how to write QCs and how to get it into GMod, is there any difference between that and TF2? If so, do you guys have any link to the exporters, decompilers or any other useful tools that I might need? I'm using Maya 2011, but 3DSMax is also available.[/QUOTE]
.smd, .mdl etc (compiled files) are not required, only the source files are (.obj or .ql or .mt)
[QUOTE=kevlar jens;25636668].smd, .mdl etc (compiled files) are not required, only the source files are (.obj or .ql or .mt)[/QUOTE]
the source files need to be in such obscure formats (besides OBJ, which is still a pretty shitty format) which is ridiculous.
I never sent .objs, or any of those. Just .smds and .qcs.
[QUOTE=Donksuli;25629523][img_thumb]http://img200.imageshack.us/img200/4720/ingameom.jpg[/img_thumb]
Now with 100% more ingame and 95% less clipping when taunting etc. Pretty much had to move the scarf up and forward a bit so it wouldn't stab him in the stomach every time he looks down.
Skins work in model viewer but refuses to change to blu ingame. Might have something to do with the fact I'm using badge's model to see it ingame (I don't have the earplug things). Meh, let Valve sort em out.
Also about the texture colour:
I understand it's the pretty much the same colour has his suit and thus could go unnoticed. The way I made the texture could allow me to change the colour just by changing the colour of one layer (because I haven't learned how painting works and pretty much let Valve sort it out again). Lighter would look weird and gay, darker might work though. Opinions? I'm going to roll with team colours, because they added paints - no question about it.
My sucky UW skillz pretty much mean no patterns to the scarf. Single colour with minor details, shadows etc.
That's what I'm hoping too.[/QUOTE]
Can you paint it, just to see ? It would be totally awesome. (I would totally paint it white with my Texan's)
I'm sure it could make it to the Store... well I mean, in-game.
Beautifull btw ! :dance:
[QUOTE=latin_geek;25635476]Trying to learn mapping in source, found good ultra-basic tutorials but they're all for HL2/HL2DM. Is TF2 mapping any different, other than using other entities and textures?
I have a full concept for a map, but it's on paper. I think it has some potential. Think Turbine meets 2Fort meets "less snipers" in a KOTH map.[/QUOTE]
Repost
Sorry, you need to Log In to post a reply to this thread.