[img]http://image.fpsbanana.com/ss/srends/102325a.jpg[/img]
That is sexy
[QUOTE=The Ultimate;25392229][img_thumb]http://image.fpsbanana.com/ss/srends/102325a.jpg[/img_thumb]
That is sexy[/QUOTE]
Nice! but way too realistic for TF2
would anyone like a team colored sydeney sleeper? One that has a color for red and blue. Just agree.
Hey guys, check out my SLICK new res
[img_thumb]http://img97.imageshack.us/img97/3751/resolutionh.png[/img_thumb]
[QUOTE=The Ultimate;25392385]would anyone like a team colored sydeney sleeper? One that has a color for red and blue. Just agree.[/QUOTE]
repost for new page
[QUOTE=Happyfaic;25392472]Hey guys, check out my SLICK new res
[img_thumb]http://img97.imageshack.us/img97/3751/resolutionh.png[/img_thumb][/QUOTE]
Dat gun
How the hell am i late nano squid?
[QUOTE=CritNick;25392593]How the hell am i late nano squid?[/QUOTE]
Fffff people can see who rated them again :tinfoil:
[QUOTE=NanoSquid;25392628]Fffff people can see who rated them again :tinfoil:[/QUOTE]
You cannot escape
[QUOTE=The Ultimate;25392653]You cannot escape[/QUOTE]
:derp:
But seriously I thought he released it.
[QUOTE=NanoSquid;25392670]:derp:
But seriously I thought he released it.[/QUOTE]
Reasonable answer, but no it hasn't been released.
[QUOTE=biodude94566;25387982]Whoops, yeah. It's actually 108*48. The frame is 4 units wide on all sides. I had made a brush door before and opened it, but I couldn't get through....[/QUOTE]
Going back to this, I just made a small map with a bunch of doors and doorways to test this. You can't get through any of them. I decided to check the [url=http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference]TF2 Mapper's Reference[/url], and it supports that you can't walk through those doors - the player needs at least 49 units of width to walk in a space.
[QUOTE=NeoDement;25391441]Minor update (click for fullsize):
[LIST]
[*]Alternate L'Etranger backstab icon, to possibly better represent the effects of the knife.
[/LIST]
[/QUOTE]
You mean Your Eternal Reward.
:eng101:
[QUOTE]
Still wondering, do you guys like the Black Box rocket icon or does anyone have an alternative idea?[/QUOTE]*shrug*
[IMG]https://dl.dropbox.com/u/6519567/Ah%20dunno.png[/IMG]
Aw, you said Black Box [I]rocket[/I] icon.
[QUOTE=NeoDement;25391441]Still wondering, do you guys like the Black Box rocket icon or does anyone have an alternative idea?[/QUOTE]
The straps or whatever on it are angled differently on the icon than they are on the actual weapon.
Otherwise, it's fine.
edit: Never mind, you said rocket. The rocket is fine.
SHUGO:
There's an 'issue' with the animated join badges. When everything gets grayed out (e.g. choosing which items to paint), they don't darken.
Would you guys be interested in an engraved snub nose for the Spy's revolver?
Something has gone terribly wrong with w_sapper.
[IMG_thumb]http://img87.imageshack.us/img87/6931/ripwsapperyouwillbemiss.png[/IMG_thumb]
What the hell? It's blurry as shit and the glass is no longer transparent. Compare it to the original icon I made of it way back when:
[img_thumb]http://img837.imageshack.us/img837/7744/wsapperhuge.png[/img_thumb]
Same model. Same texture. I compared it with an older copy and it's exactly the same. Anybody know why this is happening in Model Viewer?
Valve is just screwing up everything aren't they.
Totally unhelpful, but I like the new avatar.
[QUOTE=Corndog Ninja;25394643]Totally unhelpful, but I like the new avatar.[/QUOTE]
Thanks. :buddy:
Well until I find a solution for w_sapper's Model Viewer situation, I'm going to use the old icon I made for the bucket icon. Its angle is way off, but it's all I've got. v:v:v
[QUOTE=Shugo;25394662]Thanks. :buddy:
Well until I find a solution for w_sapper's Model Viewer situation, I'm going to use the old icon I made for the bucket icon. Its angle is way off, but it's all I've got. v:v:v[/QUOTE]
I realize it's a skin, but would this work?
[url]http://tf2mods.net/mods/113/Hi-Def-w_sapper/[/url]
Does anyone have viewmodels for higher viewmodel_fovs?
ie. Correctly coloured sleeves, non-stretched weapons, longer arms that don't cut out.
[QUOTE=Poketama;25394781]Does anyone have viewmodels for higher viewmodel_fovs?
ie. Correctly coloured sleeves, non-stretched weapons, longer arms that don't cut out.[/QUOTE]
Guys, stop asking for this. It's probably not going to happen. The game wasn't intended to be played at higher viewmodel_fov settings, and that's why they cut off when the value is higher than default. It would take quite a lot of work to 'fix' all of that and in the end it's a fairly pointless mod due to the small amount of people who actually use the higher setting.
If you want them to look correct, then set your viewmodel_fov back to 54.
:| Fine then.
:(
I wasn't asking anyone to make it, but to be fair there's alot more people who use higher fovs than people who use the BBQ pit hats and stuff that are put on here. Considering that it's not as useless as you make it out to be.
higher viewmodel FOV actually gives better advantage but w/e
Guess what I just finally finished?
[IMG_thumb]http://img543.imageshack.us/img543/2223/cpgorge0002.jpg[/IMG_thumb]
I'm probably packing up the new update as you read this. Brace yourselves. :aaaaa:
[editline]14th October 2010[/editline]
[QUOTE=Happyfaic;25395079]higher viewmodel FOV actually gives better advantage but w/e[/QUOTE]
I believe you're confusing this with general view FOV. Making the view[i]model[/i] FOV larger just zooms out the model, not your actual view area.
IDK, it makes me play better
If you're a real pro you set it to 540 and use a green, circle crosshair.
[QUOTE=Radio Yes;25395178]If you're a real pro you set it to 540 and use a green, circle crosshair.[/QUOTE]
:gonk:
Real pros use no crosshair.
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