[QUOTE=Dachande;25396949]I agree.
And I've been keeping a rather large secret children. It involves trains lifts elevators and trams :buddy:
Now as soon as my hammer stops being a fuckhead I can get it compiled and show you, I hope.[/QUOTE]
You should add a sign like Borderland's "[i]Pis[/i] off" signs but with badly spelled variants of our names. Apparently it seems to be really hard to spell Rozoyo/Rozo, Deshand, Diemo/Diamoa/Daimayonaise correctly these days.
[img]http://t3.gstatic.com/images?q=tbn:MA77vO0JsTKWiM:http://i305.photobucket.com/albums/nn228/out0v0rder/Borderlands2009-12-0219-38-03-67.jpg&t=1[/img]
[editline]14th October 2010[/editline]
[QUOTE=Shugo;25396499]
By the way, I hope some of you notice the significance of this screenshot:
[IMG_thumb]http://img810.imageshack.us/img810/5089/plhoodoofinal0044.jpg[/IMG_thumb]
Still don't get it? I am on a public server with Natascha experimentally changed to use the default minigun skin instead of the darker ammo drum. Why is this significant? [b]I did this change via items_game.txt, meaning skin changes work online.[/b] If somebody goes and recompiles the rocket launcher to have two skins, then we can give the Rocket Jumper its own skin.[/QUOTE]
I thought everyone knew this. :confused:
Alright, I'll take a potshot at the w_model too. Anyone who wants to do the textures, gonna be assigning the 3rd and 4th skins of the V_model to v_rocketjumper, and the W_model to c_rocketjumper.
[QUOTE=Daimao;25396939]I wonder what Steam did to the Royzo absence. I hope it's non-existent again and we can bring back the fashionable skeleton.[/QUOTE]
I thought he just started sleeping? :raise:
[QUOTE=NeoDement;25396965]That's odd, it didn't seem to work for me. I've got the rocket launcher recompiled with 4 skins (RL Red, RL Blue, RJ Red, RJ Blue) ready to upload when I get home though, if you want it. You gotta use visuals_red/blue though or it will always be red/blue.
Or you can just have 2 skins and use the w_ model as the v_, but it's noticably low quality.[/QUOTE]
I think it didn't work for you because you tried to do team colors and you were substituting the v_model. What I'm talking about is making both a v_model and w_model, both with two skins that aren't team-colored. This is what Natascha has and modifying that works.
Also would you guys like a modern-day elevator or a crudely made lift? :v:
Definitely not modern day, UNLESS it's some sort of really futuristic area in the TF2 universe where everything is as we know it today.
well me and dement have concluded that LCD's or some other mechanism similar were infact in production back then, so i don't see why an ELEVATOR is so farfetched :v:
[QUOTE=Knuckle;25397055]Definitely not modern day, UNLESS it's some sort of really futuristic area in the TF2 universe where everything is as we know it today.[/QUOTE]
Or maybe something "retro-futuristic", built like people at that point thought the future would look like (i.e. Metropolis).
elevator with ThE dEvIl~!~!~
what did the devil in that movie look like anyway
Steampunk elevator... is it possible?
Maybe make it Bioshock-esque?
Eh *back to lurking*
[QUOTE=Shugo;25396986]I think it didn't work for you because you tried to do team colors and you were substituting the v_model. What I'm talking about is making both a v_model and w_model, both with two skins that aren't team-colored. This is what Natascha has and modifying that works.[/QUOTE]
If you read my post it mentions I tried without substituting the v_ model too.
[QUOTE=Rythyrix;25396982]Alright, I'll take a potshot at the w_model too. Anyone who wants to do the textures, gonna be assigning the 3rd and 4th skins of the V_model to v_rocketjumper, and the W_model to c_rocketjumper.[/QUOTE]
Why bother? I just said I've already done it. Came home in my break just to upload it for you guys :buddy:
[url]http://dl.dropbox.com/u/900111/rocketjumper.rar[/url]
(just swap your rocket jumper textures for mine, and make a nice icon)
[QUOTE=NeoDement;25397461]If you read my post it mentions I tried without substituting the v_ model too.
Why bother? I just said I've already done it. Came home in my break just to upload it for you guys :buddy:
[url]http://dl.dropbox.com/u/900111/rocketjumper.rar[/url]
(just swap your rocket jumper textures for mine, and make a nice icon)[/QUOTE]
Thanks, I'll try this out in a bit.
D: I want to be helpful...
Re-read your post, I see what you mean. If you don't do the teamcoloured bit the Soldier will always have red sleeves.
Well clearly I was going to do that... What's Newpunch's tags for quotes?
[quote]
$cd "C:\Users\Mark\Desktop\Game Photoshop\Modeling\finished\jiggleboned rocket launcher sight\source" // change this to wherever you extract it
$cdmaterials "models\player\soldier\"
$cdmaterials "models\weapons\v_rocketlauncher\"
$modelname "weapons\v_models\v_rocketlauncher_soldier.mdl"
$model "v_rocketlauncher_soldier" "v_rocketlauncher_soldier.dmx.smd" //was not $body
$texturegroup skinfamilies {
{
"soldier_sleeves_red.bmp"
"soldier_hands.bmp"
"v_rocketlauncher01.bmp"
"v_rocket.bmp"
}
{
"soldier_sleeves_blue.bmp"
"soldier_hands.bmp"
"v_rocketlauncher01.bmp"
"v_rocket.bmp"
}
{
"soldier_sleeves_red.bmp"
"soldier_hands.bmp"
"v_rocketjumper.bmp"
"v_rocket.bmp"
}
{
"soldier_sleeves_blue.bmp"
"soldier_hands.bmp"
"v_rocketjumper.bmp"
"v_rocket.bmp"
}
}
$origin 0 0 0 -90
$hboxset "default"
$hbox 0 "bip_upperArm_L" -4.380 -14.060 -6.860 2.780 0.000 2.730
$hbox 0 "bip_lowerArm_L" -3.740 -13.000 -4.680 4.320 1.000 5.060
$hbox 0 "bip_hand_L" -2.660 -8.500 -4.220 2.310 0.500 4.780
$hbox 0 "RL_body" -3.140 1.750 -7.230 3.360 8.250 21.510
$hbox 0 "Rocket" -1.710 -1.720 -9.170 1.730 1.720 9.150
$surfaceprop "default"
$illumposition 5.425 11.761 30.705
$sequence ref "ref" fps 30.00
$sequence idle "idle" ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 node raised
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_RPG.Draw" }
}
$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
$sequence reload_loop "reload_loop" loop ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 2 "Weapon_RPG.Reload" }
{ event AE_WPN_INCREMENTAMMO 10 " " }
}
$sequence reload_finish "reload_finish" ACT_RELOAD_FINISH 1 fps 30.00
[/quote]
Mine packs all the rocket launcher animations into one, so no $includemodel :D Also, Shugo can make his icons easily, because I aligned the Rocket Launcher correctly, and fixed the physboxes. I'll grab screens in a minute.
I was still talking to Shugo, I don't doubt your ability. As far as I know they're the same as oldpunch, but I just click the reply button.
[QUOTE=Rythyrix;25397515]Well clearly I was going to do that... What's Newpunch's tags for quotes?[/QUOTE]
Its the same. [quote] [/quote]
[QUOTE=Rythyrix;25397515]Well clearly I was going to do that... What's Newpunch's tags for quotes?
Mine packs all the rocket launcher animations into one, so no $includemodel :D Also, Shugo can make his icons easily, because I aligned the Rocket Launcher correctly, and fixed the physboxes. I'll grab screens in a minute.[/QUOTE]
How did you decompile the anims correctly? He's already made the icon I'm afraid, but mine's aligned correctly too :v:
Alright, just tested it. Both visuals modes work online (team-colored and non-team-colored), but it seems to give a red sleeve for BLU Soldier no matter which one I use. Are you sure this isn't something that can be changed on the model side of things?
The good news is that at default viewmodel FOV, the only time you ever see the Soldier's sleeve is the split second when he draws the weapon. You never see the sleeve either firing or reloading. So this could be a decent skin even if we don't work out the team-colored sleeve. You'd just have to give up team-colored Soldier sleeve for that tiny split second where he draws the launcher. Big deal, I'll take a fancy Rocket Jumper with that small drawback any day. :v:
[editline]EDITLINE, BRO[/editline]
Wait, hold on. I might have done it wrong.
I decompiled the GCF's model, then the Sauce Fun Maker's model, and cherrypicked what I wanted. It was really just so that the Soldier has the *imo* correct reload animations. Also, screens.
[URL="http://img215.imageshack.us/i/rocketjumper.png/"][IMG]http://img215.imageshack.us/img215/1141/rocketjumper.png[/IMG][/URL]
Launcher on the left, Jumper on the right.
I, Rythyrix, do solemnly swear that this image was not Photoshopped beyond arranging images.
[QUOTE=Dachande;25397007]Also would you guys like a modern-day elevator or a crudely made lift? :v:[/QUOTE]
[QUOTE=Dachande;25397077]well me and dement have concluded that LCD's or some other mechanism similar were infact in production back then, so i don't see why an ELEVATOR is so farfetched :v:[/QUOTE]
Yeah I kinda was talking about the whole "modern day" part of "modern day elevator". As in, glass lifts or whatnot.
Also, it seems kinda silly to ask FP to make a choice, then to vote an answer disagree.
[url]http://www.mediafire.com/download.php?6beyhhscgoedexx[/url]
Download if you want to check it out.
Okay, I had it set up wrong. [b]Team colors do work.[/b] This idea works flawlessly and perfectly, at least for me (and I was on a public server to test it).
Commence the battle for the best Rocket Jumper skin. :v:
Here's how it works: Open your items_game.txt in tf/scripts/items (You'll have this if you use my sounds mod. If not, you'll have to extract it from the GCF yourself.) and ctrl+F for "Rocket Jumper". You will see this:
[code] "237"
{
"name" "Rocket Jumper"
"item_class" "tf_weapon_rocketlauncher"
"craft_class" "weapon"
"capabilities"
{
"nameable" "1"
}
"show_in_armory" "1"
"item_type_name" "#TF_Weapon_RocketLauncher"
"item_name" "#TF_Weapon_RocketLauncher_Jump"
"item_description" "#TF_Weapon_RocketLauncher_Jump_Desc"
"item_slot" "primary"
"item_quality" "unique"
"baseitem" "0"
"min_ilevel" "1"
"max_ilevel" "1"
"propername" "1"
"image_inventory" "backpack/weapons/w_models/w_rocketlauncher"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/w_models/w_rocketlauncher.mdl"
"used_by_classes"
{
"soldier" "1"
}
"mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav"
"drop_sound" "ui/item_heavy_gun_drop.wav"
"attributes"
{
"damage penalty"
{
"attribute_class" "mult_dmg"
"value" "0"
}
"no self blast dmg"
{
"attribute_class" "no_self_blast_dmg"
"value" "1"
}
"maxammo primary increased"
{
"attribute_class" "mult_maxammo_primary"
"value" "3.0"
}
}[/code]
Change it to this:
[code] "237"
{
"name" "Rocket Jumper"
"item_class" "tf_weapon_rocketlauncher"
"craft_class" "weapon"
"capabilities"
{
"nameable" "1"
}
"show_in_armory" "1"
"item_type_name" "#TF_Weapon_RocketLauncher"
"item_name" "#TF_Weapon_RocketLauncher_Jump"
"item_description" "#TF_Weapon_RocketLauncher_Jump_Desc"
"item_slot" "primary"
"item_quality" "unique"
"baseitem" "0"
"min_ilevel" "1"
"max_ilevel" "1"
"propername" "1"
"image_inventory" "backpack/weapons/w_models/w_rocketlauncher"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player" "models/weapons/w_models/w_rocketlauncher.mdl"
"used_by_classes"
{
"soldier" "1"
}
"mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav"
"drop_sound" "ui/item_heavy_gun_drop.wav"
"attributes"
{
"damage penalty"
{
"attribute_class" "mult_dmg"
"value" "0"
}
"no self blast dmg"
{
"attribute_class" "no_self_blast_dmg"
"value" "1"
}
"maxammo primary increased"
{
"attribute_class" "mult_maxammo_primary"
"value" "3.0"
}
}
"visuals_red"
{
"skin" "2"
}
"visuals_blu"
{
"skin" "3"
}
}[/code]
Then install one of the custom rocket launcher models just posted. (I used Dement's, haven't tested the other.) Ta-da, you have a skinnable Rocket Jumper.
if you're testing on swaggershock just remember it's sv_pure 0, shugo
Hey guys, I'm considering starting messing around with Tf2 textures and stuff, does anyone have a good brush preset in photoshop to get the painted on effect? I saw a tutorial around before but I cant seem to find it.
Shugo, problem with that is the Rocket Jumper skin does not show on the world mode. Works perfectly for the viewmodel, however.
At least until you die.
[QUOTE=Rythyrix;25397909]Shugo, problem with that is the Rocket Jumper skin does not show on the world mode. Works perfectly for the viewmodel, however.
At least until you die.[/QUOTE]
Shows on the world model for me. :raise:
Anyway, getting some sleep. 'Night.
How many skins does your w_model have? Mine has a total of 2.
Nevermind. Yours has 4, mine has 2, and that was the problem. Still seems really inefficient.
A more efficient method would be if this snippet worked:
[quote] "visuals_red"
{
{
"world_model" "1"
"skin" "1"
}
{
"view_model" "1"
"skin" "2"
}
}
"visuals_blu"
{
{
"world_model" "1"
"skin" "1"
}
{
"view_model" "1"
"skin" "3"
}
}
[/quote]
But it doesn't D:
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