• TF2 Emporium XXIV
    5,001 replies, posted
Didn't get in the previous emporium so I'm reposting it [url=http://redirectingat.com/?id=629X1198&xs=1&url=http%3A%2F%2Fdl.dropbox.com%2Fu%2F900111%2FTF2%2FGreyKillIconFix%2Fgreykilliconfix_archive.rar&sref=http%3A%2F%2Fwww.facepunch.com%2Fshowthread.php%3Ft%3D998505%26page%3D125][img]http://dl.dropbox.com/u/900111/TF2/GreyKillIconFix/greykilliconfix_minipromo.png[/img][/url]
Also found one for the soldier: [url]http://www.fpsbanana.com/skins/89356[/url] [editline]07:04AM[/editline] damn, my automerge!
[QUOTE=Reds;25328208]You know, maybe we should skip a few numbers. The people here are suppressing their urge to make porn mods, and we'd better get that out of the way. God knows what Sparkwire will make.[/QUOTE] Even more drills. :byodood:
[QUOTE=biodude94566;25328779]Even more drills. :byodood:[/QUOTE] And just imagine page 34 of emporium XXX!
Oh fiddlesticks, I forgot all about the Emporium Extension. I should have waited until Daimao was online.
[QUOTE=Mister Royzo;25328856]Oh fiddlesticks, I forgot all about the Emporium Extension. I should have waited until Daimao was online.[/QUOTE] You could post a link in the OP to an extension post?
[QUOTE=Mister Royzo;25328856]Oh fiddlesticks, I forgot all about the Emporium Extension. I should have waited until Daimao was online.[/QUOTE] I find this humerus. (:yohoho:)
Any ETA on Daimao's decompiler? I find all current source decompilers... disturbing.
[QUOTE=Jetamo;25329377]Any ETA on Daimao's decompiler? I find all current source decompilers... disturbing.[/QUOTE] Cannonfodder's is just refusing to work for me. It's installed just fine, but the second I ask it to look up an .mdl file, it refuses.
Two questions: 1) Why is Daimao's extended OP not here? 2) Mister Royzo, can you update the Steelfists and add skinfamilies so that it has custom skins for the G.R.U?
[QUOTE=Mister Royzo;25328856]Oh fiddlesticks, I forgot all about the Emporium Extension. I should have waited until Daimao was online.[/QUOTE] I'm sure someone on the front page will host the extension for you
[QUOTE=Mister Royzo;25328856]Oh fiddlesticks, I forgot all about the Emporium Extension. I should have waited until Daimao was online.[/QUOTE] I think Sparkwire said "reserved for extra mods" in one of his posts on first page, even though he wasn't the first reply. [editline]02:59PM[/editline] [QUOTE=Sparkwire;25322108]Reserved for more mods [editline]11:44PM[/editline] i will release many things in this emporium.[/QUOTE] Yup, here it is.
Couple of fixes for the new animations that made custom pistol models and the lugermorph not work properly. This is a fix for the models using LODs, not the animations themselves. [URL="http://is.zombiedawn.net/lugerfix.rar"][IMG]http://is.zombiedawn.net/lugerfix.png[/IMG][/URL] [URL="http://is.zombiedawn.net/commanderfix.rar"][IMG]http://is.zombiedawn.net/commanderfix.png[/IMG][/URL] [editline]03:11PM[/editline] The good thing is that now we no longer have the engie and the scout reloading their pistol with invisible magazines.
Its to shiny on the gold for the handle. I personally like the original but attempt none the least
[img]http://dl.dropbox.com/u/4379545/jethrosnewmappingproject/ctf_hotep0000.jpg[/img]
dunno if its too far down but i did reserve a post. [url]http://www.facepunch.com/showpost.php?p=25322108&postcount=6[/url]
[QUOTE=IdleTard;25329785] The good thing is that now we no longer have the engie and the scout reloading their pistol with invisible magazines.[/QUOTE] Really? When I tried to fix that I could only fix it for one of them at a time, the other one used a different bone or something.
[QUOTE=Jetamo;25329885][img]http://dl.dropbox.com/u/4379545/jethrosnewmappingproject/ctf_hotep0000.jpg[/img][/QUOTE] I'm sorry but what is this my dear jetamo?
[QUOTE=NeoDement;25329942]Really? When I tried to fix that I could only fix it for one of them at a time, the other one used a different bone or something.[/QUOTE] I got it to work with this setup: Three bones in the smd: [CODE]0 "weapon_bone" -1 1 "weapon_bone_1" 0 2 "weapon_bone_2" 1[/CODE] You then skin the world model to weapon_bone, the view model to weapon_bone_1 and the magazine to weapon_bone_2. And this in the .QC: [CODE] $model "Body" "viewmodel" $lod 1 { replacemodel "viewmodel" "worldmodel" bonetreecollapse "weapon_bone" }[/CODE] View models always count as distance 0, so that makes it show the world model pretty much always (you gotta get almost inside the model ingame for it to show the viewmodel) With something similar to this a fixed flamethrower viewmodel would be feasible.
Reposting: Could anyone please make a HUD icon for this skin: [url]http://www.fpsbanana.com/skins/97806[/url] ? It would be much appreciated if you could leave the beta suit in too.
I wonder what did happen to the Sentry rocket launcher
[QUOTE=UberMunchkin;25330241]I think its about super shiny natascha, and the meter at the bottom says food.[/QUOTE] that was the most idiotic response i've seen from you muchkin
So i just found some of my models from my polypack entry i dive bombed and never finished and saw my laser gun, thought dam that's pretty crappy so i went back to the work bench and made a new one. WIP [img_thumb]http://dl.dropbox.com/u/5710250/Zappy%20gun%20mrk%202.png[/img_thumb] Also on a side note im trying to get my pack done or at least the helm i need to redo the UVmapping on it and just over all improve my models.
How far until XXX now?
[img]http://maryt.files.wordpress.com/2007/03/roman_numerals_complete.jpg[/img] I'll leave this up here just in case someone wants it.
TF2 Emporium M one day.
HNNNNG c
[QUOTE=IdleTard;25330081] With something similar to this a fixed flamethrower viewmodel would be feasible.[/QUOTE] It appears that I was wrong, the way LODs work in source. Seems like that two models must use the same texture to work as LODs, otherwise one would be invisible.
It looks great, although I hope Valve fixes the clipping when they add it (at least in v_model).
[QUOTE=IdleTard;25330794]It appears that I was wrong, the way LODs work in source. Seems like that two models must use the same texture to work as LODs, otherwise one would be invisible.[/QUOTE] Yeah I discovered that's why my fixed pistol couldn't have LODs. It's quite annoying.
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