• TF2 Emporium 49
    10,001 replies, posted
[QUOTE=Urser;38126474]Woo! The 'decay 0' line fixed one of the problems with my model, but the facial flexes still don't work in game (but they work on top of the playermodel in HLMV). Would you know why?[/QUOTE] IIRC they don't work with the HD heads or something like that
Has anyone considered remodeling the diamond botkillers? Give them a more... diamondish look and let the envmap do all the work for the shiny bit? Like... triangular shapes instead of the disco ball squares it has right now.
[QUOTE=NapyDaWise;38125765][url]https://dl.dropbox.com/u/20211663/facial.png[/url][/QUOTE] Bloody brilliant, i was just starting to give up hope with my stuff. Thanks for that, it's helping a lot
[QUOTE=NapyDaWise;38126596]IIRC they don't work with the HD heads or something like that[/QUOTE] Yeah, I've been using the normal playermodels. Dunno what's up with this pffff.
Guys...Guys... I've Fixed the Loch n... [img]http://puu.sh/1hdAG[/img] WHAT WENT WRONG?
Demoman's face is priceless.
[QUOTE=ThatSprite;38127587]Demoman's face is priceless.[/QUOTE] Problem Valve? [QUOTE=Batandy;38127578]Guys...Guys... I've Fixed the Loch n... [img]http://puu.sh/1hdAG[/img] WHAT WENT WRONG?[/QUOTE] Nothing. Nothing at all.
[QUOTE=Batandy;38127578]Guys...Guys... I've Fixed the Loch n... [img]http://puu.sh/1hdAG[/img] WHAT WENT WRONG?[/QUOTE] That would actually make a funny Grenade Launcher replacement
[QUOTE=Batandy;38127578]Guys...Guys... I've Fixed the Loch n... [img]http://puu.sh/1hdAG[/img] WHAT WENT WRONG?[/QUOTE] This was the original model, valve broke it and gave it mad underpowered stats.
[QUOTE=NapyDaWise;38125765][url]https://dl.dropbox.com/u/20211663/facial.png[/url][/QUOTE] facial.png
[QUOTE=Batandy;38127578]Guys...Guys... I've Fixed the Loch n... [img]http://puu.sh/1hdAG[/img] WHAT WENT WRONG?[/QUOTE] My favorite part is how only one of the barrels isn't blocked by something. Meaning it'll only fire out of the top barrel. Just like the normal LnL.
[QUOTE=Ian;38127759]This was the original model, valve broke it and gave it mad underpowered stats.[/QUOTE] The stat that balanced it was: +On reload, kill anybody standing directly in front of you.
I think they should make an actual grenade launcher using the Loch n Load's animations, only it's Demo throwing mines onto the the floor. Or maybe just write off the broken animations as Demo being so drunk that even when he misses placing it in the barrel, it still goes.
[QUOTE=Krakash;38127950]I think they should make an actual grenade launcher using the Loch n Load's animations, only it's Demo throwing mines onto the the floor. Or maybe just write off the broken animations as Demo being so drunk that even when he misses placing it in the barrel, it still goes.[/QUOTE] DemoVision
[QUOTE=Krakash;38127950]I think they should make an actual grenade launcher using the Loch n Load's animations, only it's Demo throwing mines onto the the floor. Or maybe just write off the broken animations as Demo being so drunk that even when he misses placing it in the barrel, it still goes.[/QUOTE] Or just simply make new animations...
[QUOTE=Ducksink;38125195]trey[/QUOTE] Maybe I should consult him about flexing fixes.
[QUOTE=coverop;38128004]Or just simply make new animations...[/QUOTE] Valve? Animations? Team Fortress? What is this I don't even.
[QUOTE=Bapaul;38123250]Smoothing seems really off on places[/QUOTE] Because it is, a bit. This is why you don't model at six in the morning! It will be fixed, don't worry. And whoever asked I re-add the arms, I just don't want to.
Okay, so I decided to start working on a small texture fix for the bullets in the L'Etranger's barrel. Lemme know if I should continue. [t]https://dl.dropbox.com/u/102054761/L%27Etranger%20Fix1.png[/t] Also, anyone know how to fix this? [t]https://dl.dropbox.com/u/102054761/L%27Etranger%20Problem.png[/t]
[QUOTE=kenshin6;38123050]You could make it paintable but the whole entire thing would be painted if you use gimp since you cannot edit the alpha channel in gimp, nor does gimp save targas with an alpha channel[/QUOTE] I'm sorry, but this is completely false. I've used GIMP to make paint masks for all of my paint-able items, it is possible to make only certain parts paint-able, and I always save my textures as targas, complete with alpha channel, with no problem. When you finish the diffuse, merge all layers into one, then add a layer mask to that layer and paint your paint mask into it, then apply it and save out as a tga. Just remember to not save to the source file afterward. To keep your paint mask, just copy the layer mask before you apply it, then after you save it out, undo the layer mask and the merge, and put the mask in a new layer and save it to your source file. While it is more work than you should have to do, it is possible. I'm stuck doing it because my version of photoshop really doesn't allow alpha channel editing, and I refuse to torrent it a better version.
[QUOTE=NapyDaWise;38125765][url]https://dl.dropbox.com/u/20211663/facial.png[/url][/QUOTE] Ok! So I did as the tutorial instructed, and when I try to compile i get this: [IMG]http://i.imgur.com/X4X31.png[/IMG] What am I doing wrong here? P.S. Here is my QC: [code]$cd "C:\Documents and Settings\Sam\Desktop" $modelname "player/items/heavy/heavy_genius_glasses.mdl" $model "body" "heavy_genius_glasses.smd" { flexfile "heavy_genius_glasses.vta" { flexpair "CloseLidLo" 1.0 frame 1 decay 0 flexpair "CloseLidUp" 1.0 frame 2 decay 0 flex "SH" frame 3 decay 0 flex "EEE" frame 4 decay 0 flex "WQU" frame 5 decay 0 flex "FFF" frame 6 decay 0 flex "AIY" frame 7 decay 0 flex "AH" frame 8 decay 0 flex "ST" frame 9 decay 0 flex "LTH" frame 10 decay 0 flex "UH" frame 11 decay 0 flex "OH" frame 12 decay 0 flex "P" frame 13 decay 0 flex "ER" frame 14 decay 0 flex "RR" frame 15 decay 0 flex "DS" frame 16 decay 0 flex "MB" frame 17 decay 0 flex "painbig" frame 18 decay 0 flex "mad" frame 19 decay 0 flex "idleface" frame 20 decay 0 flex "actionfire02" frame 21 decay 0 flex "happy1" frame 22 decay 0 flex "happysmall02" frame 23 decay 0 flex "happybig" frame 24 decay 0 flex "happybig02" frame 25 decay 0 flex "happyBig02Upper" frame 26 decay 0 flex "happybigUpper" frame 27 decay 0 flex "upperHappy1" frame 28 decay 0 flex "upperHappy2" frame 29 decay 0 flex "upperAngry2" frame 30 decay 0 flex "upperAngry3" frame 31 decay 0 flex "upperSuprise1" frame 32 decay 0 flex "upperSad1" frame 33 decay 0 flex "upperSad3" frame 34 decay 0 flex "upperUpset1" frame 35 decay 0 flex "upset1" frame 36 decay 0 flex "upset2" frame 37 decay 0 flex "actionfire01" frame 38 decay 0 flex "dead01" frame 39 decay 0 flex "dead02" frame 40 decay 0 flex "dead03" frame 41 decay 0 } $lod 26 { replacemodel "heavy_genius_glasses" "lod1_heavy_genius_glasses" } $cdmaterials "\models\player\items\heavy\" $hboxset "default" $hbox 0 "bip_head" -7.206 -9.720 -9.454 4.799 0.233 4.999 // Model uses material "models/player/items/heavy/heavy_genius_glasses.vmt" $surfaceprop "default" $sequence ref "ref" fps 30.00 [/code]
[QUOTE=Old Hermit;38128186]Okay, so I decided to start working on a small texture fix for the bullets in the L'Etranger's barrel. Lemme know if I should continue. [t]https://dl.dropbox.com/u/102054761/L'Etranger Fix1.png[/t] Also, anyone know how to fix this? [t]https://dl.dropbox.com/u/102054761/L'Etranger Problem.png[/t][/QUOTE] I don't see why you shouldn't continue, it definitely makes sense. Also, I checked and there's no geometry there, not even $nocull can save you (not that it'd be a good idea to use it anyways).
[QUOTE=Gamemaster1379;38128145]Valve? Animations? Team Fortress? What is this I don't even.[/QUOTE] Saxxy Mad milk Pyro new taunts What?
[t]http://i.imgur.com/F58wb.jpg[/t] I'm replacing every pyroland thingies!
[QUOTE=Merczy;38128375]Ok! So I did as the tutorial instructed, and when I try to compile i get this: [IMG]http://i.imgur.com/X4X31.png[/IMG] What am I doing wrong here?[/QUOTE] You're short a closing bracket before your $lod command
-ninjad-
[QUOTE=testinglol;38128450][t]http://i.imgur.com/F58wb.jpg[/t] I'm replacing every pyroland thingies![/QUOTE] Saw textures must be replaced by peppermint swirls.
[QUOTE=Agent Fedora;38128417]I don't see why you shouldn't continue, it definitely makes sense. Also, I checked and there's no geometry there, not even $nocull can save you (not that it'd be a good idea to use it anyways).[/QUOTE] Thanks, Agent. Not really sure what else there's left to fix on it, other than maybe adding a normal to it, but I'd have no idea how to do that. Anyone have a tutorial somewhere on that, by the way? I was thinking of doing that with a few things in particular.
[QUOTE=lemonade1950;38128481]You're short a closing bracket before your $lod command[/QUOTE] Thanks.
[QUOTE=Danger21;38123425]DA new pattern now seriously [IMG]http://uppix.com/f-________________5083d10d0011261a.png[/IMG][/QUOTE] Dayum that looks great
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