[QUOTE=snookypookums;38355326]Well, it probably won't matter much, but that was how I learned how the QC commands worked, by matching the corresponding files in the folder to the commands that called and then reading about the command on the wiki and then having it register in my thick skull how it worked.
That and when I needed to figure out how stuff like VMT's and adding styles worked, decompiling a hat and then taking a long hard look at it showed me how to optimize my UV layouts and also looking at the models helped me understand how to optimize my polycount as well.
It might not be required for everyone, but I found it especially useful because it provided a more visual comprehension of how some features (and qc commands) worked.[/QUOTE]
That does actually sound very useful.
Another question though. What MDL decompiler would you recommend? Since there are so many versions.
[QUOTE=NeoDement;38355314]unless you want your item at an odd 90 degree angle when you import it into the game, yeah[/QUOTE]
For instances like that you could just do $upaxis Y in the QC.
snip
[QUOTE=Snood_1990;38355359]For instances like that you could just do $upaxis Y in the QC.[/QUOTE]
does that work for objects rigged to multiple bones, for instance a jacket?
[QUOTE=NeoDement;38355529]does that work for objects rigged to multiple bones, for instance a jacket?[/QUOTE]
Yes it will.
right then I guess it's time to switch to Maya
Should I use the studiocompiler or MDLDecompiler Version 0.5?
[IMG]http://i.imgur.com/aWPr6.png[/IMG]
WIP
[editline]7th November 2012[/editline]
[IMG]http://i.imgur.com/0YidM.png[/IMG]
Now in Blue.
Why are the stripes on the sides but not on the top?
[QUOTE=Tal;38356250]Why are the stripes on the sides but not on the top?[/QUOTE]
Probably a deliberate style choice.
Because I like it that way and I'm a grumpy pants.
Well. I got an idea for a set. Some kind of forest patrol for sniper with a microphone coming from a cap. With a stylish sniper rifle for that. Giving it a forest-green style with some team coloured parts.
I'm gonna work on it asap.
Demo Set.
[IMG]http://i25.photobucket.com/albums/c62/Alistair555/Picture20-1.png?t=1352309952[/IMG]
EDIT: Now with dust mask and goggles.
If valve would add that dynamite on stick... It would be replacement for ulla.... for grenade.
[QUOTE=coverop;38357075]If valve would add that dynamite on stick... It would be replacement for ulla.... for grenade.[/QUOTE]
on draw timer starts, explodes everything in the general proximity when it runs out.
Can't sheath until you are dead.
[QUOTE=coverop;38357075]If valve would add that dynamite on stick... It would be replacement for ulla.... for grenade.[/QUOTE]
I'd imagine the stats would be similar to the Half Zatoichi, it can't be put away once drawn (lit fuse etc.). but it has a larger blast radius.
Just a thought though.
[editline]7th November 2012[/editline]
[QUOTE=Bapaul;38357135]on draw timer starts, explodes everything in the general proximity when it runs out.
Can't sheath until you are dead.[/QUOTE]
Damn Bap!
Reposting because I want some opinions.
[QUOTE]Well. I got an idea for a set. Some kind of forest patrol for sniper with a microphone coming from a cap. With a stylish sniper rifle for that. Giving it a forest-green style with some team coloured parts.
I'm gonna work on it asap.[/QUOTE]
[IMG]http://i.imgur.com/H1yHW.png[/IMG]
Lets not forget paint.
Well, the gun got a better reception than I expected, thanks everyone!
Started trying out things for the medigun, which I'll add in the pack no matter how bleak things are looking for new weapons.
Still untextured, model can be altered.
[img]https://dl.dropbox.com/u/6526556/bbp.jpg[/img]
[img]https://dl.dropbox.com/u/6526556/bppngm.jpg[/img]
Really curious now as to how the medigun will look.
[QUOTE=Frying Dutchman;38357607]Really curious now as to how the medigun will look.[/QUOTE]
It'll look stunning.
[QUOTE=Svdl;38357593]Well, the gun got a better reception than I expected, thanks everyone!
Started trying out things for the medigun, which I'll add in the pack no matter how bleak things are looking for new weapons.
Still untextured, model can be altered.
[img]https://dl.dropbox.com/u/6526556/bbp.jpg[/img]
[img]https://dl.dropbox.com/u/6526556/bppngm.jpg[/img][/QUOTE]
It is an itemset comprised mostly of cylinders
Most definitely the most unique and creative pack for Medic that I've seen
[QUOTE=Svdl;38357593]Well, the gun got a better reception than I expected, thanks everyone!
Started trying out things for the medigun, which I'll add in the pack no matter how bleak things are looking for new weapons.
Still untextured, model can be altered.
[img]https://dl.dropbox.com/u/6526556/bbp.jpg[/img]
[img]https://dl.dropbox.com/u/6526556/bppngm.jpg[/img][/QUOTE]
I feel weird being critical about something made by Svdl but...
That big medic badge on the hood really bothers me
[QUOTE=NeoDement;38357625]It is an itemset comprised mostly of cylinders[/QUOTE]
Is that a bad thing though? :v:
[QUOTE=Frying Dutchman;38357649]Is that a bad thing though? :v:[/QUOTE]
not at all!
[QUOTE=Bapaul;38357135]on draw timer starts, explodes everything in the general proximity when it runs out.
Can't sheath until you are dead.[/QUOTE]
It turns you into a human Sentry Buster?
[QUOTE=Ax3l;38355672]Should I use the studiocompiler or MDLDecompiler Version 0.5?[/QUOTE]
MDL Decompiler for TF2 stuff since it can get the reference SMDs and if you ever need to get the animations use Studiocompiler instead.
-figured it out, turns out I'm a dumb fuck-
[img]https://dl.dropbox.com/u/39556064/MedicWinterCoat.png[/img]
Paintable, normalmapped and it blends close to perfectly
Done in one sitting, proud of myself
model by bapaul
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