• TF2 Emporium 49
    10,001 replies, posted
I was thinking about a start pistol for scout since he has been linked with sports lately (in form of items mean). But the thing is, I couldn't find any interesting looking ones. So yeah, hope someone gets inspiration from this.
help How to use your own particel on models name particle santa, bone for attachment is a candy I use this command in. qc $keyvalues { particles { effect { name "santa" attachment_type follow_attachment attachment_point candy } } }
[QUOTE=Brorman;38434487]I was thinking about a start pistol for scout since he has been linked with sports lately (in form of items mean). But the thing is, I couldn't find any interesting looking ones. So yeah, hope someone gets inspiration from this.[/QUOTE] wait what the dick, you're finnish
[QUOTE=Constructor;38434493]wait what the dick, you're finnish[/QUOTE] You're surprised?
[QUOTE=Danger21;38434490]help How to use your own particel on models name particle santa, bone for attachment is a candy I use this command in. qc $keyvalues { particles { effect { name "santa" attachment_type follow_attachment attachment_point candy } } }[/QUOTE] Add an $attachment line like so: [code]$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00[/code] but change it to match your specified bone you're using to attach the particle to.
[QUOTE=Snood_1990;38434194]I'd suggest decompiling and importing the FaN into your modelling programme, take a look at the poly distribution and the way the stock is formed to give you some inspiration.[/QUOTE] That's a good idea. Thanks.
[QUOTE=Quinnjdq;38434294]Poly does not = Tri. Take your polycount, multiply it by 2 and that's your real polycount.[/QUOTE] Blender 2.64 already mentions the total tris even if the model isn't converted to tris, which is always good. You have to select your mesh and enter Edit Mode for it to show: [img]http://speedcap.net/sharing/1456/1c155c9a4910f34287e0e70a9c48139d.png[/img]
Afternoon all! Quick LODs for scout items done. Didn't get chance last night for earphone screenshots again... will try for time tonight! Water bottle: 1312 -> 896 -> 680 [img]http://img507.imageshack.us/img507/1786/bottle4.jpg[/img] Coffee Cup: 772 -> 512 -> 346 [img]http://img96.imageshack.us/img96/4793/cup3s.jpg[/img] And if anyone missed it, my Firework (Ullapool Caber replacement) could do with a few more rates :)! Do rate if you like it! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=107156533[/url]
[QUOTE=Snood_1990;38434540]Add an $attachment line like so: [code]$attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00[/code] but change it to match your specified bone you're using to attach the particle to.[/QUOTE] dont work =C full .qc [code]$cd "C:\soldier" $modelname "player\soldier_bp.mdl" $model "Body" "bp.smd" $cdmaterials "models\bp" $texturegroup skinfamilies { { "bp.vmt" } { "bp_blue.vmt"} } $lod 11 { replacemodel "bp.SMD" "lod1.smd" } $lod 22 { replacemodel "bp.SMD" "lod2.smd" } $cdmaterials "" $hboxset "default" $surfaceprop "default" $attachment "santa" "candy" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $sequence idle "idle" fps 30.00 $keyvalues { particles { effect { name "santa" attachment_type follow_attachment attachment_point candy } } } $jigglebone "spring" { is_flexible { yaw_stiffness 80 yaw_damping 15 pitch_stiffness 80 pitch_damping 15 along_stiffness 80 along_damping 15 tip_mass 50 angle_constraint 30 } } [/code] particle cig_smoke dont work too
jigglebones and particles? this gun b gud
[QUOTE=Constructor;38423587][IMG]http://dl.dropbox.com/u/40395733/skidoople.png[/IMG] [t]http://dl.dropbox.com/u/40395733/skidoople2.png[/t] Ski mask! [sp]pyro-mask[/sp] Model by Napy.[/QUOTE] this is like one of the things you know are going to get in game
[QUOTE=Constructor;38434493]wait what the dick, you're finnish[/QUOTE] Nope he's started.
[QUOTE=Ducksink;38434968]this is like one of the things you know are going to get in game[/QUOTE] Yeah seriously. There is just a feel about some items that makes you know that they are going to be huge on the workshop and huge in game. I.e the fast learner, Cortex Command, Psykes owl, the pyro hoodie etc
[QUOTE=Quinnjdq;38435044]Yeah seriously. There is just a feel about some items that makes you know that they are going to be huge on the workshop and huge in game. I.e the fast learner, Cortex Command, Psykes owl, the pyro hoodie etc[/QUOTE] Let's hope for the best ;)
[QUOTE=Quinnjdq;38435044]Yeah seriously. There is just a feel about some items that makes you know that they are going to be huge on the workshop and huge in game. I.e the fast learner, Cortex Command, Psykes owl, the pyro hoodie etc[/QUOTE] I just wish the cortex command wasn't restricted.
[QUOTE=NeoDement;38431533]I like how huge it is personally[/QUOTE] somehow i am not surprised
I'm thinking of remaking all of my old workshop shit, because that's what it all is...shit.
remake this before anything else [url]http://steamcommunity.com/sharedfiles/filedetails/?id=80745798[/url]
Dangerously adorable expendable koala as a razorback replacement idea is still up for grabs
Because what tf2 really needs is more pet items.
[QUOTE=pogothemunty;38435445]Because what tf2 really needs is more pet items.[/QUOTE] Killable pet items
[QUOTE=Venezuelan;38435413]remake this before anything else [url]http://steamcommunity.com/sharedfiles/filedetails/?id=80745798[/url][/QUOTE] Everything that's hidden in my workshop will be remade. As for that smg I probably won't remake that since it was just an idea a friend had that I made. But i can see where you are coming from.
[QUOTE=Simski;38435451]Killable pet items[/QUOTE] I want my Robro to shoot lasers at the enemy Balloonicorn.
[QUOTE=Merczy;38435457]Everything that's hidden in my workshop will be remade. As for that smg I probably won't remake that since it was just an idea a friend had that I made. But i can see where you are coming from.[/QUOTE] I think a lot of your older items are kind of meh ideas (no offense) but you can never go wrong with good old guns, especially ones without gimmicks
[QUOTE=Venezuelan;38435484]I think a lot of your older items are kind of meh ideas (no offense) but you can never go wrong with good old guns, especially ones without gimmicks[/QUOTE] None taken. I totally agree with you and on top of that I just feel like now that I have a better understanding of how to model that I should take my old ideas and make them better.
[QUOTE=Danger21;38434742]dont work =C full .qc [code]$cd "C:\soldier" $modelname "player\soldier_bp.mdl" $model "Body" "bp.smd" $cdmaterials "models\bp" $texturegroup skinfamilies { { "bp.vmt" } { "bp_blue.vmt"} } $lod 11 { replacemodel "bp.SMD" "lod1.smd" } $lod 22 { replacemodel "bp.SMD" "lod2.smd" } $cdmaterials "" $hboxset "default" $surfaceprop "default" $attachment "santa" "candy" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00 $sequence idle "idle" fps 30.00 $keyvalues { particles { effect { name "santa" attachment_type follow_attachment attachment_point candy } } } $jigglebone "spring" { is_flexible { yaw_stiffness 80 yaw_damping 15 pitch_stiffness 80 pitch_damping 15 along_stiffness 80 along_damping 15 tip_mass 50 angle_constraint 30 } } [/code] particle cig_smoke dont work too[/QUOTE] If you're testing it in HLMV it won't show up, otherwise look to the console ingame as it dumps errors if there is one.
[QUOTE=Snood_1990;38435525]If you're testing it in HLMV it won't show up, otherwise look to the console ingame as it dumps errors if there is one.[/QUOTE] I look in itemtest error in console: [CODE]Failed to find attachment point specified for particle effect in model '(null)' keyvalues section. Trying to spawn effect 'santa' on attachment named 'candy' [/CODE]
[QUOTE=Inspecter;38435092]I just wish the cortex command wasn't restricted.[/QUOTE] we all do, honey
all that wasted potential revenue. It would have been a hot selling item too...
It's less than 50 days till Christmas and no announcement from Valve yet requesting Christmas items. Strange.
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