• TF2 Emporium 49
    10,001 replies, posted
[QUOTE=Rain*;38460753]parts are plastic, so dumb to go flaming about the'se things you can't understand.[/QUOTE] Sure honey, go ask around here what people think of your pyro bag. And then please do reflect on telling me if I understand 'things' because we might have a different defenition of that. Going to stop this now before we get ronin v spark styled page long debates
[QUOTE=Bapaul;38460748]Yeah congrats on the selfmade yadada. Don't start using it as a douchey excuse to not listen to others.[/QUOTE] I don't like this argument. But I have to admit actually. If Valve found the textures fitting enough for the game, what makes them "bad" and "not fitting for the game" ? I can't personally see anything inherently wrong with that pyro mask.
[QUOTE=Bapaul;38460748]Yeah congrats on the selfmade yadada. Don't start using it as a douchey excuse to not listen to others.[/QUOTE] I only use it to not listen to you, I never saw such a egocentric person.
I may not be well educated on the matter myself, however i personally think that your textures are off as well, they are much different from most textures in tf2 as well as most if your phong is incredubly shiny. There are things in game that are plastic and they probably arent that shiny. Also insulting others because you disagree with there critisism is the wrong way to go, i used to do that alot and still sorta do, and i am perpetually disliked by other emporium goers.
[QUOTE=Rain*;38460791]I only use it to not listen to you, I never saw such a egocentric person.[/QUOTE] Yo man, what item did you make again?
I'm gonna have to side with everyone else here, only comments you should be deleting are spam. Giant thumbs up I consider spam as well. Plus you're starting to remind me very heavily of SWATY. Aka, makes a map, barely listens to criticism(even if it's like "I think this area needs to be a bit bigger" or "You need to fix the clipping) and generally act like an ass.
rain* is such a dick
oke go on, I'd love to hear whats wrong and such, so I could build it better. [IMG]http://img705.imageshack.us/img705/4057/biohat5.jpg[/IMG]
[QUOTE=Rain*;38460753]parts are plastic, so dumb to go flaming about the'se things you can't understand.[/QUOTE] If he's misunderstanding what an item is or is made of, surely that's a failing on your end. You are apparently not conveying that effectively.
[QUOTE=Constructor;38460844]rain* is such a dick[/QUOTE] Ow well, the intelligence is also quite high over here.
[QUOTE=Rain*;38460862]Ow well, the intelligence is also quite high over here.[/QUOTE] Because expecting us to eat up every piece of shit you make with a smile on our faces just because you have an item ingame makes you a being of higher intelligence?
[QUOTE=Rufia;38460853]If he's misunderstanding what an item is or is made of, surely that's a failing on your end. You are apparently not conveying that effectively.[/QUOTE] Well thats something wich is true. I'l try to work on that, thanks. [editline]15th November 2012[/editline] [QUOTE=Constructor;38460868]Because expecting us to eat up every piece of shit you make with a smile on our faces just because you have an item ingame makes you a being of higher intelligence?[/QUOTE] I'm not sure where you saw me typing "eat up every piece of shit I make" so... yes.
Guys, I need a little direction here. I'm going to try and make some replacement animations for the FaN so I can mod a new Shotgun. I've decompiled the Scouts Arms and I've got all my crap ready to go, but I need to make sure the animations stay in view relative to the games camera. Do any of you have experience setting up a camera in 3DS max or Maya to this end (Lense, FOV, placement of camera in relation to the arm rig)? If i get that info I'm sure I can set up a fairly accurate camera. I tried looking about but I got a lot of conflicting info. Thanks much.
[QUOTE=RetroMike;38460897]Guys, I need a little direction here. I'm going to try and make some replacement animations for the FaN so I can mod a new Shotgun. I've decompiled the Scouts Arms and I've got all my crap ready to go, but I need to make sure the animations stay in view relative to the games camera. Do any of you have experience setting up a camera in 3DS max or Maya to this end (Lense, FOV, placement of camera in relation to the arm rig)? If i get that info I'm sure I can set up a fairly accurate camera. I tried looking about but I got a lot of conflicting info. Thanks much.[/QUOTE] This tutorial was made for css but its covers all the camera and rigging for first-person animation in source, hope it helps. It shows how to setup the camera, arms and weapon and some handy tips in animation the whole bunch. [URL="http://www.moddb.com/games/half-life-2/tutorials/creating-a-weapon-for-source-part-3"]http://www.moddb.com/games/half-life-2/tutorials/creating-a-weapon-for-source-part-3[/URL]
[QUOTE=Rain*;38460848]oke go on, I'd love to hear whats wrong and such, so I could build it better. [IMG]http://img705.imageshack.us/img705/4057/biohat5.jpg[/IMG][/QUOTE] I think mainly it's the overusing of transparent brushstrokes layered upon eachother that is giving the blurry and cloudy feel, I think that valve weren't aiming for that when styling tf2s textures, the brushstrokes then would be used for singularity and giving character to the item, as well as to enhance the wear and tear effect(notice how tf2 clothing and most of the clothing items have little to no brushstrokes) *also on another note I think that the black bubble part should have a light env map added to it, it seems like since it takes a whole bunch of space of the item(which is why it is so unique), it should have something to justify its size other than being completely black
[QUOTE=Ducksink;38460975]I think mainly it's the overusing of transparent brushstrokes layered upon eachother that is giving the blurry and cloudy feel, I think that valve weren't aiming for that when styling tf2s textures, the brushstrokes then would be used for singularity and giving character to the item, as well as to enhance the wear and tear effect(notice how tf2 clothing and most of the clothing items have little to no brushstrokes)[/QUOTE] I see what you mean there. Tough with normal clothing I would not get into such a texture (for the red part) Becuase the red part is really folded alot behind the mask, I made is less smooth. But smoother would be better in this case? here's a better view from behind: [IMG]http://img198.imageshack.us/img198/2185/render4e.jpg[/IMG]
Can you show some shots of the item from front side and back in hlmv? without the SFM ao, I think we can criticize it better like that edit: bleh you already did i'll just write a comment in a min
did you make the visor a flat base color?
For the black glass, I made an extra texure so its easy to make a, less even, phong for it. Might look better ineed. thx [editline]15th November 2012[/editline] [QUOTE=Ducksink;38461028]Can you show some shots of the item from front side and back in hlmv? without the SFM ao, I think we can criticize it better like that[/QUOTE] Good idea. [editline]15th November 2012[/editline] [IMG]http://img822.imageshack.us/img822/5141/render7b.jpg[/IMG] [IMG]http://img96.imageshack.us/img96/8901/render5z.jpg[/IMG]
the textures just seem cloudy to me. Like the edge wear kind of just blurs into the object, rather than looking like a hard, chipped edge. The hood part seems fine though, it's really the metal I think could be better.
I think it should be a 512x512 texture instead of a 256x256 texture, so you can give more detail to the metal and give it less-low res brush strokes
[QUOTE=Rain*;38461046]For the black glass, I made an extra texure so its easy to make a, less even, phong for it. Might look better ineed. thx [editline]15th November 2012[/editline] Good idea. [editline]15th November 2012[/editline] [IMG]http://img822.imageshack.us/img822/5141/render7b.jpg[/IMG] [IMG]http://img96.imageshack.us/img96/8901/render5z.jpg[/IMG][/QUOTE] Yeah the red part, it is really overdetailed and combine that with the compression and texture size and thats whats causing it to be cloudy IMO. same goes for the other parts, you really need to use less brushstrokes, and a larger texture size(512^2 would work for pyro heads)
[QUOTE=Batandy;38461122]I think it should be a 512x512 texture instead of a 256x256 texture, so you can give more detail to the metal and give it less-low res brush strokes[/QUOTE] i doin't think Valve will except 512 for such a hat, all the other have bin sized down to 256 after they got accepted.
[QUOTE=RetroMike;38460897]Guys, I need a little direction here. I'm going to try and make some replacement animations for the FaN so I can mod a new Shotgun. I've decompiled the Scouts Arms and I've got all my crap ready to go, but I need to make sure the animations stay in view relative to the games camera. Do any of you have experience setting up a camera in 3DS max or Maya to this end (Lense, FOV, placement of camera in relation to the arm rig)? If i get that info I'm sure I can set up a fairly accurate camera. I tried looking about but I got a lot of conflicting info. Thanks much.[/QUOTE] On the Maya note - is you use Valve's SourceSDK plugins, you can load an MDL straight into Maya, no decompile needed.
[IMG]http://i1227.photobucket.com/albums/ee436/Verkie/hellotherechildren.png[/IMG][IMG]http://i1227.photobucket.com/albums/ee436/Verkie/hellothereadults.png[/IMG] So I went and made an actual minigun version of this thing.
[QUOTE=Rain*;38461171]i doin't think Valve will except 512 for such a hat, all the other have bin sized down to 256 after they got accepted.[/QUOTE] submit 512, it'll give it the detail it needs and gives valve the option of using the better one
paul! send me the stuff! you slut!
[QUOTE=Rain*;38461046]For the black glass, I made an extra texure so its easy to make a, less even, phong for it. Might look better ineed. thx [editline]15th November 2012[/editline] [IMG]http://img822.imageshack.us/img822/5141/render7b.jpg[/IMG] [IMG]http://img96.imageshack.us/img96/8901/render5z.jpg[/IMG][/QUOTE] Clean up the textures. They look really messy atm
I'd like to request someone to do a Tron-style reskin for the spooky sleeves and shoes, with self-illum and everything.
[QUOTE=Rain*;38460791]I only use it to not listen to you, I never saw such a egocentric person.[/QUOTE] oh the irony
Sorry, you need to Log In to post a reply to this thread.