[QUOTE=psyke;37817913][url=http://steamcommunity.com/sharedfiles/filedetails/?id=99317778][img]http://puu.sh/194E2[/img][/url]
Chinese zombies :U[/QUOTE]
Didn't tso make something exactly like that before?
[editline]27th September 2012[/editline]
Found it
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=72340828&searchtext=[/url]
[QUOTE=The Lone Spy;37822425]By the way, you should fix your Steam link. Go to settings and add Dak1ne in the box instead.[/QUOTE]
EDIT : oh ok on facepunch not tf2r
[QUOTE=Toastador;37822497]What I don't like about your concepts is the lack of effort that is put into them. Judging by this [url]http://cafechernobyl.wordpress.com/[/url] , you can make some decent looking drawings, but the stuff you post looks like it was done on a bus.
I'm picky when it comes to what is 'concept art' and what's not, which is why I love blaholtzen because he put forth the effort into making legitimate concept art.
Basically, to me, it just comes off like you don't care enough to put forth more effort than what a doodle requires.[/QUOTE]
My lack of a tablet and basic digital drawing skills make me unable to do my concept art digitally, and by extension unable to draw on top of pics of existing weapons to make my designs exactly proportionally accurate. This, coupled with my general awful-ness at drawing realistic perspective, straight lines and smooth curves makes it pretty much impossible for me to draw the type of proper professional concept art that modelers can import into their modeling programs and use as a direct template. Therefore, I've decided to make my concept sketches work more like idea pitches with some design elements thrown in, which means I take the Sharc-style approach of just trying to get the idea across in a neat caricature-y manner. This may or may not be a shitty excuse.
In any case, I agree with you. Proper and professional-looking concept art like that Blaholtzen makes is better and more worthy of respect.
[QUOTE=Jalcober;37822525]Didn't tso make something exactly like that before?[/QUOTE]
I think someone made it, but for the Spy. I may be wrong.
EDIT: OP-ninja'd. I really need to distract myself less while writing posts.
[IMG]http://4.bp.blogspot.com/-VwyKhpiQ9CE/T42BTCPxZ9I/AAAAAAAAAWc/kRwghECxLiw/s1600/ThomasCarlyle.jpg[/IMG]
[QUOTE=Deodorant;37822687]My lack of a tablet and basic digital drawing skills make me unable to do my concept art digitally, and by extension unable to draw on top of pics of existing weapons to make my designs exactly proportionally accurate. This, coupled with my general awful-ness at drawing realistic perspective, straight lines and smooth curves makes it pretty much impossible for me to draw the type of proper professional concept art that modelers can import into their modeling programs and use as a direct template. Therefore, I've decided to make my concept sketches work more like idea pitches with some design elements thrown in, which means I take the Sharc-style approach of just trying to get the idea across in a neat caricature-y manner. This may or may not be a shitty excuse.
In any case, I agree with you. Proper and professional-looking concept art like that Blaholtzen makes is better and more worthy of respect.
I think someone made it, but for the Spy. I may be wrong.[/QUOTE]
Add me on steam, I need to talk to you.
[QUOTE=NateDude;37821393]I have a question.
Could you, theoretically, recompile something for a completely different class?
I'm not saying it would work, but COULD you?[/QUOTE]
Yes you can do that, I didn't add the "all class" items to be listed yet though, because you do want to know what you are doing if you were to recompile for all class, as an all-class item may have different models(or not) and different bones or positions/rotations for some classes.
[QUOTE=NateDude;37821832]I have a problem.
I detected and did that as you've said, but I can't get it to work.
I select QC,
[t]http://puu.sh/19aPw[/t]
Choose the model's RAR,
[t]http://puu.sh/19aPH[/t]
and it gives me
[t]http://puu.sh/19aPO[/t].
Help?[/QUOTE]
Select a [B].QC[/B] file, not a rar, not a .zip not a .mdl etc select a [URL="https://developer.valvesoftware.com/wiki/QC"].qc file[/URL].
I guess I forgot to limit the type of files to select :rolleye:
[QUOTE=Sparkwire;37822722]Add me on steam, I need to talk to you.[/QUOTE]
"you see, deodorant, when two people really love eachother..."
I get an error in the itemtest map "connected KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/models/eraserhairdiffuse" and my texture wont show up but it works just fine in HLMV. Is this just another buggy itemtest map error?
NVM fixed it.
[QUOTE=donhonk;37822907]I get an error in the itemtest map "connected KeyValues Error: RecursiveLoadFromBuffer: got EOF instead of keyname in file materials/models/eraserhairdiffuse" and my texture wont show up but it works just fine in HLMV. Is this just another buggy itemtest map error?
NVM fixed it.[/QUOTE]
no, your proxies are likely messed up
I just refused a generous-ass gift. Rate me dumb, for all the reasons.
[QUOTE=Deodorant;37822960]I just refused a generous-ass gift. Rate me dumb, for all the reasons.[/QUOTE]
No, I will rate you friendly c:
[QUOTE=Deodorant;37822960]I just refused a generous-ass gift. Rate me dumb, for all the reasons.[/QUOTE]
[img]http://imgs.xkcd.com/comics/hyphen.jpg[/img]
In light of this, I don't think I want to know what was offered and subsequently declined. What happened in the Steam conversation stays in the Steam conversation.
my money's on tablet
[QUOTE=BANG!;37822731]Yes you can do that, I didn't add the "all class" items to be listed yet though, because you do want to know what you are doing if you were to recompile for all class, as an all-class item may have different models(or not) and different bones or positions/rotations for some classes.
Select a [B].QC[/B] file, not a rar, not a .zip not a .mdl etc select a [URL="https://developer.valvesoftware.com/wiki/QC"].qc file[/URL].
I guess I forgot to limit the type of files to select :rolleye:[/QUOTE]
Alright, since I've already proven to be a giant moron, where would I find a QC file?
[sub][sub]don't hurt me I'm just dumb[/sub][/sub]
[QUOTE=Venezuelan;37822944]no, your proxies are likely messed up[/QUOTE]
You are correct. Bracket ahoy!
[QUOTE=NateDude;37823087]Alright, since I've already proven to be a giant moron, where would I find a QC file?
[sub][sub]don't hurt me I'm just dumb[/sub][/sub][/QUOTE]
No worries, though you don't really find a qc file unless the person who made the model provided them, when you create a model you export one or many models files in SMD format and create a QC files to define how it will be compiled, if you don't have that then you can't repack it as it needs the Qc and smds to recompile the models to do so.
[QUOTE=BANG!;37823156]No worries, though you don't really find a qc file unless the person who made the model provided them, when you create a model you export one or many models files in SMD format and create a QC files to define how it will be compiled, if you don't have that then you can't repack it as it needs the Qc and smds to recompile the models to do so.[/QUOTE]
Oh.
My bad.
I was attempting to repack an existing mod for another weapon.
Ah, well, thanks anyway.
alright question time, im trying to test my new watch ingame but there is no option to replace the default watch in item test, any ideas how to do it?
I want to carry on practicing modelling, can someone suggest to me an easy item to make?
[url]http://www.livestream.com/junklive[/url] ok
[t]http://horobox.co.uk/u/Reag_1348783160.jpg[/t]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=99102102[/URL]
Babbys first paint job: the item, quite proud of that being honest.
[QUOTE=NassimO PotatO;37821326]Those are some neat promos, i say.[/QUOTE]
I want that fucking spy misc.
So damn bad.
[editline]27th September 2012[/editline]
Also, might have to stop making models for a little while as I should be starting actually getting an education soon, and I cannot bring my big ass computer with me.
Here's my and my friend's latest item:
[img]http://i.imgur.com/nArIb.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=98824986&searchtext=[/url]
I'd appriciate constructive feedback if possible and ratings/comments.
[QUOTE=JPRAS;37823676]Here's my and my friend's latest item:
[img]http://i.imgur.com/nArIb.png[/img]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=98824986&searchtext=[/url]
I'd appriciate constructive feedback if possible.[/QUOTE]
Blue on red doesn't work and that looks really fucking creepy.
[QUOTE=eddy-tt-;37823736]Blue on red doesn't work and that looks really fucking creepy.[/QUOTE]
Why would a red spy attack it's own team member?
[QUOTE=A_Guardian;37823847]Why would a red spy attack it's own team member?[/QUOTE]
Same reason there was a red spy doll with pins in his body for the red engineer.
It's visually distracting from the main colour, can cause confusion.
[QUOTE=eddy-tt-;37823736]Blue on red doesn't work and that looks really fucking creepy.[/QUOTE]
It is suposed to look creepy, and what A_Guardian said.
I think it could be a cool promo item for the arrival of Left 4 Dead 2 at the workshop:
[thumb]http://dl.dropbox.com/u/26839256/wip/demo_louis.jpg[/thumb]
but it's not already finish, because I try to modeling the shirt collar with the unmade tie
[QUOTE=Totenkreuz;37817485]Two questions.
1.Does Pyros Melee animations work well with swords
2.Is it possible to have a weapon constantly lit on fire[/QUOTE]
So I never saw a fair reply on this. I decided that I'd give a good reply to #2 since I dabbled in particles.
Yes, you can apply a weapon with a fire system that never goes out. However, without using new particle systems, it would be limited to the particle system 1 in schematics (Which is burningplayer). The only other suitable particle system would be 13, which is the unusual burning particle. However, that system simply will not work because it generally looks for a head bone to attach to whenever it is applied. Even if it would apply, it would be contained to the weapon bone, so would only light the grip on fire.
Leaving particle system 1, burningplayer, yes it WOULD light the entirety of the weapon on fire--but that's just it. There's no way to specify otherwise. The grip and EVERYTHING would be engulfed in flames. And when I say engulfed, I damn well mean ENGULFED. There is a wide margin that it attaches to, and as a result, any items that are long would have a huge particle system around them--likely enough to drop some high machine FPSes.
Here's an example of the Towering Pillar of Hats using just such a particle system.
[quote][img]http://cloud.steampowered.com/ugc/540685955995511861/B34046DDA4C15115DE823ABA7656C2036FF645D6/[/img][/quote]
"Shades" are finished, please vote and comment. I'll release a mod version later.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=99424535][img]http://dl.dropbox.com/u/52618319/shades_promo1.png[/img][/url]
[QUOTE=Quinnjdq;37813529][IMG]https://dl.dropbox.com/u/43356210/Modelphotos/Kriegersjacket.png[/IMG]
Me and Kibs are bringin this back.
WIP[/QUOTE]
Please tell me you can have grenades on this?
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