• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
    4,944 replies, posted
On the topic of mods and othe fancy stuff, 8bitsandwich is apparently switching to Unreal! And I was having a good day too... Let's all share a moment of silence for him before he passes on.
[QUOTE=Merczy;39683089]Don't worry guys I fixed it. [IMG]https://photos-3.dropbox.com/t/0/AACrmes9abg-VZIYx9Lgn6Z_Z4kSY-3hk_iWSxK-QfaIqQ/12/47041911/png/32x32/6/_/1/2/fBg381.png/12DEBuIrkN-yCf-w9Ku4hojwCohV6oH7S6qIaXXPblg?size=1024x768&size_mode=2[/IMG] Added the scarf and epaulettes. [SUB][B]Edited:[/B][/SUB] Page King eh? Here take this: [IMG_thumb]http://fc04.deviantart.net/fs71/f/2013/043/f/0/ghost_rider__by_shtopor777-d5uormh.jpg[/IMG_thumb][/QUOTE] Poor spy, he dropped his cigarette!
rip in peace 8bitsandwich
Hmmm, for some reason when I try to mod sounds in TF2 Beta with the .vpk system, the original sound that is supposed to play will sound for a split second while the custom one plays. I think I'll need to to the snd_rebuildaudiocache thing to get around it. Yeah, every time you make/install a sound mod you'll need to enter that in the console.
Can anyone help me with this rigging? When it goes from the base model to LOD1, it takes the bone weights from the base model, not the ones I assigned to LOD1. LOD1 is compiling correctly with the model, so it isn't just showing the same one twice, it just isn't retaining its weights or something. Base model: [IMG]https://dl.dropbox.com/u/35490615/medieval/wip7.png[/IMG] LOD1: [IMG]https://dl.dropbox.com/u/35490615/medieval/bones.png[/IMG]
[QUOTE=Merczy;39683089]Don't worry guys I fixed it. [IMG]https://photos-3.dropbox.com/t/0/AACrmes9abg-VZIYx9Lgn6Z_Z4kSY-3hk_iWSxK-QfaIqQ/12/47041911/png/32x32/6/_/1/2/fBg381.png/12DEBuIrkN-yCf-w9Ku4hojwCohV6oH7S6qIaXXPblg?size=1024x768&size_mode=2[/IMG] Added the scarf and epaulettes. [SUB][B]Edited:[/B][/SUB] Page King eh? Here take this: [IMG_thumb]http://fc04.deviantart.net/fs71/f/2013/043/f/0/ghost_rider__by_shtopor777-d5uormh.jpg[/IMG_thumb][/QUOTE] Pyro head replacement?
[QUOTE=boomsta_;39683523]Can anyone help me with this rigging? When it goes from the base model to LOD1, it takes the bone weights from the base model, not the ones I assigned to LOD1. LOD1 is compiling correctly with the model, so it isn't just showing the same one twice, it just isn't retaining its weights or something.[/QUOTE] It still has all the proper weights just the first LoD for the player models has all the finger bones collapsed. Just add [code] bonetreecollapse "bip_thumb_0_L" bonetreecollapse "bip_index_0_L" bonetreecollapse "bip_middle_0_L" bonetreecollapse "bip_ring_0_L" bonetreecollapse "bip_pinky_0_L" bonetreecollapse "bip_thumb_0_R" bonetreecollapse "bip_index_0_R" bonetreecollapse "bip_middle_0_R" bonetreecollapse "bip_ring_0_R" bonetreecollapse "bip_pinky_0_R" [/code] To your first LoD
[QUOTE=Game Zombie;39683573]It still has all the proper weights just the first LoD for the player models has all the finger bones collapsed. Just add [code] bonetreecollapse "bip_thumb_0_L" bonetreecollapse "bip_index_0_L" bonetreecollapse "bip_middle_0_L" bonetreecollapse "bip_ring_0_L" bonetreecollapse "bip_pinky_0_L" bonetreecollapse "bip_thumb_0_R" bonetreecollapse "bip_index_0_R" bonetreecollapse "bip_middle_0_R" bonetreecollapse "bip_ring_0_R" bonetreecollapse "bip_pinky_0_R" [/code] To your first LoD[/QUOTE] Where exactly? I am guessing in the SMD, but where in it?
[QUOTE=boomsta_;39683669]Where exactly? I am guessing in the SMD, but where in it?[/QUOTE] In the QC under replacemodel
[QUOTE=Game Zombie;39683695]In the QC under replacemodel[/QUOTE] Oh my god thank you so much man.
Not a big fan of the triangle design on the fingers, I think just a straight one would look much better. [editline]23rd February 2013[/editline] and I think his fingernails are around the wrong way
[QUOTE=boomsta_;39683523]Can anyone help me with this rigging? When it goes from the base model to LOD1, it takes the bone weights from the base model, not the ones I assigned to LOD1. LOD1 is compiling correctly with the model, so it isn't just showing the same one twice, it just isn't retaining its weights or something. Base model: [IMG]https://dl.dropbox.com/u/35490615/medieval/wip7.png[/IMG] LOD1: [IMG]https://dl.dropbox.com/u/35490615/medieval/bones.png[/IMG][/QUOTE] While I absolutely LOVE what you're doing with the set and the idea around it, I think the colors need to be made a little less.. bright. [t]http://wiki.teamfortress.com/w/images/thumb/4/40/RED_Berliner%27s_Bucket_Helm.png/585px-RED_Berliner%27s_Bucket_Helm.png[/t] Make the orange more "gold", like on the hat perhaps? Maybe make the bright red on there a bit more crimson like on the bucket helm. Not telling you what to do, just giving ideas.
[QUOTE=Constructor;39679420]those promos are very meh sorry to anyone who might have made them meh[/QUOTE] I think the textures are just very boring, except for the soldier helmet. You'd think the developers would know how to work with a style like TF2's, unless they were outsourced (but still).
[QUOTE=VietRooster2;39683869]While I absolutely LOVE what you're doing with the set and the idea around it, I think the colors need to be made a little less.. bright. [t]http://wiki.teamfortress.com/w/images/thumb/4/40/RED_Berliner%27s_Bucket_Helm.png/585px-RED_Berliner%27s_Bucket_Helm.png[/t] Make the orange more "gold", like on the hat perhaps? Maybe make the bright red on there a bit more crimson like on the bucket helm. Not telling you what to do, just giving ideas.[/QUOTE] I could definitely try going for the same kind of gold. The red however is not going to happen as I am just covering the medic's glove, so changing the color would look really odd. Also the finger nails are the right way. The whiteish part is the Lunula, not the end part.
[QUOTE=boomsta_;39683911]I could definitely try going for the same kind of gold. The red however is not going to happen as I am just covering the medic's glove, so changing the color would look really odd.[/QUOTE] Oh, just his gloves? Nevermind keep that color, try the crimson on the boots then I guess. [IMG]https://dl.dropbox.com/u/35490615/medieval/wip6.png[/IMG]
[QUOTE=boomsta_;39683911]I could definitely try going for the same kind of gold. The red however is not going to happen as I am just covering the medic's glove, so changing the color would look really odd.[/QUOTE] Then try to get the metal on the boots to look similar to the metal on the Bucket Helm. Same goes for the red on the boots to look more like the red on the Bucket Helm, as VietRooster2 said.
Anybody want to rig this? [IMG]http://i.imgur.com/dyBp0q7.png?1[/IMG]
Oh man I have been working on this for too long today. Last picture for today. Pretty sure it is done. For sure I need to do LODs for the boots, and I might try to make the gloves look a bit better. But other than that, I am going to start the other stuff. The gold is kind of hard to make metallic looking since the phong is really more of a cloth type thing, but I need to work on it a bit more to get the color right too. [IMG]https://dl.dropbox.com/u/35490615/medieval/wip8.png[/IMG]
[QUOTE=boomsta_;39683523]Can anyone help me with this rigging? When it goes from the base model to LOD1, it takes the bone weights from the base model, not the ones I assigned to LOD1. LOD1 is compiling correctly with the model, so it isn't just showing the same one twice, it just isn't retaining its weights or something. Base model: [IMG]https://dl.dropbox.com/u/35490615/medieval/wip7.png[/IMG] LOD1: [IMG]https://dl.dropbox.com/u/35490615/medieval/bones.png[/IMG][/QUOTE] The lunulas on other classes are much less pronounced
[QUOTE=Venezuelan;39684452]The lunulas on other classes are much less pronounced[/QUOTE] Just looked at em and you are right. I made them so bright because I looked at the engies and compared to the others, his are the most prominent.
Still think the triangle sort of thing you have going on with the gloves' fingers isn't working.
requesting a mod to place the songbird on snipers other shoulder so you can wear it with hootsalot.
I made boots for my safari Sniper set. [IMG]https://dl.dropbox.com/u/6909475/boots.png[/IMG]
[QUOTE=Wowza!;39684800]I made boots for my safari Sniper set. [IMG]https://dl.dropbox.com/u/6909475/boots.png[/IMG][/QUOTE] They reminded me more of rainboots than anything else.
[IMG]http://i.imgur.com/BXxTpaP.png[/IMG] Uh, the NOTLU zombies have really scare eyes. Can anyone tell me why this is happening, or is this a byproduct from having new facial flexes?
[QUOTE=Dr. Doughnut;39684860][IMG]http://i.imgur.com/BXxTpaP.png[/IMG] Uh, the NOTLU zombies have really scare eyes. Can anyone tell me why this is happening, or is this a byproduct from having new facial flexes?[/QUOTE] What's that thing poking out of his butt? Oh, nevermind, it's Tux, I thought it was a bullet that he farted out or something.
[QUOTE=Manibogi;39684885]What's that thing poking out of his butt? Oh, nevermind, it's Tux, I thought it was a bullet that he farted out or something.[/QUOTE] Brings a whole new meaning to "poot"(is)
Hey guys, I have a mod I want to release and I made the promo picture already but how would I upload it onto an emporium?
[QUOTE=Cheezy :3;39685025]Hey guys, I have a mod I want to release and I made the promo picture already but how would I upload it onto an emporium?[/QUOTE] To upload images use sites like Imgur or Filesmelt. To upload files (Recommended to be compressed on .rar or .7z) use sites like Mediafire or Dropbox. Edit: After uploading image and file, just post the link here in the Emporium.
I'd just like to throw this out there. [t]http://cloud.steampowered.com/ugc/595870518077607155/CD8912AD8C59959D00A70036FEFE68189D8C3FC7/[/t] For a whole mess of weapons, the crit glow particle appears on the hands instead of the weapon. How does this even happen?
Sorry, you need to Log In to post a reply to this thread.