• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
    4,944 replies, posted
[QUOTE=Batmans;39724451] That actually could bang with some hats.[/QUOTE] What the dickens are you saying?
[QUOTE=Flubbman;39724460][url]http://steamcommunity.com/sharedfiles/filedetails/?id=123072081&searchtext=[/url][/QUOTE] That a pretty nice work.
[QUOTE=Flubbman;39723077]xms_allclass_giftbadge [IMG]http://i.imgur.com/EzlgEta.png[/IMG] I still need to figure out how to make the badge part blend in with the rest of the shirt. I've used the exact same color as the Scout's base shirt, the .vmt's are pretty much identical and it is as close to the body as I can put it.[/QUOTE] You have to make sure the normals match and also the phong mask
Yeah, it's got to be the phong mask. I tried it without normal mapping and it still looked off. The lines that define the phong are exactly the same in both .vmt's, is there a separate file with the phong mask? There's nothing about it in the .vmt...
I have listened to Sk8r Boi 17 times today but I have not yet opened 3DS Max. This is why I am not getting any better at modeling.
Phong masks for player models are in the alphas of the bumpmaps
Well shit. I'd fix it if the .VTF plugin for Photoshop CS6 wasn't broken.
[QUOTE=Flubbman;39724898]Well shit. I'd fix it if the .VTF plugin for Photoshop CS6 wasn't broken.[/QUOTE] it's not! alphas will only save when your image is flattened (no layers, only background) this is normal behaviour, it happens with TGA alphas too
I meant "broken" as in not functional at all. Apparently there is no 64-bit version of the plugin that works for CS6... I tried opening the .vtf in PDN and exporting as a .tga, but when I opened it in PS there was no alpha channel.
Does anybody feel like texturing this(for a mod release only, since the concept are made by Weta Workshop): [IMG]http://nukeaduke.com/img/s66AO.jpg[/IMG]
I'm interested in making this for the sniper: [url]http://imgur.com/96CwSQy[/url] Can I have some assistance? (I have no prior knowledge of anything) It would replace the Prof specs, also a glow effect.
[QUOTE=MaxOfS2D;39724952]it's not! alphas will only save when your image is flattened (no layers, only background) this is normal behaviour, it happens with TGA alphas too[/QUOTE] what, really remind me to never upgrade to CS6
[QUOTE=Hideous_;39725843]what, really remind me to never upgrade to CS6[/QUOTE] Coming from someone who spent the last 4 hours organizing the alpha layers of quite a few tga I can say that's not normal.
[QUOTE=Hideous_;39725843]what, really remind me to never upgrade to CS6[/QUOTE] I use CS6 and this doesnt happen to me. *shrug*
Is there a VTF plugin that works for 64-bit Photoshop CS6?
[QUOTE=Flubbman;39726298]Is there a VTF plugin that works for 64-bit Photoshop CS6?[/QUOTE] Nope, VTF edit is it
[QUOTE=Flubbman;39726298]Is there a VTF plugin that works for 64-bit Photoshop CS6?[/QUOTE] No need to use the vtf plugin just do your texture on photoshop (with the alpha channel) export it in tga or any extension that supports alpha channels open vtfedit and import you texture there with more options that the vtf plugin will give you in it's current state and save it.
I need to take a look at the phong mask in the scout_normal.vtf file, not create my own. I guess I can just get CS5 and install the plugin there.
VTFedit is superior anyway
I do have VTFedit. Is there a way to only extract the alpha channel or something?
View --> mask
Ah, k. I'll try it tomorrow. Any ideas on how to improve the model? If possible?
Export a tga, open in Photoshop [editline]26th February 2013[/editline] Like I said before, eliminating the top row of faces on the bottom would go a long way
Top row in what? The waist part? I've tried to make it as small as I can without making it clip, but tje base shirt is modeled in a way that makes this quite tedious. There's an ring of vertices protruding from the shirt and I have to make the waist piece quite thick to have it fit.
In an effort to see whether or not my Ritalin is at its appropriate dosages, I've decided to see if I can concentrate for long enough to actually get a model project fully completed and on the Workshop. I've chosen something small, a pair of ballistic glasses for the Scout. Reference picture: [t]http://www.airsoft-direct.co.uk/cart/images/sawflyORANGE.jpg[/t] Currently, they look like this: [URL=http://imageshack.us/photo/my-images/542/ballisticglasses.png/][IMG]http://img542.imageshack.us/img542/4839/ballisticglasses.png[/IMG][/URL] I haven't put that much time into it yet. I'm thinking the glass will be opaque, and (time and ability permitting) paintable.
Idea; a novelty tank toy used as a melee. It's held by the cannon bit and the body of the tank is used to beat enemies up. "The Tank Goodness".
[QUOTE=Flubbman;39724460][url]http://steamcommunity.com/sharedfiles/filedetails/?id=123072081&searchtext=[/url][/QUOTE] I would wear the shit out of that if it ever got put in the game as an actual item
[QUOTE=Tyrranis;39727028]In an effort to see whether or not my Ritalin is at its appropriate dosages, I've decided to see if I can concentrate for long enough to actually get a model project fully completed and on the Workshop. I've chosen something small, a pair of ballistic glasses for the Scout. Reference picture: [t]http://www.airsoft-direct.co.uk/cart/images/sawflyORANGE.jpg[/t] Currently, they look like this: [URL=http://imageshack.us/photo/my-images/542/ballisticglasses.png/][IMG]http://img542.imageshack.us/img542/4839/ballisticglasses.png[/IMG][/URL] I haven't put that much time into it yet. I'm thinking the glass will be opaque, and (time and ability permitting) paintable.[/QUOTE] Not to deter you from doing this as I would love to see how it comes out but I think the idea may have already been done. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=75875569[/url]
if anyone should wear ballistic galsses, that would be the sniper. and he already(sort of) does.
Guys, nobody has redone a Ban Hammer, making it for Third Degree, Homewrecker and Powerjack?
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