• TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
    4,944 replies, posted
Captain's Log?
Big maggot smashing stick
[QUOTE=-Iker-;39358043]Big maggot smashing stick[/QUOTE] The Fine-Grained Maggot Masher? :v: Tree Tap? Interesting names i'm seeing I think "Captain's Log" is the winner
[QUOTE=-Iker-;39355177]So I downloaded the hitman spas 12 skin and I installed it.But then when I uninstalled it,I didnt got the normal shotgun, except the spas without textures.Should I delete anything more apart from the spas files I instaled?I want my shotgun back[/QUOTE] Did you definitely delete both the c_model and the w_model?
[QUOTE=Konnestra;39357248]I think this looks pretty snazzy, it would totally replace my fast learner! I don't get why people hate on it. I mean look at that sexy ass tie. Scout knows the deal.[/QUOTE] oh I didn't even notice the tie tie is bad, don't keep it. way too small and weirdly formal for an informal item on an informal guy [editline]25th January 2013[/editline] sorry, as great as some of these names are, "Big Stick" conveys the concept much better
[QUOTE=Eeshton;39357726]Captain's Log?[/QUOTE] watch as Valve puts it in the game with a 2 page long description under the name of "Soldier's Sequoia Stick"
Okay, so I was REALLY REALLY BORED and I did a paintover of an item that seems... familiar. I'm no artist but I figured a concept for a mod is not too bad. [thumb]http://i.imgur.com/I4C1vf7.jpg[/thumb] I drew up a pistol for it too, but it looked horrible so I scrapped it.
Is there a difference between V_soldier_shotgun and C_shotgun or even w_shotgun (I'm talking about stock)
I don't think v and w are used anymore
[QUOTE=ned_ballad;39358655]I don't think v and w are used anymore[/QUOTE] w is still used as the world model
jokes about valve naming items "engineer's eyes" or "medic's coat" aren't funny anymore :(
I got bored and remembered some concept someone made about a Civil War cap for Soldier so I made it. [IMG]http://i.imgur.com/FL8XVeI.png?1[/IMG] The emblem in the middle is the Team Fortress Classic logo and the guns are the TFC sniper rifle kill icon.
-snip-
[QUOTE=boomsta_;39351377]Workin on the texture for Zombie's set. It is lookin pretty good so far and is still WIP. Going to start the rifle sometime tomorrow. What do you guys think? [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/wip2.png[/IMG][/QUOTE] I've been waiting on a decent scout revolver to replace either my pistol/shortstop for a long time. Wasn't Blaholtzen working on one as well? Whatever happened to it?
[QUOTE=ImACrocketMan;39359205]I've been waiting on a decent scout revolver to replace either my pistol/shortstop for a long time. Wasn't Blaholtzen working on one as well? Whatever happened to it?[/QUOTE] I did one first, then Sparkwire and Blaholtzen wanted to do one. Couple months later nothing came up, so I took Blaholtzen's concept art (With permission) and did it. [B][SUP][SUP]EDIT:[/SUP][/SUP][/B] [QUOTE=][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/revolver3_zpsc21e0cfc.jpg[/IMG][/QUOTE] I mean look at this shit. Mine was a good start, but man it sucks
[QUOTE=ZombiPlastiClok;39359246]I did one first, then Sparkwire and Blaholtzen wanted to do one. Couple months later nothing came up, so I took Blaholtzen's concept art (With permission) and did it.[/QUOTE] Speaking of that, here is the rifle's WIP. The pistol still isn't finished either. I did however fix a lot of smoothing errors on the rifle and pistol. :D [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/riflewip.png[/IMG]
[QUOTE=boomsta_;39359343]Speaking of that, here is the rifle's WIP. The pistol still isn't finished either. I did however fix a lot of smoothing errors on the rifle and pistol. :D [IMG]https://dl.dropbox.com/u/35490615/Scout%20Revolver/riflewip.png[/IMG][/QUOTE] I need new pants. This is amazing
[QUOTE=Rufia;39358400]Did you definitely delete both the c_model and the w_model?[/QUOTE] Nevermind, there was a w_model left , fixed
I'm pretty sure this is the right place to ask this, so here goes, first post. I'm looking for a straight forward guide on decompiling, importing, texturing, etc. for Blender. Even though I have a few ideas for hats/miscs, I'm mainly focused on weapons. I've looked around/posted in the Steam forums to no avail. Every time my questions were met with a link to Helljumper's tutorial, even though I was asking for a guide on weapon creation, not hat creation. If anyone knows of a video or forum that would help me in creating content, I would be very appreciative. Sorry if this isn't the right place to be asking this, but you guys seem to know what your doing.
[QUOTE=Mollusk;39359708]I'm pretty sure this is the right place to ask this, so here goes, first post. I'm looking for a straight forward guide on decompiling, importing, texturing, etc. for Blender. Even though I have a few ideas for hats/miscs, I'm mainly focused on weapons. I've looked around/posted in the Steam forums to no avail. Every time my questions were met with a link to Helljumper's tutorial, even though I was asking for a guide on weapon creation, not hat creation. If anyone knows of a video or forum that would help me in creating content, I would be very appreciative. Sorry if this isn't the right place to be asking this, but you guys seem to know what your doing.[/QUOTE] weapon creation is essentially the same as hat creation. You just rig it to the weapon bones and compile it over weapons instead of cosmetics. Helljumper's tut is really the place to start
Maybe I wasn't being specific enough. What I really need to be able to do is import the weapon models into Blender just for size reference. Besides that, I'm pretty well off. But like I said early, I couldn't find a thing on decompiling.
[QUOTE=Mollusk;39359781]Maybe I wasn't being specific enough. What I really need to be able to do is import the weapon models into Blender just for size reference. Besides that, I'm pretty well off. But like I said early, I couldn't find a thing on decompiling.[/QUOTE] Helljumpers tutorial literally has everything you need to know in it. It even has a list of "materials" you will need in the description as well as a guide of each part.
[QUOTE=Mollusk;39359708]I'm pretty sure this is the right place to ask this, so here goes, first post. I'm looking for a straight forward guide on decompiling, importing, texturing, etc. for Blender. Even though I have a few ideas for hats/miscs, I'm mainly focused on weapons. I've looked around/posted in the Steam forums to no avail. Every time my questions were met with a link to Helljumper's tutorial, even though I was asking for a guide on weapon creation, not hat creation. If anyone knows of a video or forum that would help me in creating content, I would be very appreciative. Sorry if this isn't the right place to be asking this, but you guys seem to know what your doing.[/QUOTE] [url]https://www.youtube.com/watch?v=-X5QGx2TP_8[/url] I'm happy I get to post this again. Helljumper's Blender Tutorial for Team Fortress 2. It's an hour long and fuckmazing. Watch it, and you'll know everything you need to know. As for decompiling a model for importing, this tutorial will do it nicely: [url]http://tf2.gamebanana.com/tuts/6905[/url]
Ok I haven't colored the cloth part yet but this will probably end up paintable anyway. [IMG]http://i.imgur.com/QVpB3ny.png?1[/IMG]
[QUOTE=ZombiPlastiClok;39359840][url]https://www.youtube.com/watch?v=-X5QGx2TP_8[/url] I'm happy I get to post this again. Helljumper's Blender Tutorial for Team Fortress 2. It's an hour long and fuckmazing. Watch it, and you'll know everything you need to know. As for decompiling a model for importing, this tutorial will do it nicely: [url]http://tf2.gamebanana.com/tuts/6905[/url][/QUOTE] Thanks for the links, especially the Gamebanana one. I'm encountering a problem though, I don;t seem to have the "models" folder under "tf". I can't find anything on this issue on the internet, but maybe that's because I've only had a few minutes. Is this a common problem?
[QUOTE=Svdl;39354499] Also tried something classy for the spy, featuring another totally not a fedora. [img]https://dl.dropbox.com/u/6526556/bank.jpg[/img][/QUOTE] I would get that right away the moment it gets in game. I hope that it will be a mod soon.
It's only missing the LODs right now. Unless I end up not doing it, it should be finished tomorrow. [img]https://dl.dropbox.com/u/6526556/teampaint.jpg[/img]
[QUOTE=Mollusk;39359968]Thanks for the links, especially the Gamebanana one. I'm encountering a problem though, I don;t seem to have the "models" folder under "tf". I can't find anything on this issue on the internet, but maybe that's because I've only had a few minutes. Is this a common problem?[/QUOTE] It just means it's getting all the models from the GCF files in steamapps. You'll need GCFScape to open them and all the TF2 models are in Team Fortress 2 Materials.gcf
[QUOTE=Svdl;39360123]It's only missing the LODs right now. Unless I end up not doing it, it should be finished tomorrow. [img]https://dl.dropbox.com/u/6526556/teampaint.jpg[/img][/QUOTE] hngggg
[QUOTE=Game Zombie;39360130]It just means it's getting all the models from the GCF files in steamapps. You'll need GCFScape to open them and all the TF2 models are in Team Fortress 2 Materials.gcf[/QUOTE] That's the problem, I'm in GCFScape and I can't find the folder. According to GameBanana I'm supposed to: "...left-click “File” followed by “Open”. Navigate to “C:\Program Files\Steam\SteamApps\team fortress 2 content\tf\models\weapons\v_models” The first "models" folder isn't there. So I'm stuck for now.
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