TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
4,944 replies, posted
[QUOTE=ZombiPlastiClok;39410580]Interesting, but I'm afraid I don't get these[/QUOTE]
[URL="http://www.youtube.com/watch?v=x9j6DE6RnSk"]Little Sister[/URL]
[URL="http://www.youtube.com/watch?v=BPwZaQfoIbU"]The Midnight Hour[/URL]
[QUOTE=ZombiPlastiClok;39409689][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/gun-1.png[/IMG]
Almost done, and with LOD's! All they need is a name. Any ideas?[/QUOTE]
Scatter: Massachusetts Murderer or Massachusetts Murder Maker
Pistol: The Beantown Bang
Sorry if I'm posting a lot! It'll probably slow down when I get things ready for the workshop. Anyway, tried making a Workshop thumbnail for the rifle, what do you guys think?
[QUOTE=][IMG]http://i.imgur.com/6M7onVv.png[/IMG][/QUOTE]
[QUOTE=StickyHand;39410193][IMG]http://i.imgur.com/UcTz72k.png[/IMG]
y/y[/QUOTE]
i actually kinda like this idea. i'll try it, if no one else wants to.
[QUOTE=ZombiPlastiClok;39409689][IMG]http://i227.photobucket.com/albums/dd305/zombieplasticclock/gun-1.png[/IMG]
Almost done, and with LOD's! All they need is a name. Any ideas?[/QUOTE]
The shape of that rifle is strange, but in a really satisfying-to-look-at way. Nice!
I'm not quite feeling the little hook-thing below the trigger, but whatever. Nitpicking.
[QUOTE=Deodorant;39410793]The shape of that rifle is strange, but in a really satisfying-to-look-at way. Nice!
I'm not quite feeling the little hook-thing below the trigger, but whatever. Nitpicking.[/QUOTE]
What can I say? I like strange.
The base design of the rifle is similar to the Colt 1839 carbine. The trigger hook was taken from a different colt: the 1873 Buntline Revolving Carbine.
[QUOTE=][IMG]http://www.deactivated-guns.co.uk/images/uploads/1873%20colt%20/uberti_revolver_rifle_4.jpg[/IMG][/QUOTE]
is it possible for a vmt to have only certain parts of the texture be transparent and the rest of it just regular shiny? i want the blades on a wooden bat to be see through and shiny. i know it has something to do with the alpha mask, but i'm not sure which vmt settings to use.
[QUOTE=dongalator;39410967]is it possible for a vmt to have only certain parts of the texture be transparent and the rest of it just regular shiny? i want the blades on a wooden bat to be see through and shiny. i know it has something to do with the alpha mask, but i'm not sure which vmt settings to use.[/QUOTE]
Fairly certain that you'd need 2 for that.
While you can use alphatest or translucent to to make parts of your item transparent based on their alpha value, to get the most out of your spec map you will need to use two materials in your model, each with a unique vmt, which may or may not point to the same vtf.
[QUOTE=Void Skull;39409650][img]http://puu.sh/1UKgC/e8f1372407[/img]
woah
i know kung-fu[/QUOTE]
Masters White Belt
Stained by non milk substance
[QUOTE=pogothemunty;39411204]While you can use alphatest or translucent to to make parts of your item transparent based on their alpha value, to get the most out of your spec map you will need to use two materials in your model, each with a unique vmt, which may or may not point to the same vtf.[/QUOTE]
If I understand him correctly he could just have the spec mask in the normal map's alpha.
Anyone know by any chance what the qc code is for the medigun attachments?
i want to mod my medigun but don't know the attachment parameters.
any help appreciated.
[QUOTE=Game Zombie;39411344]If I understand him correctly he could just have the spec mask in the normal map's alpha.[/QUOTE]
hmmm, i'm not sure how to do normal maps. arent those just for more detailed models?
[QUOTE=dongalator;39411420]hmmm, i'm not sure how to do normal maps. arent those just for more detailed models?[/QUOTE]
Yeah. In TF2 though you'll often find completely flat normal maps with some crazy stuff going on in the alpha.
The alpha in normal maps is usually used either as spec map or as painting mask, can be used for other things such as self-illumination masks too.
[QUOTE=Game Zombie;39411344]If I understand him correctly he could just have the spec mask in the normal map's alpha.[/QUOTE]
You could yeah, but it you aren't using a normal map, then you're wasting three channels of information.
[editline]30th January 2013[/editline]
[QUOTE=Lexar;39411383]Anyone know by any chance what the qc code is for the medigun attachments?
i want to mod my medigun but don't know the attachment parameters.
any help appreciated.[/QUOTE]
Just decompile them?
ima having a problem with animation
[IMG]http://lex.xsustudios.com/item-concepts/animation_error.png[/IMG]
Whats the matter? why aren't his ands there?
im using the animation smd's that came with the mdldecompiler extract
here is my qc code
[CODE]$sequence draw "draw" loop fps 30.00
$sequence fire_loop "fire_loop" loop fps 30.00
$sequence fire_on "fire_on" loop fps 30.00
$sequence fire_off "fire_off" loop fps 30.00
$sequence idle "idle" loop fps 30.00[/CODE]
Are you not using the c_models for the medigun?
[QUOTE=pogothemunty;39411947]Are you not using the c_models for the medigun?[/QUOTE]
im using the v_model because i wanted to do something with its view model and not its 3rd person model. was using 1st person animation extracts a big no no =S ?
[img]http://puu.sh/1UQBj/28adae190c[/img]
get on the freakin' point, mr miyagi
[editline]30th January 2013[/editline]
[img]http://puu.sh/1UQIH/17e326c5cb[/img]
[editline]30th January 2013[/editline]
goddammit it's 6:14 AM
[QUOTE=Lexar;39411987]im using the v_model because i wanted to do something with its view model and not its 3rd person model. was using 1st person animation extracts a big no no =S ?[/QUOTE]
First person animations generally get broken when decompiling, there are a few workarounds though.
Do the vaccinator and quick fix use c_ models?
[QUOTE=pogothemunty;39412251]First person animations generally get broken when decompiling, there are a few workarounds though.
Do the vaccinator and quick fix use c_ models?[/QUOTE]
yes they do, should i use those ones? (in terms of animation, i really want to mod the default medigun)
[QUOTE=Venezuelan;39409109]they're threads which contain 33% drama 66% bitching about drama and 1% mods[/QUOTE]
0.5% mods. Half of them never see a release.
[IMG]http://puu.sh/1URBJ/d535e99401[/IMG]
god damnit neither hlmv or source filmmaker sdk work
[QUOTE=Lexar;39412285]yes they do, should i use those ones? (in terms of animation, i really want to mod the default medigun)[/QUOTE]
If you want to replace the regular minigun, and it still uses v_ models, then you'll have to workaround the animations breaking in the decompiler, and probably use milkshape to preserve the hand rigging.
[QUOTE=pogothemunty;39412427]If you want to replace the regular minigun, and it still uses v_ models, then you'll have to workaround the animations breaking in the decompiler, and probably use milkshape to preserve the hand rigging.[/QUOTE]
if its that much work then i just wont bother, i mean i wanted to really mod it but if its going to be this much of a pain then its not worth the waste of time.
[QUOTE=Constructor;39412409][IMG]http://puu.sh/1URBJ/d535e99401[/IMG]
god damnit neither hlmv or source filmmaker sdk work[/QUOTE]
You're having that problem too? I thought it was my shitty Windows XP all along.
(It also seems to affect Itemtoast)
[img]http://puu.sh/1USW1[/img]
I forgot how making weapons is fun
Weapons are far more fun to make than hats, but weapons don't get in game so there's little incentive to make them.
[QUOTE=pogothemunty;39412996]Weapons are far more fun to make than hats, but weapons don't get in game so there's little incentive to make them.[/QUOTE]
good, less competition for me >:)
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