TF2 Emporium 51: Not late this time edition - YOU ALL HAVE A CHAT THREAD FOR CHATTING/OFFTOPIC, USE
4,944 replies, posted
[QUOTE=Ermac20;39454605]Anybody know how to fix the smoothing on a decompiled model?[/QUOTE]
What program...
[QUOTE=kibbleknight;39454510]So eeshton asked me to help him improve the design of his lumberjack axe:
[img]https://dl.dropbox.com/u/33668121/Models/Lumberjaxe2.png/[/img]
so i made this:
[img]http://puu.sh/1WAPv[/img]
any comments and crits are welcome.[/QUOTE]
Oh, You should have the Axe be paintable on the Workshop page. XD
[QUOTE=Eeshton;39454707]What program...[/QUOTE]
Im using milkshape 3d
[QUOTE=kibbleknight;39454510]So eeshton asked me to help him improve the design of his lumberjack axe:
[img]https://dl.dropbox.com/u/33668121/Models/Lumberjaxe2.png/[/img]
so i made this:
[img]http://puu.sh/1WAPv[/img]
any comments and crits are welcome.[/QUOTE]
The reciever is the only part I like.
The idea of my shotgun design was that it looked like something that could have been built quickly, and for a survival tool. Some wood cut into a stock/grip thing as a single piece, branch cut up to make pump, axe-head in front of/attatched to magazine tube so it looks like it could actually be used as a survival tool, and worn-down metal to look like it was made from scrap or shoddy metal. I think the only improvement I see there is the reciever.
[QUOTE=Ermac20;39454720]Im using milkshape 3d[/QUOTE]
Uh, no offense but I suggest switching programs. Milkshape's kinda wonky.
[QUOTE=Eeshton;39454773]Uh, no offense but I suggest switching programs. Milkshape's kinda wonky.[/QUOTE]
you're one to talk
[QUOTE=Sparkwire;39454792]you're one to talk[/QUOTE]
I am talking yes. Blender's more viable than Milkshape (even though I'm not telling him to switch to Blender) imo, and I'm currently switching to 3ds Max so :P
[QUOTE=Eeshton;39454773]Uh, no offense but I suggest switching programs. Milkshape's kinda wonky.[/QUOTE]
Not really i have done quite a few things with it
[QUOTE=Ermac20;39454830]Not really i have done quite a few things with it[/QUOTE]
I've done quite a few things in Blender but it doesn't mean I'm not going to switch to 3ds max (eventually)
[QUOTE=Eeshton;39453012][img]https://dl.dropbox.com/u/24325816/TF2/Patriot%20Pack%20-%20Blahzholten%20%2B%20Eeshton/PatriotPack.png[/img]
ok so this is ready to release but i'm honestly not happy with the texture on the hat, i feel its a little too undetailed. badger says its fine and that hats are generally undetailed but i just feel like it's pretty much base colors.[/QUOTE]
you should get that hand looked at.
[QUOTE=AbeX300;39454357]So right now, I'm trying to get custom WarningSounds to work in Mann Vs. Machine missions. When NeoDement taught me how to use custom sound files without using the manifest, I was so excited when I realized I could use the SMNC Spawn tunes (which Skunky extracted for me).
I decided to try to test to see if the Combat Girl spawn and death tunes would work upon spawning a Giant Soldier. So I converted the tunes into .wav files, and placed them into a new folder.
Game didn't play any sound upon spawning the soldier. Then I made them into .mp3 files. Same result.
This is part of what it looks like now in the test mission pop file:
[code] WaveSpawn
{
Name "primarywave"
Where spawnbot
TotalCount 1
MaxActive 1
SpawnCount 1
WaitBeforeStarting 5
WaitBetweenSpawns 0
TotalCurrency 0
FirstSpawnWarningSound "\mvmcustom\soldier_giant_spawn1.mp3"
FirstSpawnOutput
{
Target MyNamedEntity
Action OnTrigger
}
DoneWarningSound "\mvmcustom\soldier_giant_death.mp3"
DoneOutput
{
Target MyNamedEntity
Action OnTrigger
}
RandomChoice
{
TFBot
{
Template T_TFBot_Giant_Soldier_Spammer
}
}
}[/code]
According to NeoDement:
[code]6:50 PM - AbeX300: Well I was trying to play the SMNC Spawn sounds, by converting them to .wav files first. Game didn't play the sound files. Then I converted them to .mp3. Still didn't play.
6:50 PM - NeoDement: oh right you need the exact right settings for a wav[/code]
So the question is, what are the settings to make a .wav file be able to play in Team Fortress 2? And would they be doable in Audacity [sup](if so, how?)[/sup]?[/QUOTE]
Anyone?
[QUOTE=Chaofanatic;39278824][URL="https://www.dropbox.com/s/336utgqfg8w3kcy/stylized%20stickybomb%20redux.rar"][IMG]http://i.imgur.com/J8qll.png[/IMG][/URL]
[URL="https://www.dropbox.com/s/dw4o79oeuejgj1a/stylized%20rockettrails%20redux.rar"][IMG]http://i.imgur.com/mp0M6.png[/IMG][/URL]
[URL="https://www.dropbox.com/s/jtgn1m6tl42pui3/tip%20explosions.rar"][IMG]http://i.imgur.com/heNPQ.png[/IMG][/URL][/QUOTE]
These have mysteriously ceased to function for me. Anyone else having this issue?
[QUOTE=Ermac20;39454720]Im using milkshape 3d[/QUOTE]
as someone that uses milkshape frequently, and is the only program that im good with CHANGE NOW OR BE TRAPPED FOREVER
ive been im moddding for like 4 years, nd have been trapped in ms3d since i started, i just litterally got 3ds max 2013 installed last night, and wont be doing much other than the release of the current oldschool pack because i have to defeat the learning curve of 3ds
[QUOTE=01271;39453475]Turn the leather band at the front black, anything over the top seam of the hat lighter green, edge highlights more obvious on the hat's rim at the front and colour hue variation in shadows and highlights.[/QUOTE]
[img] http://filesmelt.com/dl/PatriotPack.png[/img]
Maybe?
[QUOTE=Storbie;39455154]These have mysteriously ceased to function for me. Anyone else having this issue?[/QUOTE]
Re-install should fix it
[img]https://dl.dropbox.com/u/30693265/TF2Items/beard.jpg[/img]
Test compiled the beard, I have hat left to do.
[QUOTE=Totenkreuz;39454421]Anything. Anything to say at all?
How do I join the emporium circlejerk so people reply to me?[/QUOTE]
idk I just don't know what it's supposed to be. most of your stuff is like viable additions to a mercenary's uniform, which is great but it's not really exciting, so that's probably why you don't get responses. plus we can't judge it well since we have nothing to base it off of. but I think your proportions are a little off again, pockets too thin. something about the way you model stuff makes me think of CSS items on TF2 characters
TF2 Emporium: Lesson 1: If your item is good no one will say anything about it. They'd rather critique items that they redeem "shitty", without giving any actual advice, than say good things about your item and tell you how to improve.
Spent an entire day volunteering and they had me spend two hours fixing the Record session when it hit me...
A Flying Guillotine mod that has the person tossing Records at players. So simple a shape, yet so effective that I think some players will want it. I haven't seen any and not seen any mod made of it, Unless it is buried so deep only those brave enough can find it.
[QUOTE=Manibogi;39455762]TF2 Emporium: Lesson 1: If your item is good no one will say anything about it. They'd rather critique items that they redeem "shitty", without giving any actual advice, than say good things about your item and tell you how to improve.[/QUOTE]
I think a lot of it stands on reputation, a person with bad reputation (say MaxOfS2D) will gather a lot of deconstructive criticism, while someone with a good one will probably receive a winner rating and little bit of criticism depending on if the item actually does need more work. Likewise someone with little to no reputation will be ignored by most people, even if their item needs improvements.
[QUOTE=Appolox;39455618]Test compiled the beard, I have hat left to do.[/QUOTE]
That's some crazy-ass phong, there
[QUOTE=Old Hermit;39456328]That's some crazy-ass phong, there[/QUOTE]
[img]https://dl.dropbox.com/u/30693265/TF2Items/bewareofgnomegineermafia.jpg[/img]
Beware of Gnomegineer mafia.
[editline]3rd February 2013[/editline]
I got to tweak materials and it's good to go.
[QUOTE=Manibogi;39455762]TF2 Emporium: Lesson 1: If your item is good no one will say anything about it. They'd rather critique items that they redeem "shitty", without giving any actual advice, than say good things about your item and tell you how to improve.[/QUOTE]
no offense but you're not really in a position to hand down cynical sweeping "lessons" about this entire group of people, you haven't really been here long enough
[QUOTE=Appolox;39456356][img]https://dl.dropbox.com/u/30693265/TF2Items/bewareofgnomegineermafia.jpg[/img]
Beware of Gnomegineer mafia.
[editline]3rd February 2013[/editline]
I got to tweak materials and it's good to go.[/QUOTE]
I'd make the hat team spirit (to match the shirts), maybe add some soft gradients to both the hat and the beard and most importantly, use the player/pyro lightwarp and not the weapons one
[QUOTE=Appolox;39456356][img]https://dl.dropbox.com/u/30693265/TF2Items/bewareofgnomegineermafia.jpg[/img]
Beware of Gnomegineer mafia.
[editline]3rd February 2013[/editline]
I got to tweak materials and it's good to go.[/QUOTE]
use player lightwarp, not weapon, and your texture is way too bland and the beard is not very good, I wouldn't call this good to go
[QUOTE=Vitality98;39456696]nice[/QUOTE]
You should snip that.
[QUOTE=Venezuelan;39456618]use player lightwarp, not weapon, and your texture is way too bland and the beard is not very good, I wouldn't call this good to go[/QUOTE]
I already did more work on materials now, I just need the lightwarp, where is it located?
Edit:
Nevermind I have found it.
[quote] I wouldn't call this good to go[/quote]
It's good to go in a way I'm not going to publish it, I'm very rusty at the moment didn't touch modelling in a year, so I've done this to get back into workflow, I'm gonna rework it better.
[QUOTE=Venezuelan;39455687]idk I just don't know what it's supposed to be. most of your stuff is like viable additions to a mercenary's uniform, which is great but it's not really exciting, so that's probably why you don't get responses. plus we can't judge it well since we have nothing to base it off of. but I think your proportions are a little off again, pockets too thin. something about the way you model stuff makes me think of CSS items on TF2 characters[/QUOTE]
Possibly the best comment from here I've every gotten, thanks.
I like doing simple items that look like expansions of the uniform cause it fits the art style. About the pockets being too thin, what do you suggest I do?
[QUOTE=Totenkreuz;39456765]Possibly the best comment from here I've every gotten, thanks.
I like doing simple items that look like expansions of the uniform cause it fits the art style. About the pockets being too thin, what do you suggest I do?[/QUOTE]
no I like those kinds of items, just not so attention grabbing in WIP form is all.
and on second thought, they're not too thin. they're too round. look at the default pouches on the classes, they're basically cubes with flaps
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