• TF2 Emporium 52: Casual thread Edition
    1,001 replies, posted
[QUOTE=Merczy;39835871]I would just like to point out that this is the old lead pipe model from the beta. [URL="http://wiki.teamfortress.com/wiki/Lead_Pipe"][IMG_thumb]http://wiki.teamfortress.com/w/images/b/bd/Lead_pipe.PNG[/IMG_thumb][/URL][/QUOTE] and that's why I the Beta Loving Blase wants to make it.
[QUOTE=Blase005;39836112]and that's why I the Beta Loving Blase wants to make it.[/QUOTE] As in rig and texture right? I think it's a good idea. If I recall correctly someone did the same thing with the crowbar and the dynamite. [editline]7th March 2013[/editline] I revamped my old unreleased sniper rifle. (Goes with my SMG) [IMG_thumb]http://i.imgur.com/PP45M3y.png?1[/IMG_thumb] [IMG_thumb]http://i.imgur.com/8ACok4t.png?1[/IMG_thumb]
[QUOTE=Blase005;39836112]and that's why I the Beta Loving Blase wants to make it.[/QUOTE] So...What exactly are you bringing to the table? If you didn't model it, and you can't texture it...?
Idea; pauldrons for Soldier/Demoman/Heavy. Like, knight pauldrons. Those 3 are the beefier classes so it'd fit. And they could work as a shield replacement or passive secondary. I just want more stuff for my Axe Lord Demoman...
[IMG]http://puu.sh/2dWtP[/IMG] Any takers???
engineering degree in beehives [editline]8th March 2013[/editline] oh god no not the bees
Considering Engineer is from 'Bee Cave, Texas' or something, a beehive wouldn't be too crazy for him.
Ironically, the oil also works, considering the engineer was "a roughneck in the west Texas oilfields" ([url=http://wiki.teamfortress.com/wiki/Engineer]saurce[/url])
Alright, so I've been making a shotgun in Blender. How do I rig it? What gets rigged to what? Does the pump get rigged to weapon_bone_1 and the rest to weapon_bone_0? And how do I make the shotgun eject the shell model I placed inside of it?
[QUOTE=PSI Guy;39839143]Considering Engineer is from 'Bee Cave, Texas' or something, a beehive wouldn't be too crazy for him.[/QUOTE] Nah I hate that logic, it's just a name, the town doesn't like specialize in bee farming or something
[QUOTE=Venezuelan;39839473]Nah I hate that logic, it's just a name, the town doesn't like specialize in bee farming or something[/QUOTE] Bee Cave was named by early settlers for a large cave of wild bees found near the site. But I get where you are coming from but there is the history of the name. Also,he is always busy "Busy as a bee." it makes sense. But if the reasoning is to vague for an active tf2 user to recognize. Perhaps it is not a good idea.
[QUOTE=Venezuelan;39839473]Nah I hate that logic, it's just a name, the town doesn't like specialize in bee farming or something[/QUOTE] [URL="http://www.tshaonline.org/handbook/online/articles/hnb17"]There [I]are [/I]caves full of bees there, though.[/URL] Still doesn't necessarily justify Engie carrying around a beehive around with him, but it's at least [I]kinda [/I]arguable. ninja'd, but not snipping because source.
Boston was named after a town in England and started as an English colony, doesn't justify giving scout british crap.
please no more engineer pocket items. ;___; If anything, you could make a portable backpack that animates/jigglebones with a small oil rig like so: [IMG]http://i47.tinypic.com/axlohk.png[/IMG] I call it: The Crude Traveller
Don't really understand being against pocket items
when you guys "fix" ao bakes, do you do it by changing the bake settings, or by just going in photoshop and changing the way the bake looks?
The first, I very rarely have to photoshop my bakes. Sometimes I'll photoshop them to make the inside of the hat darker or something but that's about it.
[QUOTE=NeoDement;39840752]The first, I very rarely have to photoshop my bakes. Sometimes I'll photoshop them to make the inside of the hat darker or something but that's about it.[/QUOTE] yeah i assumed it has to do with settings. i'm not sure what most of the bake settings do in blender. helljumper didnt really explain what they did in his tutorial vid.
[QUOTE=Venezuelan;39840343]Don't really understand being against pocket items[/QUOTE] It's not that I hate them, I just feel... there's too many when there's potential for OTHER types of miscs. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/26/Item_icon_Teddy_Roosebelt.png/75px-Item_icon_Teddy_Roosebelt.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/46/Item_icon_Builder%27s_Blueprints.png/75px-Item_icon_Builder%27s_Blueprints.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/d/d4/Item_icon_Itsy_Bitsy_Spyer.png/75px-Item_icon_Itsy_Bitsy_Spyer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/4f/Item_icon_Stocking_Stuffer.png/75px-Item_icon_Stocking_Stuffer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/98/Item_icon_Pocket_Purrer.png/75px-Item_icon_Pocket_Purrer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/96/Item_icon_Deadliest_Duckling.png/75px-Item_icon_Deadliest_Duckling.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/47/Item_icon_Prize_Plushy.png/75px-Item_icon_Prize_Plushy.png[/IMG]
[t]http://cloud-2.steampowered.com/ugc/596997451810417256/9937FC7FEE832F1B4627B28D527AB8D5D55E784C/[/t] The Sniper Pipe Problem so oringal (WIP, workin on self illum and all that)
not 100% sure but I think last nights tiny ninja tf2 patch might have fixed having to verify before tf2/the sdk works every time you close steam?
[IMG]http://i.imgur.com/9d404pP.png[/IMG] [URL="http://dl.dropbox.com/s/30pp7g8o3tbtwek/sharp%20eye-out.zip"][IMG]http://i.imgur.com/p6pAZpu.png[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=131368472"][IMG]http://i.imgur.com/a8UUOZt.png[/IMG][/URL]
It's shitty artwork time! [IMG]http://img15.hostingpics.net/pics/878470spyset.png[/IMG] [IMG]http://img15.hostingpics.net/pics/751836spyset2.png[/IMG]
[QUOTE=boomsta_;39834239]Releasin some shtuffs [URL="https://dl.dropbox.com/u/35490615/medieval/Medieval%20Medic%20Set%20Mod.zip"][IMG]https://dl.dropbox.com/u/35490615/medieval/ModPromo.png[/IMG][/URL] [URL="https://dl.dropbox.com/u/35490615/New%20Miniraygun/De%20Graff%20Mod.zip"][IMG]https://dl.dropbox.com/u/35490615/New%20Miniraygun/ModPromo.png[/IMG][/URL][/QUOTE] You could edit the huo longs particle file to make it create some kind of electric field like a tesla coil And also as the firing sound is also different you could make it sound like electric soundS (ZSZZZZZZZZZAP) Anyways,awesome work
[QUOTE=PSI Guy;39838457]Idea; pauldrons for Soldier/Demoman/Heavy. Like, knight pauldrons. Those 3 are the beefier classes so it'd fit. And they could work as a shield replacement or passive secondary. I just want more stuff for my Axe Lord Demoman...[/QUOTE] Something Warhammer 40k esque? [IMG]http://media.moddb.com/images/groups/1/3/2055/Pauldron.png[/IMG] :wink:
so i've been reworking on this thing [t]http://puu.sh/2e6Tf[/t] here's the older version [t]http://puu.sh/1BvkB[/t] Concept by Square
you modelled the grills inverted I think
[QUOTE=DatGman;39842861]so i've been reworking on this thing [t]http://puu.sh/2e6Tf[/t] here's the older version [t]http://puu.sh/1BvkB[/t] Concept by Square[/QUOTE] I need to completely re-design that thing to be honest...
[QUOTE=Trixxter;39841149]It's not that I hate them, I just feel... there's too many when there's potential for OTHER types of miscs. [IMG]http://wiki.teamfortress.com/w/images/thumb/2/26/Item_icon_Teddy_Roosebelt.png/75px-Item_icon_Teddy_Roosebelt.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/46/Item_icon_Builder%27s_Blueprints.png/75px-Item_icon_Builder%27s_Blueprints.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/d/d4/Item_icon_Itsy_Bitsy_Spyer.png/75px-Item_icon_Itsy_Bitsy_Spyer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/4f/Item_icon_Stocking_Stuffer.png/75px-Item_icon_Stocking_Stuffer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/98/Item_icon_Pocket_Purrer.png/75px-Item_icon_Pocket_Purrer.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/9/96/Item_icon_Deadliest_Duckling.png/75px-Item_icon_Deadliest_Duckling.png[/IMG][IMG]http://wiki.teamfortress.com/w/images/thumb/4/47/Item_icon_Prize_Plushy.png/75px-Item_icon_Prize_Plushy.png[/IMG][/QUOTE] And there's tons of hats compared to misc cosmetics when fundamentally hats are just an equip region that happen to get their own loadout slot. purposely trying to avoid a slot because there's too many is stupid imo. You should be looking for good ideas, and whatever slot that idea happens to fall in you do. We're modelers, we should have no concern for things like the economy and item distribution, that's valve's job. If we don't make pocket items because we think there are too many and valve wants them regardless they'll find someone else's.
[QUOTE=NeoDement;39842870]you modelled the grills inverted I think[/QUOTE] Ah i see, but in my opinion it looks alright as it is now as well. Oh joy, contentless pageking
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