[QUOTE=Skunkrocker;22451401]Anyone have a decompiled Spy hat they can send me so I can finish this mask? Preferably the Gibus.[/QUOTE]
I hate to bump this, but I gotta go to sleep soon for work in the morning, and I'd like to finish this tonight and test it. :)
[QUOTE=Skunkrocker;22453602]I hate to bump this, but I gotta go to sleep soon for work in the morning, and I'd like to finish this tonight and test it. :)[/QUOTE]
instead of waiting and bumping you could already decompile it by yourself :P it's 1 minute job
You know, according to this thing about the Polycount contest, we don't even need to send in fully compiled files to Valve for the Contribution site.
[QUOTE]Required:
* Model source formats: .QL, .OBJ, or .MT
* Materials source formats: .TGA/.PSD
* Correctly completed Notes Template
* “Anything else we should know?”[/QUOTE]
I did not know this. I think I will enter after all.
Just need to resize my knife and think of another item for my theme...
[editline]09:21PM[/editline]
[QUOTE=naNuke;22454428]instead of waiting and bumping you could already decompile it by yourself :P it's 1 minute job[/QUOTE]
I can't get the decompiler to work, I keep getting an error message. I gave up, and just decided to submit all of this stuff the way it is. It doesn't require any jigglebones. I just need another replacement.
[QUOTE=Skunkrocker;22454520]
I can't get the decompiler to work, I keep getting an error message. I gave up, and just decided to submit all of this stuff the way it is. It doesn't require any jigglebones. I just need another replacement.[/QUOTE]
just pud mdldecompiler.exe into "steamapps\*acc*\sourcesdk\bin\ep1\bin\ , make sure to download hacked version if you don't want to hex edit every model everytime before decompile (link: [URL="http://www.fpsbanana.com/tools/3270"]http://www.fpsbanana.com/tools/3270[/URL])
and here is your gibus [URL="http://www.nanuke.eu/storage/spy_gibus.zip"]http://www.nanuke.eu/storage/spy_gibus.zip[/URL]
and for models, yep you can do them in maya and submit your source files or any other software and export as .obj. Valve will compile it and make it work. But personally i think that making it work ingame is essential to see your model, textures and everything how it works with game environment, because valve will not touch that at all (they just use whatever you send them and compile)
Thank you.
Seriously, the mdldecompiler.exe keeps giving me this shitty error message I posted about earlier. If it's not that, it's "model not found". I can't get to decompile, and trust me... it's in the right folder. I got that part right on my own.
I think the top of the jar of ants could use a subtler paint job. The brush strokes seem too obvious.
[QUOTE=Skunkrocker;22454974]Thank you.
Seriously, the mdldecompiler.exe keeps giving me this shitty error message I posted about earlier. If it's not that, it's "model not found". I can't get to decompile, and trust me... it's in the right folder. I got that part right on my own.[/QUOTE]
even with hacked mdldecompiler.exe and unchecked all options? especially that "use steam access" have to be disabled, you have to extract model from .gcf file somewhere, find its path, and i think the output directory have to exists as the decompiler is unable to make folders, but not sure about that
oh and you need all files together in one folder, not just .mdl, extract .dx80.vtx .dx90.vtx .phy .vvd .sw.vtx well everything with same name just different extensions
I am going to start modeling. Thanks to sparkie for showing me KHED. I'm gonna start with something easy: a sticky bomb replacement. Do you know what I'm doing? Here's a hint: [media]http://www.youtube.com/watch?v=uTqx6eR6FXs[/media]
[QUOTE=EDDY TT;22453109][img_thumb]http://horobox.reager.org/u/90-214-15-93_1275994720.png[/img_thumb][/QUOTE]
raytracing? get outta' here! it makes me very sad seeing raytraced tf2 renders, i always imagine how tf2 would look like with crysis lighting :v:
...
:smithicide:
[img]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/img]
some concept for a demo weapon
[QUOTE=Neuquen;22457008][img]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/img]
some concept for a demo weapon[/QUOTE]
Oh my god yes!
YES!
Also I say send it to Valve, or a decent modeler, THEN send it to Valve.
This is amazing
[QUOTE=NotUrAvgAzn;22452079][img_thumb]http://img6.imageshack.us/img6/7091/giantcrack.png[/img_thumb]
apparently last shot from luxy for the day!
also, release dat bow reag! :3:[/QUOTE]
Looks like it's made from clay with that kind of smoothing.
Did she use nurms to make it high poly, because that has that kind of effect?
[QUOTE=Neuquen;22457008][img]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/img]
some concept for a demo weapon[/QUOTE]
Sweet, would match perfectly with the Demo's tricorner.
[QUOTE=Neuquen;22457008][img]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/img]
some concept for a demo weapon[/QUOTE]
NAME: Barbarian's Boomstick
----------------------------------------------------------------------------
Ammo Magazine: 1 round
Reload time: roughly the same as flare gun...
Regular Hit: 25% larger splash damage than The Direct Hit...
Direct Hit on enemy: sudden halt + fire damage for 7 seconds...
Can charge up for: Large splash damage and ability to set a group on fire...
Ammo capacity: 9 extra rounds
Base Damage: 95 dmg
Critical hit: 175 dmg
----------------------------------------------------------------------------
Optimistic or Dumb? you decide... :smile:
[QUOTE=ArsonBoy5996;22457328]NAME: Barbarian's Boomstick
----------------------------------------------------------------------------
Ammo Magazine: 1 round
Reload time: roughly the same as flare gun...
Regular Hit: 25% larger splash damage than The Direct Hit...
Direct Hit on enemy: sudden halt + fire damage for 7 seconds...
Can charge up for: Large splash damage and ability to set a group on fire...
Ammo capacity: 9 extra rounds
Base Damage: 95 dmg
Critical hit: 175 dmg
----------------------------------------------------------------------------
Optimistic or Dumb? you decide... :smile:[/QUOTE]
So like a Natasha for demoman?
Meh, pretty nice idea.
[QUOTE=ArsonBoy5996;22457328]NAME: Barbarian's Boomstick
----------------------------------------------------------------------------
Ammo Magazine: 1 round
Reload time: roughly the same as flare gun...
Regular Hit: 25% larger splash damage than The Direct Hit...
Direct Hit on enemy: sudden halt + fire damage for 7 seconds...
Can charge up for: Large splash damage and ability to set a group on fire...
Ammo capacity: 9 extra rounds
Base Damage: 95 dmg
Critical hit: 175 dmg
----------------------------------------------------------------------------
Optimistic or Dumb? you decide... :smile:[/QUOTE]
Insanely over powered.
[QUOTE='[TrSB]Drako;22457429']So like a Natasha for demoman?
Meh, pretty nice idea.[/QUOTE]
:wth: I definetely don't want another Natascha...
I see it as a cluster-like grenade wich does little damage on the first impact and then cover a large area with smaller explosives, for group control
[QUOTE=Neuquen;22457678]I see it as a cluster-like grenade wich does little damage on the first impact and then cover a large area with smaller explosives, for group control[/QUOTE]
I can dig it, I can dig it.
So it would work GREAT if you were uber'd when playing with bot engies?
You know, they always cluster in a corner and rape people with sentries.
Add some more edges to that blade. Smooth out the curve to make it look more natural.
Someone should livestream some modeling because im super bored.
:colbert:
Find better entertainment
[QUOTE=Neuquen;22457008][IMG]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/IMG]
some concept for a demo weapon[/QUOTE]
"The Buccaneers Widowmaker"?
As long as the cluster grenade doesn't look like a normal cluster bomb. I remember the fad Warhawk on the PS3 had about "cluster bombs" and "spewing your load" and..well you get the idea.
[QUOTE=booster;22460149]"The Buccaneers Widowmaker"?[/QUOTE]
"The Bargebuster"
[QUOTE=Neuquen;22457008][IMG]http://fc02.deviantart.net/fs70/f/2010/158/d/6/Hand_Mortar_by_Scissorwell.png[/IMG]
[/QUOTE]
Captain Morgan's Real Macoy!
(Name based of two types of scotch whiskey, one of which is pirate like.)
Large single explosion, higher damage.
Knocks foes flying.
Useful for dispersing large groups of enemies.
Can be used to push ubers around.
Slow reload.
One shot before reload
Low ammo count.
Useful for both defence and offence.
I'm making something for the sniper
[img_thumb]http://dl.dropbox.com/u/4888695/elimachete.jpg[/img_thumb]
It's from a certain movie.
Here's my pistol I've been working on. It's half done, the firing mechanism part has yet to be added, and I haven't focused on the details yet, but how does it look so far? Any critisms? By the way, this is only my first model. but don't hold back. Quality and lightings crap because the blender's lighting sucks.
[URL=http://img257.imageshack.us/i/webley.png/][IMG]http://img257.imageshack.us/img257/7444/webley.png[/IMG][/URL]
By the way, anyone know how to get neutral, model viewer lighting?
:EDIT:
Never mind. reuploaded a better picture.
Needs a trigger implemented later.
But otherwise a good start.
I'm thinking about trying to/requesting the Bioshock 2 shotgun as a replacement for the FaN.
[img]http://images2.wikia.nocookie.net/__cb20100221223042/bioshock/images/e/e7/2BarrelShotgun-4.jpg[/img]
[img]http://i.ytimg.com/vi/4COohou2OIY/0.jpg[/img]
They're held roughly the same way, and reload the same way.
I may try to just give the shottie 2 barrels though, due to the FaN.
Anyways, gonna try my luck and see how I do, you guys can work on it if you want.
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