• TF2 Emporium XVII
    2,002 replies, posted
[QUOTE=NotUrAvgAzn;22514826]the kepi has already been done and submitted to VALVe but, for the medic. would be interesting to see how it looks on the spy however[/QUOTE] valve said they don't want the medic to look like a nazi 95% chance it's not accepted
[QUOTE=Phil5991;22514971]It's a bit too tall. Try to reduce the size if you're doing it.[/QUOTE] Pahaha. No, I'm not doing it. I think it looks too simplistic tbph.
[QUOTE=Communist Cake;22514695]code[/QUOTE] Try: [code] $includemodel "player\items\engineer\engineer_domination_anims.mdl" [/code] Between mode and modelname. Just take the original engineer_domination.mdl, copy it, rename it engineer_domination_anims.mdl
[QUOTE=Zebus;22514990]valve said they don't want the medic to look like a nazi 95% chance it's not accepted[/QUOTE] When I think of a kepi, I think De Gaulle, not Nazis
[QUOTE=NotUrAvgAzn;22514826]the kepi has already been done and submitted to VALVe but, for the medic. would be interesting to see how it looks on the spy however[/QUOTE] Is it on fpsbanana?
[QUOTE=Phil5991;22515090]When I think of a kepi, I think De Gaulle, not Nazis[/QUOTE] The kepi is directly modeled from a Nazi SS hat
[QUOTE=pedrus24;22515189]Is it on fpsbanana?[/QUOTE] No but I've seen a Napoleon hat.
[QUOTE=Vaught;22515053]Try: [code] $includemodel "player\items\engineer\engineer_domination_anims.mdl" [/code] Between mode and modelname. Just take the original engineer_domination.mdl, copy it, rename it engineer_domination_anims.mdl[/QUOTE] Alright, thanks, I'll try that.
[QUOTE=Svdl;22514288][img_thumb]http://img812.imageshack.us/img812/723/turtleneck.jpg[/img_thumb] Or since we're ready for a mac launch [img_thumb]http://img17.imageshack.us/img17/663/turtleblack.jpg[/img_thumb][/QUOTE] Give him a Rorschach-ish scarf. [img]http://www.dialbforblog.com/archives/296/rorschach1.gif[/img] [img]http://cinemovida.net/yahoo_site_admin/assets/images/watch-rorschach.4284216.jpg[/img]
Is that a good start? [IMG]http://img229.imageshack.us/img229/4511/rendur.png[/IMG] With a good texture it could be pretty. [editline]08:22PM[/editline] And a spy emblem or something.
[QUOTE=pedrus24;22515558]Is that a good start? [IMG_thumb]http://img229.imageshack.us/img229/4511/rendur.png[/IMG_thumb] With a good texture it could be pretty.[/QUOTE] Wow, already ? It's not a good start, it's amazing, looks almost finished. :dance:
I have a fence like texture on a hat I'm making, in which I want the background to be invisible using "$translucent" "1" Using "$translucent" "1" on it's own doesn't work because while it makes the fenced area transparent it makes the rest of the model weird and see-through and also the transparent areas like the fence are super blurry. This problem is in the SDK Model Viewer, I haven;t tried in-game. I have the alpha on my diffuse map as normal, with white for visible and black for invisible. I discovered that I had to change "$basemapalphaphongmask" "1" to "$bumpmapalphaphongmask" "1" for the transparency to work I also found transparency only worked when putting in the setting "$alphatest" "1". There's a huge issue with this though, once I put "$alphatest" "1"in, only parts of the fence are visible, it turns the fence into a bunch of dots.
Finished, It clips rarely to my surprise. [img]http://img97.imageshack.us/img97/804/wiretapscreeny.png[/img] I'm sadenned that no one pointed out what was written on the cassette...
Subtle, but pretty cool. [editline]09:27PM[/editline] [QUOTE=Drax-Quin;22515633]I have a fence like texture on a hat I'm making, in which I want the background to be invisible using "$translucent" "1" Using "$translucent" "1" on it's own doesn't work because while it makes the fenced area transparent it makes the rest of the model weird and see-through and also the transparent areas like the fence are super blurry. This problem is in the SDK Model Viewer, I haven;t tried in-game. I have the alpha on my diffuse map as normal, with white for visible and black for invisible. I discovered that I had to change "$basemapalphaphongmask" "1" to "$bumpmapalphaphongmask" "1" for the transparency to work I also found transparency only worked when putting in the setting "$alphatest" "1". There's a huge issue with this though, once I put "$alphatest" "1"in, only parts of the fence are visible, it turns the fence into a bunch of dots.[/QUOTE] Show me the model, I might have the answer. Don't get your hopes up though.
[QUOTE=Banjo;22514764]I made a bad mockup: [IMG_thumb]http://img62.imageshack.us/img62/772/glasseso.png[/IMG_thumb][/QUOTE] That's brilliant.
[QUOTE=Drax-Quin;22515633]I have a fence like texture on a hat I'm making, in which I want the background to be invisible using "$translucent" "1" Using "$translucent" "1" on it's own doesn't work because while it makes the fenced area transparent it makes the rest of the model weird and see-through and also the transparent areas like the fence are super blurry. This problem is in the SDK Model Viewer, I haven;t tried in-game. I have the alpha on my diffuse map as normal, with white for visible and black for invisible. I discovered that I had to change "$basemapalphaphongmask" "1" to "$bumpmapalphaphongmask" "1" for the transparency to work I also found transparency only worked when putting in the setting "$alphatest" "1". There's a huge issue with this though, once I put "$alphatest" "1"in, only parts of the fence are visible, it turns the fence into a bunch of dots.[/QUOTE] I had the same problem. There's a bunch of commands you need to add with that, not just translucent. Try downloading the hatless classes mod for example, and copy the vmts.
First emporium release in twenty pages? [URL="http://www.fpsbanana.com/skins/92868"][img]http://sparkwire.thanez.net/tf2/shuffle/shufflepromo.png[/img][/URL]
[QUOTE=Onirik;22515788]I had the same problem. There's a bunch of commands you need to add with that, not just translucent. Try downloading the hatless classes mod for example, and copy the vmts.[/QUOTE] bad advice, sorry [editline]09:30PM[/editline] [QUOTE=Sparkwire;22515790]First emporium release in twenty pages? [URL="http://www.fpsbanana.com/skins/92868"]http://sparkwire.thanez.net/tf2/shuffle/shufflepromo.png[/URL][/QUOTE] That mods' going to become obsolete sooo fast
[QUOTE=NeoDement;22515820]bad advice, sorry [editline]09:30PM[/editline] That mods' going to become obsolete sooo fast[/QUOTE] mines better than the valve ones.
[QUOTE=NeoDement;22515820] That mods' going to become obsolete sooo fast[/QUOTE] To be honest, I really doubt they're going to give mac users the earbuds.
Damn you Polycount Contest, you're stealing our modders!!!! :argh:
[QUOTE=Ilwrath;22516006]To be honest, I really doubt they're going to give mac users the earbuds.[/QUOTE] It'd cause another hat war.
[QUOTE=Communist Cake;22514695]Hey, I need some help compiling the HEV suit. [code]SMD MODEL C:\Documents and Settings\Mikhail\Desktop\output/engineer_domination.dmx.smd ERROR: model has no sequences ERROR: Aborted Processing on 'player\items\engineer\engineer_domination.mdl'[/code] I get this error when I try to compile the model. Is it becasue I assigned the bone to bip_spine_1, rather than bip_head? I tried opening the idle.smd file and renaming the bone but that didn't work. Any suggestions? Here is my QC file. [code]$cd "C:\Documents and Settings\Mikhail\Desktop\output" $modelname "player\items\engineer\engineer_domination.mdl" $model "body" "engineer_domination.dmx.smd" $cdmaterials "\models\player\items\engineer\" $texturegroup skinfamilies { { "HEVbody.vmt" , "Pack.vmt } } $hboxset "default" $hbox 0 "bip_spine_1" -4.574 -12.669 -5.830 5.376 0.000 7.054 // Model uses material "models/player/items/engineer/HEVbody.vmt" // Model uses material "models/player/items/engineer/pack.vmt" $surfaceprop "metal" $illumposition -0.818 0.401 75.400 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/code][/QUOTE] Check if there's a "idle.smd" file in C:\Documents and Settings\Mikhail\Desktop\output/ If not, export the model as a sequence called "idle".
[QUOTE=ArsonBoy5996;22516039]Damn you Polycount Contest, you're stealing our modders!!!! :argh:[/QUOTE] Only to add even more free content for you...
[QUOTE=Ilwrath;22516006]To be honest, I really doubt they're going to give mac users the earbuds.[/QUOTE] Turns out you were right... [url]http://www.facepunch.com/showthread.php?t=951566[/url] :frown:
[QUOTE=ArsonBoy5996;22516214]Turns out you were right... [url]http://www.facepunch.com/showthread.php?t=951566[/url] :frown:[/QUOTE] Not really a surprise. I don't get how people expected them to be added into the game. Fuck, page king. Lets post some content then: [IMg_thumb]http://dl.dropbox.com/u/4888695/alphas.jpg[/img_thumb] Neostead textures. Also, The Book of Eli machete, which is done except for view models, which I can't compile. [IMg_thumb]http://dl.dropbox.com/u/4888695/bladonmenoifmoight.jpg[/img_thumb]
training maps :J (and practice)
pm me if you want me to log into your account on the mac so you get earbuds.
[QUOTE=Ilwrath;22516340]Not really a surprise. I don't get how people expected them to be added into the game. [/QUOTE] Well someone will eventually port'em. The grief pc vs mac is too strong.
[QUOTE=Sparkwire;22516446]pm me if you want me to log into your account on the mac so you get earbuds.[/QUOTE] free armor trimming
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