• TF2 Emporium XVII
    2,002 replies, posted
That's how I reload, I cock it back then come off gently. Eh, there isn't even a clip so I know what you mean. Also, I cannot load my model in to model viewer. It just says error when I load it up, like "Cannot open model" or something, here is my QC file. $modelname "props_sdk\blunda.mdl" $body mybody "blunda_ref.smd" $staticprop $surfaceprop combine_metal $cdmaterials "models\props_sdk" $sequence idle "blunda_idle.smd" loop fps 15 $collisionmodel "blunda_phys.smd" { $concave } I exported idle as an animation, made the phys one big square, etc
[QUOTE=Shugo;22569800]You know, I thought this up a few days ago but I forgot to mention it: What does this HUD look like with the class portraits used instead of the regular class icons? Just so you know, Valve cut the classes out of their portraits as an alpha mask and if you reference the "_alpha" versions of their vmts, then they'll have transparency. They're stored in vgui/class_portraits. And as a side-note: I just noticed they added an "all_class" portrait, which must have been done for my tips mod; my mod had a 10th tips category for general tips, but until now it had no icon. Interesting that they made it, but ultimately they didn't use it. Kind of disappointing now that I know, but oh well; none of those general tips were really that important anyway. Maybe I'll make an "advanced" version of the mod with more in-depth info and more general info just to make use of that spiffy icon. :v: This is the icon, by the way: [IMG]http://img44.imageshack.us/img44/2125/allclass.png[/IMG][/QUOTE] It's been there since before your tips, sorry to burst your bubble.
I remember seeing a request a few threads ago for a sentry with teeth like the designs on p-51 aircrafts [IMG]http://img709.imageshack.us/img709/4394/sentry3teethadd.png[/IMG] Still working on it. Should I add Eye?
[QUOTE=AshtonArdoin;22599565]That's how I reload, I cock it back then come off gently. Eh, there isn't even a clip so I know what you mean. Also, I cannot load my model in to model viewer. It just says error when I load it up, like "Cannot open model" or something, here is my QC file. $modelname "props_sdk\blunda.mdl" $body mybody "blunda_ref.smd" $staticprop $surfaceprop combine_metal $cdmaterials "models\props_sdk" $sequence idle "blunda_idle.smd" loop fps 15 $collisionmodel "blunda_phys.smd" { $concave } I exported idle as an animation, made the phys one big square, etc[/QUOTE] Repost cuz end page
Well in your video, the guy barely touched the gun and it flew back, not to mention that's not how it works. You push a button on the side and it slides back into place. Watch this guys motions, how comfortable he is with the gun (it shoots plastic, but you get the point) [media]http://www.youtube.com/watch?v=6mJVmiVq4Fw&feature=related[/media]
Because videos above are low res and still kind of hard to tell whats going on, I grabbed some pictures (and a [url=http://www.youtube.com/watch?v=hYfvme1RD2I]video[/url]) i took a while back to illustrate exactly how to release the slide on a 1911 model pistol [img]http://i290.photobucket.com/albums/ll278/Foosili/P1010236.jpg?t=1276509511[/img] In this image from left to right we see the: Slide release, the saftey, and the hammer. See those two notches in the slide? The larger one is where the slide release is pushed into when the magazine is empty (illustrated in the picture below). A spring in the magazine pushes the slide release upwards when there are no more bullets (or in this case BBs) from the inside of the slide. [img]http://i290.photobucket.com/albums/ll278/Foosili/P1010244.jpg?t=1276509522[/img] My pistol is a KJW Xcelerator [u]RACE PISTOL[/u] modified from a KJW 1911, it is meant for ISPC shooting OR airsoft. I use it for both. When I reload, personally, i bring the gun off the target, keep my stance, slide the mag into a dump pouch or a hand, and grab a new mag in one swift motion. I didn't do this on the video because I was showing the action on the gun. That's not to say you can't reload a 1911 by pulling the slide back and releasing [media]http://www.youtube.com/watch?v=OmNjcubxfQA[/media] as you see here, Todd Jarrett, one of the faster competition shooters, demonstrates four different ways, the first way he does it is what I am talking about for the most part, the second way is the "pull back -> release" way. I generally do the third one he shows at the beginning of the video. HOWEVER. None of this really matters because TF2's guns don't apply to the rules of real world guns, long story short just make the animation look less awkward. [editline]10:26AM[/editline] I feel like I over-explained this now.
[QUOTE=Nzdjh;22595558] [img]http://img29.imageshack.us/img29/1516/61310render.jpg[/img][/QUOTE] Still looks great. First person must be even worse with that sight blocking it up though. Maybe Valve will make it so that you have to hold right click to aim it, and it's usually holstered, or something.
I've got a question, what kinds of mods are allowed in the emporiums? Models are, GUIS (text files) are, Reskins are NOT, but how about custom sounds?
Sounds seem to be
[QUOTE=AshtonArdoin;22599565]That's how I reload, I cock it back then come off gently. Eh, there isn't even a clip so I know what you mean. [/QUOTE] You know telekinesis?
Okay, as sounds are okay, I don't know whether I should post my sound here or not...
[QUOTE=IDTL;22597670]I remember hearing that someone was working on a [url=http://www.upload3r.com/serve/130610/1276495934.gif]wrinklefucker[/url] awhile ago, what happened to that?[/QUOTE] I can't get the Slimer Ghost on the top to look right. I have no idea where to start with it. The rest of the hammer is done, though.
Just thought I'd add my logo for the Carpenter's cage to the pile. I wasn't a fan of the saws on the last one. Here: [img]http://img32.imageshack.us/img32/7599/turtlelogginglogo2.png[/img] Opinions?
Since im new with modelling , so I've come up with this... \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ /\ \/ [img]http://i972.photobucket.com/albums/ae202/Gamefinisher/asdasdasda.jpg?t=1276518162[/img]
Is it a rifle? Or is it a shotgun? NOBODY KNOOOOWWWSSSS
:iiam:
It's clearly a Snotgun.
[QUOTE=Smashman;22601343]It's clearly a Snotgun.[/QUOTE] *achoo*
[QUOTE=Gamefinisher;22601246]Since im new with modelling , so I've come up with this... \/ \/ \/ \/ \/ \/ \/ \/ \/ \/ /\ \/ [img_thumb]http://i972.photobucket.com/albums/ae202/Gamefinisher/asdasdasda.jpg?t=1276518162[/img_thumb][/QUOTE] A bolt-action AND pump-action shotgun? How does that even work? :byodood:
Through the power of science.
[QUOTE=Communist Cake;22601611]Through the power of science.[/QUOTE] :science:
[QUOTE=Shugo;22601568]A bolt-action AND pump-action shotgun? How does that even work? :byodood:[/QUOTE] So... A bump-action shotgun...?
It's a bump-action Snotgun!
[img]http://dl.dropbox.com/u/1737448/jigglybones.jpg[/img][img]http://dl.dropbox.com/u/1737448/greejiggly.jpg[/img] Green seemed weird, so I went for an Indiana Jones dark brown. Just base colours with a baked AO.
[QUOTE=AyesDyef;22602609][img_thumb]http://dl.dropbox.com/u/1737448/jigglybones.jpg[/img_thumb] Green seemed weird, so I went for an Indiana Jones dark brown.[/QUOTE] I say you should make the corks darker.
[QUOTE=AyesDyef;22602609][img]http://dl.dropbox.com/u/1737448/jigglybones.jpg[/img][img]http://dl.dropbox.com/u/1737448/greejiggly.jpg[/img] Green seemed weird, so I went for an Indiana Jones dark brown. Just base colours with a baked AO.[/QUOTE] Cool! Finally an Australian based hat.
[QUOTE=AkujiTheSniper;22602650]I say you should make the corks darker.[/QUOTE] Like... such? [img]http://dl.dropbox.com/u/1737448/brownercork.png[/img]
[QUOTE=AyesDyef;22602758]Like... such? [img_thumb]http://dl.dropbox.com/u/1737448/brownercork.png[/img_thumb][/QUOTE] It needs more of an almond color.
nice work Ayes
[QUOTE=AkujiTheSniper;22602784]It needs more of an almond color.[/QUOTE] Well... I dunno about you, but corks come in all different shades of brown so... Suck it up if it's slightly off it doesn't exactly fill your corky desires. I'm going to give it little cork patterns and stuff soon, so it'll be completely different.
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