• TF2 Emporium XVII
    2,002 replies, posted
[QUOTE=Communist Cake;22639093]I'm bored, and need some suggestions. Anyone have any good suggestions? Also, I still need some help with the double headphone issue.[/QUOTE] For the love of god somebody help this man!
I hope someone takes it, that guy made it only replace the bonnet which is pretty much one of the best hats in the game.
[QUOTE=PjaNoo^;22639158]For the love of god somebody help this man![/QUOTE] I could release it now, but just remember that if someone has the headphones and no hat equipped, he'll have two headphones.
[quote]"hide_player_bodygroup_name" "headphones"[/quote] Add this to the items_game.txt line of the hat/misc it replaces.
[QUOTE=Dr.Scrake;22639216]Add this to the items_game.txt line of the hat/misc it replaces.[/QUOTE] Won't work online. Me and Shugo tried it.
[QUOTE=Omolong;22639270]Won't work online. Me and Shugo tried it.[/QUOTE] Damn, the team colours work online editing the items_game :/ (make it replace a hat and add the scout's cap to it maybe?)
[QUOTE=Djokson;22638962]Yes, but that's for demo only. But I agree, they are of much better quality.[/QUOTE] shouldn't be too hard to make the model available to all classes and it took me till now to realize this emporium is nearly done...how odd
[QUOTE=NotUrAvgAzn;22639895]shouldn't be too hard to make the model available to all classes and it took me till now to realize this emporium is nearly done...how odd[/QUOTE] Don't worry, my oriental friend. We'll start off EXVIII with a bang! Almost all of my items are ready to be compiled, I just have to figure out how the compiler works, but none will be ready before the Emporium closes and a new thread begins. By the way, I'm using the vtf plugin for Photoshop, what are some good settings to make sure my textures work? Also do I have to do anything with vmts at all? And the compiler should spit out all the other necessary files, correct? My first release will be the punk headband, sans jigglypuffs. I can't figure out how bones work to save my life, I really tried, so I made the ties shorter and let's just assume the Scout uses so much hairspray and gel his hair is untouchable (and highly flammable, you know... Pyros love hairspray)
Whoever made Olga work for Natascha: I found some issues. First, when you are ubercharged the model changes back to Natascha. I also can't see the worldmodel for some reason (sv_pure 0 server)
Updated the Zune Earbuds, now thry're actually modeled. [url]http://www.fpsbanana.com/skins/93167[/url] [img]http://filesmelt.com/dl/zunebuds.jpg[/img]
I think the headbuds would look better with red coming out of them, either that or make the sound notes team colored. For the zune headphone that is, not the regular white ones.
[QUOTE=CritNick;22642439]I think the headbuds would look better with red coming out of them, either that or make the sound notes team colored. For the zune headphone that is, not the regular white ones.[/QUOTE] Particle edits usually only work on non-consistency enforcing servers. However if you edit the sprites used for the particles it would work
[QUOTE=ShoTGuNGuY49;22642273]Updated the Zune Earbuds, now thry're actually modeled. [url]http://www.fpsbanana.com/skins/93167[/url] [img_thumb]http://filesmelt.com/dl/zunebuds.jpg[/img_thumb][/QUOTE] I do believe my headset model for the scout has just been shown who is he boss. :saddowns:
I like yours better communist
last 2 pages, hell yeah
[QUOTE=Communist Cake;22643079]I do believe my headset model for the scout has just been shown who is he boss. :saddowns:[/QUOTE] Your model is way better. No, I'm serious.
[QUOTE=bigbadbarron;22643071]Particle edits usually only work on non-consistency enforcing servers. However if you edit the sprites used for the particles it would work[/QUOTE] He already has a colored pink and orange verision of the notes, im just saying it would look alot better for each team. Red for red and blue for blue.
For once I'm not going to try to get last post
[QUOTE=Mico27;22638748][img_thumb]http://img5.imageshack.us/img5/1488/tf2micoupdate.png[/img_thumb][/QUOTE] Maybe you should get rid of the grey background on the "no razorback" image. That, or make it bigger and more sign-like. (I really hope this isn't the last post...)
Can someone make the earbuds have only one bud in the classes ear?
Just so everyone knows, I'll release the headset next thread, just so it won't be left behind.
[QUOTE=BlackWolf97;22646166]Can someone make the earbuds have only one bud in the classes ear?[/QUOTE] ...Why, may I ask?
Testing the headband now! PREPARE FOR LIFTOFF!
[QUOTE=LegndNikko;22646320]...Why, may I ask?[/QUOTE] probably so it doesn't look weird with scout.
[IMG]http://sparkwire.thanez.net/SendPresents/uploads/isthisgoodenough4.jpg[/IMG]
[QUOTE=Sparkwire;22646907][IMG_thumb]http://sparkwire.thanez.net/SendPresents/uploads/isthisgoodenough4.jpg[/IMG_thumb][/QUOTE] Finally.
I think someone should edit the Scout so that instead of removing the headset when wearing hats, it puts the headset on his shoulder instead. Like the Mac video.
Okay, I compiled the file. Nothing happened. I still have the Bonk Helm in game. What did I do wrong? Here is the qc file: [QUOTE]$cd "C:\Documents and Settings\Skunk\My Documents\3dsMax\export" $modelname "bonk_helmet.mdl" $model "Body" "headband.smd" $cdmaterials "\models\" $hboxset "default" $hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244 $surfaceprop "wood" $illumposition 0.349 0.000 80.672 $sequence idle "idle.smd" fps 30.00[/QUOTE]
Waiting for next thread so i can get that headset replacement by Commie.
Use the full path instead of just bonk_helmet.mdl. Also, are your materials in "materials\models" or is more of the path given in the smd? [editline]Nearing a deadline[/editline] Also, 4th last post! [editline]Oh come on[/editline] Or maybe I'm 10 off.
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