[QUOTE=Recurracy;26388677][url]http://wiki.teamfortress.com/wiki/Template:Painted_variants/Tutorial[/url]
Paint maps in your hlmv[/QUOTE]
Well the only thing useful to me in there is antialiasing in model viewer :v:
Big update tomorrow! Getting excited. It's like Christmas morning...
wait there's an update tomorrow?
OH YEAH the paint stuffs
Oh I totally forgot about the paint! I have been buried in homework so I havent really had much time to think about games.
[editline]29th November 2010[/editline]
[QUOTE=johnlmonkey;26389835]Unless you're jewish :saddowns:[/QUOTE]
Its like Hanukkah Morning(s)!
[editline]29th November 2010[/editline]
[QUOTE=johnlmonkey;26389835]Unless you're jewish :saddowns:[/QUOTE]
Its like Hanukkah Morning(s)!
[QUOTE=Gilboron;26380585]Of course weapons should be paintable! Then I can finally paint my SMG yellow and tag it "We're all shooting with a Yellow Submachine."[/QUOTE]
This makes me want paintable weapons
Hey guys, Robin just emailed me about my Headsplitter fixes and some guy named Brandon Reinhart is going to be in charge of getting them into the next update!
This is what the changes should look like in the Tuesday update if everything goes smoothly.
[quote]
Changes to the Horrific Headsplitter have been made:
[list]Reduced polycount on headsplitter, also fixed smoothing groups[/list]
[list]Added 2 levels of LOD for it[/list]
[list]Made the handle of the headsplitter paintable (Thanks Daimao)[/list]
[list]Updated both bucket icons to reflect the new change in the model (Adding the physical hole back in)[/list]
[list]Added a default description[/list]
[list]Fixed Headsplitter falling off when character dies.[/list]
[/quote]
Lets hope this guy can pull it off for the Tuesday update!
Btw here is what Brandon said.
[quote]I'll take care of getting these fixes into our next update.
Brandon[/quote]
I'll feel like I'd have wasted time on my skins...
I'll go sit in the corner, alone, tired, hungry...
[QUOTE=Svdl;26384799]how to make helmet interesting?
[img_thumb]http://img340.imageshack.us/img340/766/adrianbrody.jpg[/img_thumb][/QUOTE]
I like hats like this.
Not very crazy and colorful. It really fits the character and does not break the style.
Damn sexy stuff, I have always been a fan of your work Svdl.
Yeah I love Svdl.
He makes other people look like they're trying too hard or something.
edit: oh hey look it's eric smith, talking about killicons:
[quote]I did. Sorry I didn’t reply.
I haven’t had time to get to it yet, but it’s on “the list”.[/quote]
he literally replied within 2 minutes, no Valve time there!
He just makes it look easy. Well modeling is easy, The decompiling and compiling is the hard part. Honestly I still dont know completely what to do.
[QUOTE=Vonwilbur;26390236]He just makes it look easy. Well modeling is easy, The decompiling and compiling is the hard part. Honestly I still dont know completely what to do.[/QUOTE]
I'd say the complete opposite is true. I find it easy to compile and decompile, but hard to model.
Also, do hats need dynamic shadows?
[QUOTE=Daimao;26292380]Working on a proper w_model for the laser light and a proper v_model for the Iron Curtain. Hopefully I'll get them done before Tuesday![/QUOTE]
Hey Daimao, any news about that ? I'm very exited, can you show us a preview ? Thanks. :smile:
[QUOTE=NeoDement;26390173]Yeah I love Svdl.
He makes other people look like they're trying too hard or something.
edit: oh hey look it's eric smith, talking about killicons:
he literally replied within 2 minutes, no Valve time there![/QUOTE]
I think one of "the things" on "the list" are "respond to emails very fast - make sure I sit there f5ing my email account"
Well my gmail popped up in the corner that I had a reply unexpectedly, I guess his does too.
[QUOTE=Omolong;26390292]I'd say the complete opposite is true. I find it easy to compile and decompile, but hard to model.
Also, do hats need dynamic shadows?[/QUOTE]
I think everyone has different views on it, I find Modeling and putting it in milkshape fun but i dont really like decompiling and compiling.
But hey, I don't judge, Everyone's special in their own way :buddy:
[QUOTE=Vonwilbur;26390236]He just makes it look easy. Well modeling is easy, The decompiling and compiling is the hard part. Honestly I still dont know completely what to do.[/QUOTE]
Modeling is easy like green beans. Decompiling and compiling are simple as sweet carrots. It's the texturing that is hard, like cauliflower.
...Kill a fellow pyro, make his head a trophy, feature him in your weapon.
...Go all hudda hudda hoo when you kill someone else, happy like a kid, dressed as a clown. Inocently deadly. Cruel like an infant, burning people like ants.
Does anybody have a link to a Royzo ragdoll? I want to do a Gmod screenshot and thought you guys would be the best place to ask.
Wow, all these tales of successful Valve correspondence have got me all excited for this week's update. If this stuff gets in without as many problems as usual then this'll be quite the landmark for community fixes.
No rainbows but, what if Valve fixed [b]EVERYTHING[/b] :faint:
[QUOTE=The Ultimate;26391159]No rainbows but, what if Valve fixed [b]EVERYTHING[/b] :faint:[/QUOTE]
The mega-fix would be a major update, and all major updates have bugs. So it would fix everything, except for the stuff it wouldn't.
Daimo have they said an estimated time for weapon the update will go live?
[QUOTE=Takuat;26391200]Daimo have they said an estimated time for weapon the update will go live?[/QUOTE]
12am, Wednesday or 11pm, Tuesday.
[QUOTE=EDDY TT;26391464]12am, Wednesday or 11pm, Tuesday.[/QUOTE]
Is that GMT or another time zone?
[QUOTE=ColossalSoft;26390598][img_thumb]http://www.majhost.com/gallery/benhenry96/Cool/showstoper2.png[/img_thumb][/QUOTE]
Besides the clown head it doesn't fit the clown theme at all :colbert:
Tank could be one of those seltzer bottles that clowns spray people with:
[img]http://www.chow.com/assets/2008/06/150_mrfizz_430.jpg[/img]
and then the clown head should be more like the backburner where the face is around the part that shoots fire. Tank could also have a "laughing gas" label.
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