• TF2 Emporium XIX
    2,002 replies, posted
Do you have one with a darker colour?
Darker blue or darker red?
Red. That is the original colour after all.
[QUOTE=Dr.Scrake;23004419]Darker blue or darker red?[/QUOTE] Darker blue.
[QUOTE=PSI Guy;23001078]Everyone who's played Fire Emblem knows the demoman needs a lance. Lance > Sword, due to range. Sword > Axe, it's far more nimble and can avoid better. Axe > Lance, snap those twigs in two! (Rate heart if you play Fire Emblem.) Also, demoman needs dark magic. That explodes. YES![/QUOTE] Yes, Fire Emblem is win. Heh, give the demo a lance and he'll be jousting... Think of it, skewered enemies!
[QUOTE=TizzYcho;22996762]How was this done before Rambo hair? Awesome nonetheless![/QUOTE] Because it's the snipers hat and he had the moustache made already. But it was nicely done.
[QUOTE=Dr.Scrake;23004390]disagree for this[/QUOTE] Darker blue, surely. It's a bit too baby blue
[img]http://img580.imageshack.us/img580/1420/painismedul.png[/img]?
Looks nice but I still think they should both be red
I still can't fix the ERROR on the team colors so it's gonna be red for both :v:
So, Neo, how goes the taunt?
Show us the .qc for the Facepunch medal, and make sure that when you load the medal on it's own, press the Unload Weapon button.
[code]$cd "C:\Documents and Settings\Mikhail\Desktop\facepunch\output" $modelname "player/items/all_class/id_badge.mdl" $model "Body" "id_badge_reference.dmx.smd" $cdmaterials "\models\player\items\all_class\" $texturegroup skinfamilies { { "models/player/items/all_class/punchbadge.vmt" } { "models/player/items/all_class/punchbadge_blue.vmt" } } $hboxset "default" $hbox 0 "medal_bone" -1.606 -4.108 -0.550 1.606 0.455 0.697 // Model uses material "models/player/items/all_class/punchbadge.vmt" // Model uses material "models/player/items/all_class/punchbadge_blue.vmt" $surfaceprop "default" $illumposition 0.074 0.000 -1.826 $sequence idle "idle" fps 30.00[/code]
Try this: [code]$cd "C:\Documents and Settings\Mikhail\Desktop\facepunch\output" $modelname "player/items/all_class/id_badge.mdl" $model "Body" "id_badge_reference.dmx.smd" $cdmaterials "models\player\items\all_class\" $texturegroup skinfamilies { { "punchbadge" } { "punchbadge_blue" } } $hboxset "default" $hbox 0 "medal_bone" -1.606 -4.108 -0.550 1.606 0.455 0.697 $surfaceprop "default" $illumposition 0.074 0.000 -1.826 $sequence idle "idle" fps 30.00[/code]
Team colors working, thanks omolong :buddy: backpack icons done: [img_thumb]http://img689.imageshack.us/img689/2126/owtfmedul.png[/img_thumb] It looks low quality because of the fps config.
Anyhow here's my progress on that Tankers Helmet: Unwrapped, just plain color at the moment + AO: [IMG]http://i49.tinypic.com/j9ollj.png[/IMG]
Wow that's beautiful
the headphones needs to bulge out more.
That hat making tutorial on Steam forums is hard.
I hope the Facepunch badge will replace the other medals, or better yet the earbuds!
[QUOTE=Drax-Quin;23005814]Anyhow here's my progress on that Tankers Helmet: Unwrapped, just plain color at the moment + AO: [url]http://i49.tinypic.com/j9ollj.png[/url][/QUOTE] What class? (my guess is between soldier/demoman/heavy in that order) [editline]11:40AM[/editline] [QUOTE=masterem243;23006304]I hope the Facepunch badge will replace the other medals, or better yet the earbuds![/QUOTE] But then that would be implying all mac user are facepuncher! As I said earlier, the badge is cool but its purpose is for now useless.
Soldier
I say remove the shine on the Facepunch badge. Makes it look odd, make it matt.
I made an icon for the sexual tyrannosaurus [img]http://img205.imageshack.us/img205/5498/sexualicons.png[/img] As before, it looks low quality because of the fps config Hope svdl likes it :ohdear:
Lol, Chistera Chunga. That's hilarious.
Chistera chunga = ghastly gibus in spanish :v:
But.. It's not a gibus.. is it?
[QUOTE=Keychain;23000485]Demo needs a war hammer, that doesn't chop off heads. :dance:[/QUOTE] [QUOTE=ironman17;23000549]He's already got a sword, an axe, and a glass bottle. All he needs is a whacking great hammer and the cycle is complete. But most importantly, MOST IMPORTANTLY OF ALL, we need to work out what stats this warhammer would have, and what it's role function would be.[/QUOTE] I'm actually seriously tempted. Same style as the Skullcutter and Eyelander, yeah? [editline]05:40PM[/editline] [QUOTE=Dr.Scrake;23006445]I made an icon for the sexual tyrannosaurus [img]http://img205.imageshack.us/img205/5498/sexualicons.png[/img] As before, it looks low quality because of the fps config Hope svdl likes it :ohdear:[/QUOTE] That's dumb, put the head behind it like a Shugo icon.
Commie Cakes and I are having a problem with skins not loading into the engineer's viewmodel. [IMG]http://img227.imageshack.us/img227/6465/skinerror.png[/IMG] The materials it wont load are -engineer_handL.vmt -engineer_blue.vmt -engineer_red.vmt Does anyone know what the problem may be? These files are referenced in the QC correctly as far as I can tell.
Show us the .qc.
Sorry, you need to Log In to post a reply to this thread.