• TF2 Emporium XIX
    2,002 replies, posted
[QUOTE=Laurn;23041994]If I'm going to submit something to the contribute page, do I need to compile it? or Valve will do it?[/QUOTE] they'll do it
Daimao and/or Sparkwire, Are/were you guys still working on the watch I requested? Just wondering, here.
Ladies and gentlemen, BEHOLD! [IMG]http://img23.imageshack.us/img23/7914/autokiller1.jpg[/IMG] [B]Auto Killer #47[/B] The body it looks empty, any suggestions?
[QUOTE=angrykid8;23040343]I love huge hammers in any game so that would be awesome.[/QUOTE] [img_thumb]http://dl.dropbox.com/u/5710250/hammer%20of%20extreme%20manly%20.png[/img_thumb] :smug: [sp]I know I've linked this before i just couldn't resist the urge.... I'm sorry[/sp]
[QUOTE=Communist Cake;23042300]Ladies and gentlemen, BEHOLD! [IMG]http://img23.imageshack.us/img23/7914/autokiller1.jpg[/IMG] [B]Auto Killer #47[/B] The body it looks empty, any suggestions?[/QUOTE] Something that further joins the ammo drum with the rest of the model. Most likely from the back of the drum to the bottom of the gun.
Ok I didn't want to give up so quickly on making this for the soldier, it's not covering his eyes now (notice a lot of the releases for hats for soldier on polycount had his eyes showing, and those people know what they're doing so to hell with it:) Color scheme is now the same as the Direct Hit and Bill's Hat. [IMG]http://i50.tinypic.com/nf3ero.png[/IMG]
@Commie cake: where is the hole the waste comes out of when it is done firing that bullet?
[QUOTE=General Omega;23042591]@Commie cake: where is the hole the waste comes out of when it is done firing that bullet?[/QUOTE] the other side?
[QUOTE=Communist Cake;23042300]Ladies and gentlemen, BEHOLD! AK Minigun The body it looks empty, any suggestions?[/QUOTE] Add the hole in the front grip between each piece of it and because everyone loves scopes, add a PSO scope! [img]http://www.centerfiresystems.com/productimages/optics/DRASCO-D.jpg[/img] Also I hope you add a firing mode switch on the other side like in a real AK. Also that thingy holding the drum and body together should be way bigger. EDIT: Of course include a pouch strapped to the side of the gun for the scope.
[QUOTE=NotUrAvgAzn;23042612]the other side?[/QUOTE] :\ You could put danger labels and stuff to fix the voidness in it. Like the rocket launcher in the sentry.
can someone make engie have a wig that looks like Emmett Brown's Hair? [img]http://macacaosapao.files.wordpress.com/2009/03/doc.jpg[/img]
[QUOTE=General Omega;23042591]@Commie cake: where is the hole the waste comes out of when it is done firing that bullet?[/QUOTE] The ejection port is usually located on the left side of the gun so the brass doesn't hit the shooter in the face. Also, Commie Cake, you might wanna lengthen the gas tube above the barrel a bit so it looks more AK-like. That, and smoothing.
[QUOTE=Shugo;23041762]Glad I could help. :buddy: It's a simple change, and in case anyone wants to modify it and switch around the colors: Open up tf/resource/clientscheme.res in team fortress 2 content.gcf with Notepad. Ctrl+F for "unique" and you'll be brought to a list of colors used on the loadout screen. I'll lay out what they all are: ItemAttribLevel - The dark grey color used to show item levels/types. Like "Level 1 Revolver". ItemAttribNeutral - The white/cream color used in a lot of the GUI. ItemAttribPositive - Light blue. Used for positive item attributes, like "200% damage vs. buildings". ItemAttribNegative - Light red. Should be self-explanatory. QualityColorNormal - Grey. Default color for non-unlockable default items. QualityColorrarity1 - Unused gold color for a rarity system Valve never finished. Looks like [url=http://img691.imageshack.us/img691/9290/rarity1revolver.png]this[/url]. QualityColorrarity2 - Unused dark green color for a rarity system Valve never finished. Looks like [url=http://img535.imageshack.us/img535/1915/rarity2revolver.png]this[/url]. QualityColorrarity3 - Unused blue color for a rarity system Valve never finished. Looks like [url=http://img97.imageshack.us/img97/4883/rarity3revolver.png]this[/url]. QualityColorrarity4 - Unused purple color for a rarity system Valve never finished. Looks like [url=http://img685.imageshack.us/img685/9731/rarity4revolver.png]this[/url]. QualityColorrarity5 - Unused orange color for a rarity system Valve never finished. Looks like [url=http://img13.imageshack.us/img13/6588/rarity5revolver.png]this[/url]. QualityColorUnique - The unlockable item yellow we all know and love (or hate). QualityColorCommunity - The green used for community items Is a bit different from the green seen in QualityColorrarity2. QualityColorDeveloper - The purple used for Valve items. Is a bit different from the purple seen in QualityColorrarity4. QualityColorSelfMade - Used to be blue before self-made items actually existed, but they changed it to be the same as community green once people started getting their items. Used for items given to people who got an item in the game, like Neo's "Self-Made Scotsman's Skullcutter". You can change this to something else if you like so you can differentiate it from community items. I'm sure people who own both a self-made and a community would enjoy that (sup Neo, Daimao, and Royzo). To change the colors, simply copy+paste any of the sets of numbers you see over the text type you want it to replace. For instance, iRunner's mod copied ItemAttribNeutral over to QualityColorNormal and QualityColorUnique. I personally like QualityColorrarity5's orange. Of course, you can steal other colors from around this file if you know what you're doing. I only listed the ones above because there's quite a variety of them already.[/QUOTE] This is a really great tutorial Shugo, but is it possible to change the other colors that I circled in these images I have linked to match the colors I put? What I mean is, can i make the white text I circled match the colored text in the black box that pops up when you highlight an item? [url]http://img16.imageshack.us/f/itemcolors1.jpg/[/url] [url]http://img9.imageshack.us/f/itemcolors2.jpg/[/url]
[QUOTE=Communist Cake;23042300] [B]Auto Killer #47[/B] A K 47 [/QUOTE] I see what you did there :)
[QUOTE=Happyfaic;23042662]The ejection port is usually located on the left side of the gun so the brass doesn't hit the shooter in the face. Also, Commie Cake, you might wanna lengthen the gas tube above the barrel a bit so it looks more AK-like. That, and smoothing.[/QUOTE] Alright, I'll try. Anything else?
[QUOTE=Laurn;23042645]can someone make engie have a wig that looks like Emmett Brown's Hair? [img]http://macacaosapao.files.wordpress.com/2009/03/doc.jpg[/img][/QUOTE] [img]http://www.horizonscape.com/shmitz/maps/tf2/misc/engy/electrifying01.jpg[/img] yeah that guy made something similar for the polycount contest.
Holy shit. I'd spam 1.21 gigawatts all day if that turns into a official hat.
Goddamn. I will do nothing but play as an engineer if that is chosen to be included in an update.
[QUOTE=Drax-Quin;23042577]Ok I didn't want to give up so quickly on making this for the soldier, it's not covering his eyes now (notice a lot of the releases for hats for soldier on polycount had his eyes showing, and those people know what they're doing so to hell with it:) Color scheme is now the same as the Direct Hit and Bill's Hat. [IMG]http://i50.tinypic.com/nf3ero.png[/IMG][/QUOTE] I love it.
[QUOTE=Communist Cake;23042300]Ladies and gentlemen, BEHOLD! [IMG]http://img23.imageshack.us/img23/7914/autokiller1.jpg[/IMG] [B]Auto Killer #47[/B] The body it looks empty, any suggestions?[/QUOTE] Looks too cartoony for TF2.
[QUOTE=JoshuaC;23043053]Looks too cartoony for TF2.[/QUOTE] And a minigun that holds ammo in the broken off end of a hot-water heater isn't too cartoony?
[QUOTE=JoshuaC;23043053]Looks too cartoony for TF2.[/QUOTE] Wait... what?
[QUOTE=Laurn;23042645]can someone make engie have a wig that looks like Emmett Brown's Hair? [img]http://macacaosapao.files.wordpress.com/2009/03/doc.jpg[/img][/QUOTE] [url]http://www.fpsbanana.com/skins/91883[/url] Similar to that. Is Einstein's hair, tho.
[IMG]http://img21.imageshack.us/img21/434/autokiller2.jpg[/IMG] Is a giant pipe a good filler for the emptiness?
[QUOTE=Mico27;23042740][img]http://www.horizonscape.com/shmitz/maps/tf2/misc/engy/electrifying01.jpg[/img] yeah that guy made something similar for the polycount contest.[/QUOTE] I know there was a goggle-less engineer before, but if someone could make it so the submodel puts his goggles on his forehead, that hat'd be perfect
[QUOTE=GastricTank;23043158]Wait... what?[/QUOTE] TF2 is somewhat anchored in reality. This looks like something from BF heroes.
[QUOTE=JoshuaC;23043490]TF2 is somewhat anchored in reality. This looks like something from BF heroes.[/QUOTE] It looks like a big RPK with a front handle and a pipe to hold the mag.
Reminds me of this. [img]http://images.hobbytron.com/NT-UM604-lg.jpg[/img]
[media]http://www.youtube.com/watch?v=8lN-gaoJCnQ[/media]
[QUOTE=Communist Cake;23043408][IMG]http://img21.imageshack.us/img21/434/autokiller2.jpg[/IMG] Is a giant pipe a good filler for the emptiness?[/QUOTE] It fills up the emptiness, but lets just take a quick peek over at the default [IMG]http://www.imfdb.org/images/e/eb/Minigun.png[/IMG] and [IMG]http://tomdiaz.files.wordpress.com/2009/11/ak47.jpg[/IMG] Maybe bring the drum up higher onto the gun? I'm not sure. But the pipe definitely helps fill the void around the drum. Always consider your references.
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