• TF2 Emporium XIX
    2,002 replies, posted
[QUOTE=Hell-met;23049402]Why won't valve accept shugo's icons?[/QUOTE] To be quite honest, as nice as the icons are to us, they have no practical use. There are very few actual errors with the official icons used in the game, so there's no need to put these in. Some may think these actually as boring. The original icons do their job, identifying what the item is. I use these. I love them. They're amazing. But useless.
[QUOTE=The Kins;23048220][URL="http://kinsie.helloiaminter.net/frankenhud/FrankenHUDR4.7z"][IMG]http://img294.imageshack.us/img294/7548/r4promo.png[/IMG][/URL] - More drop shadows. More! MORE! WHOO-AH-AH-AH-AH - Adjusted the Arena Win Panel a little. - Adjusted the scoreboard - Fixed the titlescreen - Moved stuff around in the Widescreen title screen.[/QUOTE] my monitor sucks dick so it's messed up at 1280x1024
[QUOTE=The Kins;23048220][url=http://kinsie.helloiaminter.net/frankenhud/FrankenHUDR4.7z][IMG]http://img294.imageshack.us/img294/7548/r4promo.png[/IMG][/url] - More drop shadows. More! MORE! WHOO-AH-AH-AH-AH - Adjusted the Arena Win Panel a little. - Adjusted the scoreboard - Fixed the titlescreen - Moved stuff around in the Widescreen title screen.[/QUOTE] Demoman heads/stickybomb meters clip together on 4:3, 1024x768.
[QUOTE=LegndNikko;23049572]To be quite honest, as nice as the icons are to us, they have no practical use. There are very few actual errors with the official icons used in the game, so there's no need to put these in. Some may think these actually as boring. The original icons do their job, identifying what the item is. I use these. I love them. They're amazing. But useless.[/QUOTE] This. While I try to improve the quality and uniformity of the icons with my mod, in the end it'd be a rather pointless change for Valve to make. Why go through the effort if the existing ones already do the job? You have to look at it from a work standpoint - making little 128x128 icons look prettier is insignificant on their mountain of a to-do list. They have far more important things to worry about, especially since this game is almost three years old; they don't have the time or money to keep worrying about the little things.
[QUOTE=LegndNikko;23049572]To be quite honest, as nice as the icons are to us, they have no practical use. There are very few actual errors with the official icons used in the game, so there's no need to put these in. Some may think these actually as boring. The original icons do their job, identifying what the item is. I use these. I love them. They're amazing. But useless.[/QUOTE] [QUOTE=Shugo;23049813]This. While I try to improve the quality and uniformity of the icons with my mod, in the end it'd be a rather pointless change for Valve to make. Why go through the effort if the existing ones already do the job? You have to look at it from a work standpoint - making little 128x128 icons look prettier is insignificant on their mountain of a to-do list. They have far more important things to worry about, especially since this game is almost three years old; they don't have the time or money to keep worrying about the little things.[/QUOTE] I'll be honest, those are terrible excuses. There's nothing wrong with polishing details. Valve changed things like the skullcutter hit sounds, the menu button color, semi-fixed death icons (sandman melee) and they recently changed the "Crafting" icon to a anvil. It's not a top priority but they do acknowledge details.
[QUOTE=Hell-met;23049911]I'll be honest, those are terrible excuses. There's nothing wrong with polishing details. Valve changed things like the skullcutter hit sounds, the menu button color, semi-fixed death icons (sandman melee) and they recently changed the "Crafting" icon to a anvil. It's not a top priority but they do acknowledge details.[/QUOTE] Yeah, I'm not saying it would be a bad thing if Valve did choose to use the icons. Just in the meantime understand why Valve may choose not to use them. If you really want to see them in, you could always send emails to Robin about it. The best reason to implement a change is because a lot of people want it, and how can they know that people want that change if nobody says they want it?
[QUOTE=Lemonator;23049806]Demoman heads/stickybomb meters clip together on 4:3, 1024x768.[/QUOTE]Working on fixing this now. Also, the non-widescreen menu is accidentally messed up (I replaced it with the widescreen menu, hurr) New version soon!
[QUOTE=Shugo;23048794]That's actually a bug in the UI at the moment. Valve needs to fix it. If you click on an item and then go back to the class's screen, it should change the colors.[/QUOTE] Aw... Can't there be some way... SOME WAY to modify the colors of the text? There's different colored items so there has to be some way to do it. I really want white text back for some reason...
Silently updated FrankenHUD, same link. Should fix 4:3 problems, you poor CRT-using bastards.
I'm stuck here, I'm trying to compile .MDL's, I already have the .QC and the .SMD's handy. I don't want any links, been there done that.
[QUOTE=Shugo;23048143]Updated with the five new icons. Get it while it's hot. [url=http://www.fpsbanana.com/guis/23908][img]http://i46.tinypic.com/jkdh6v.jpg[/img][/url] Bucket icons are next. Not tonight, but next. Hey, at least I got an update out! :v:[/QUOTE] Amazing work Shugo :love:
[QUOTE=ArsonBoy5996;23046556]Hey iRunner, can you re-upload your gray item names? The update added some transparent looking buttons, which look very nice to me.. Could you re-upload with these buttons in the same style?[/QUOTE] Please?
Someone should make textured token model for Shugo so the token icons would be consistent with other stuff.
[QUOTE=Sparkwire;22969760]we've been over this. i want to try and model this, do you think its a good idea? [IMG]http://i.imgur.com/ztVtq.png[/IMG][/QUOTE] Whoa...reminds me of: [IMG]http://www.thecouchonline.net/uploads/1277969775/gallery_115_17_176517.jpg[/IMG] I guess NMH isn't as original as I thought. :P
I just can't get this bloody thing to compile, here's my .qc: [code]$cd "C:\Documents and Settings\rene\Bureaublad\Games\Tf models\weapons\v_models\out" $modelname "weapons\v_models\out\v_pistol_scout.mdl" $model "v_pistol" "v_pistol_scout.dmx.smd" $cdmaterials "weapons\v_models\out" $texturegroup skinfamilies { { "weapons\v_models\out\v_pistol.vmt" } { "weapons\v_models\out\v_pistol_blue.vmt" } } $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.100 -5.370 -4.120 1.810 12.230 1.880 $hbox 0 "bip_hand_R" -1.830 -0.470 -2.000 2.170 7.530 4.000 $hbox 0 "bip_lowerArm_L" -1.810 -12.230 -2.500 2.100 5.370 2.500 $hbox 0 "bip_hand_L" -3.030 -7.580 -4.490 1.370 0.550 2.300 $hbox 0 "Gun" -1.110 3.000 -2.500 1.070 7.000 8.500 \\ Model uses material "models\player\scout\scout_hands.vmt" \\ Model uses material "models\weapons\v_models\out\v_pistol.vmt" $attachment "weapon_bone" "bip_hand_R" 2.82 5.35 1.21 rotate -2.53 -13.34 -161.67 $attachment "weapon_bone1" "bip_hand_L" -2.82 -5.35 -1.21 rotate -2.53 -13.34 -161.67 $attachment "eject_brass" "Gun" 1.01 6.19 3.46 rotate 0.00 44.89 -180.00 $attachment "muzzle" "Gun" 0.00 5.96 9.19 rotate -90.00 0.00 0.00 $surfaceprop "default" $illumposition 13.102 -0.180 -33.959 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.Draw" } } $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.ReloadScout" } { event 5004 18 "Weapon_Pistol.ClipIn" } } [/code] models and vmt's are all in the same folder
[QUOTE=Recurracy;23051563]I just can't get this bloody thing to compile, here's my .qc: [code]$cd "C:\Documents and Settings\rene\Bureaublad\Games\Tf models\weapons\v_models\out" $modelname "weapons\v_models\out\v_pistol_scout.mdl" $model "v_pistol" "v_pistol_scout.dmx.smd" $cdmaterials "weapons\v_models\out" $texturegroup skinfamilies { { "weapons\v_models\out\v_pistol.vmt" } { "weapons\v_models\out\v_pistol_blue.vmt" } } $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.100 -5.370 -4.120 1.810 12.230 1.880 $hbox 0 "bip_hand_R" -1.830 -0.470 -2.000 2.170 7.530 4.000 $hbox 0 "bip_lowerArm_L" -1.810 -12.230 -2.500 2.100 5.370 2.500 $hbox 0 "bip_hand_L" -3.030 -7.580 -4.490 1.370 0.550 2.300 $hbox 0 "Gun" -1.110 3.000 -2.500 1.070 7.000 8.500 \\ Model uses material "models\player\scout\scout_hands.vmt" \\ Model uses material "models\weapons\v_models\out\v_pistol.vmt" $attachment "weapon_bone" "bip_hand_R" 2.82 5.35 1.21 rotate -2.53 -13.34 -161.67 $attachment "weapon_bone1" "bip_hand_L" -2.82 -5.35 -1.21 rotate -2.53 -13.34 -161.67 $attachment "eject_brass" "Gun" 1.01 6.19 3.46 rotate 0.00 44.89 -180.00 $attachment "muzzle" "Gun" 0.00 5.96 9.19 rotate -90.00 0.00 0.00 $surfaceprop "default" $illumposition 13.102 -0.180 -33.959 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.Draw" } } $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.ReloadScout" } { event 5004 18 "Weapon_Pistol.ClipIn" } } [/code]models and vmt's are all in the same folder[/QUOTE] I'm not sure but I think the pistol's animations break so you either need to make new ones or use the $includemodel method and remove all the sequences.
Should I go with this color scheme? It's the same as the ushanka one. [URL=http://img51.imageshack.us/i/tankcaprender.png/][IMG]http://img51.imageshack.us/img51/5493/tankcaprender.png[/IMG][/URL]
[QUOTE=Tygrys;23052830]Should I go with this color scheme? It's the same as the ushanka one. [URL=http://img51.imageshack.us/i/tankcaprender.png/][IMG]http://img51.imageshack.us/img51/5493/tankcaprender.png[/IMG][/URL][/QUOTE] wow, black and black.
Better? [URL=http://img205.imageshack.us/i/tankcaprender.png/][IMG]http://img205.imageshack.us/img205/5493/tankcaprender.png[/IMG][/URL]
I like it, but it needs some more details added to it. Maybe add some straps hanging off, like the soldier's helmet?
[QUOTE=Tygrys;23052867]Better? [URL=http://img205.imageshack.us/i/tankcaprender.png/][IMG]http://img205.imageshack.us/img205/5493/tankcaprender.png[/IMG][/URL][/QUOTE] The ridges on the top look too defined. They should be smaller and thinner imo.
That's a neat idea, but I'm afraid of clipping. Hell, I have to test it if it already doesn't have serious clipping issues. @up I tried to make it more TFish so oversized ridges looked better to me. Still I'll make them smaller and see how it looks.
Aww Tygrys I wanted to make a Russian Tanker Hat :( for heavy, beat me to it. It looks awesome by the way. Is that it in HLMV, if it is add a lightwarp and a light phong shading so it lightens up and you can see where the edges are right now it looks like a sillhoutte. Can anyone help me with jigglebones? I added jigglebones to the strap on the soldiers chin for my tanker helmet, they are named correctly and perfectly fine in the .qc. I edited the envolopes so they don't affect the helmet only the strap. But when I load the hat in HLMV they're all weird and spazzed out. Any help?
[QUOTE=Viper Snake;23051610]I'm not sure but I think the pistol's animations break so you either need to make new ones or use the $includemodel method and remove all the sequences.[/QUOTE] Could you give an example? All I'm trying to do is just make the pistol teamcolored.
If only I knew how to effectively compile it... I'll have to leave it for a while as I need to figure out, how to compile this. If someone has a piss-easy guide to compiling hats, I'd be really grateful.
My QC: [code]$modelname "models\weapons\v_models\v_pistol_scout.mdl" $includemodel "models\weapons\v_models\v_pistol.scout.mdl" $model "v_pistol" "v_pistol_scout.dmx.smd" $cdmaterials "materials\models\weapons\v_models\" $texturegroup skinfamilies { { "v_pistol.vmt" } { "v_pistol_blue.vmt" } } $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.100 -5.370 -4.120 1.810 12.230 1.880 $hbox 0 "bip_hand_R" -1.830 -0.470 -2.000 2.170 7.530 4.000 $hbox 0 "bip_lowerArm_L" -1.810 -12.230 -2.500 2.100 5.370 2.500 $hbox 0 "bip_hand_L" -3.030 -7.580 -4.490 1.370 0.550 2.300 $hbox 0 "Gun" -1.110 3.000 -2.500 1.070 7.000 8.500 \\ Model uses material "models\player\scout\scout_hands.vmt" \\ Model uses material "models\weapons\v_pistol\v_pistol.vmt" $attachment "weapon_bone" "bip_hand_R" 2.82 5.35 1.21 rotate -2.53 -13.34 -161.67 $attachment "weapon_bone1" "bip_hand_L" -2.82 -5.35 -1.21 rotate -2.53 -13.34 -161.67 $attachment "eject_brass" "Gun" 1.01 6.19 3.46 rotate 0.00 44.89 -180.00 $attachment "muzzle" "Gun" 0.00 5.96 9.19 rotate -90.00 0.00 0.00 $surfaceprop "default" $illumposition 13.102 -0.180 -33.959 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.Draw" } } $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.ReloadScout" } { event 5004 18 "Weapon_Pistol.ClipIn" } }[/code] GuistudioMDL still gives no messages that the model has been compiled. :saddowns:
NeoDement, can you update your killicons pack with the Golden Wrench, and turn the Golden Wrench icon around to match the normal Wrench?
[QUOTE=Recurracy;23054285]My QC: [code]$modelname "models\weapons\v_models\v_pistol_scout.mdl" $includemodel "models\weapons\v_models\v_pistol.scout.mdl" $model "v_pistol" "v_pistol_scout.dmx.smd" $cdmaterials "materials\models\weapons\v_models\" $texturegroup skinfamilies { { "v_pistol.vmt" } { "v_pistol_blue.vmt" } } $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.100 -5.370 -4.120 1.810 12.230 1.880 $hbox 0 "bip_hand_R" -1.830 -0.470 -2.000 2.170 7.530 4.000 $hbox 0 "bip_lowerArm_L" -1.810 -12.230 -2.500 2.100 5.370 2.500 $hbox 0 "bip_hand_L" -3.030 -7.580 -4.490 1.370 0.550 2.300 $hbox 0 "Gun" -1.110 3.000 -2.500 1.070 7.000 8.500 \\ Model uses material "models\player\scout\scout_hands.vmt" \\ Model uses material "models\weapons\v_pistol\v_pistol.vmt" $attachment "weapon_bone" "bip_hand_R" 2.82 5.35 1.21 rotate -2.53 -13.34 -161.67 $attachment "weapon_bone1" "bip_hand_L" -2.82 -5.35 -1.21 rotate -2.53 -13.34 -161.67 $attachment "eject_brass" "Gun" 1.01 6.19 3.46 rotate 0.00 44.89 -180.00 $attachment "muzzle" "Gun" 0.00 5.96 9.19 rotate -90.00 0.00 0.00 $surfaceprop "default" $illumposition 13.102 -0.180 -33.959 $sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.Draw" } } $sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 $sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00 $sequence reload "reload" ACT_VM_RELOAD 1 fps 30.00 { { event 5004 1 "Weapon_Pistol.ReloadScout" } { event 5004 18 "Weapon_Pistol.ClipIn" } }[/code] GuistudioMDL still gives no messages that the model has been compiled. :saddowns:[/QUOTE] Make a copy of the original model and rename it to pistolscoutanim.mdl, and all of its files, and tell it to use that. Also, get rid of the lines that are the sequences, you don't need them.
How would my .QC look like then? I have no idea what I'm doing :v:
[code]$modelname "models\weapons\v_models\v_pistol_scout.mdl" $includemodel "models\weapons\v_models\pistolscoutanim.mdl" $model "v_pistol" "v_pistol_scout.dmx.smd" $cdmaterials "materials\models\weapons\v_models\" $texturegroup skinfamilies { { "v_pistol.vmt" } { "v_pistol_blue.vmt" } } $hboxset "default" $hbox 0 "bip_lowerArm_R" -2.100 -5.370 -4.120 1.810 12.230 1.880 $hbox 0 "bip_hand_R" -1.830 -0.470 -2.000 2.170 7.530 4.000 $hbox 0 "bip_lowerArm_L" -1.810 -12.230 -2.500 2.100 5.370 2.500 $hbox 0 "bip_hand_L" -3.030 -7.580 -4.490 1.370 0.550 2.300 $hbox 0 "Gun" -1.110 3.000 -2.500 1.070 7.000 8.500 \\ Model uses material "models\player\scout\scout_hands.vmt" \\ Model uses material "models\weapons\v_pistol\v_pistol.vmt" $attachment "weapon_bone" "bip_hand_R" 2.82 5.35 1.21 rotate -2.53 -13.34 -161.67 $attachment "weapon_bone1" "bip_hand_L" -2.82 -5.35 -1.21 rotate -2.53 -13.34 -161.67 $attachment "eject_brass" "Gun" 1.01 6.19 3.46 rotate 0.00 44.89 -180.00 $attachment "muzzle" "Gun" 0.00 5.96 9.19 rotate -90.00 0.00 0.00 $surfaceprop "default" $illumposition 13.102 -0.180 -33.959[/code]
Sorry, you need to Log In to post a reply to this thread.