Is it possible to attach things to the classes' eyes (like if you wanted to make different pupils or something)? I doubt it because I've never seen such a thing but who knows.
[QUOTE=donhonk;41885262][img]http://i.imgur.com/2FVREKJ.jpg[/img]
OH GOD
(going to move the eyes and brain up to line up with the default goggles, also mesh is super wip.)[/QUOTE]
any chance of making a version without the brain?
WIP of [url=https://photos-4.dropbox.com/t/0/AACDshhI5_vJtEw09f3xUC61xlIUyHwuAZvztELWSD7PZw/12/586461/png/32x32/3/1377194400/0/2/engineer-gray_matter-concept.png/v774kByzQ7j0PvRAMaEbx_BZyh10XD2XY4hKO4FDIG8?size=2048x1536]Void's concept[/url]
[img]https://dl.dropboxusercontent.com/u/900111/graymatter-fin.PNG[/img]
-snip- I need to remember to resize images
[QUOTE=SMasters;41927966]
bite wip
[thumb]http://i.imgur.com/scOnvwd.png?1[/thumb]
[/QUOTE]
I think it should be white on the inside, instead of pure chocolate, or any filling really.
Here, have a Halloween concept.
[IMG]http://i.imgur.com/MYo2iK7.png[/IMG]
It's supposed to be like the skull pattern on the Villain's Veil, except SPOOKIER
[QUOTE=otterwolfy;41928303]It was plain because I was still working on the texture. Was working most of the night to make it look better, and with some guidance from Kaymon, I was able to come up with this.
[IMG]http://i.imgur.com/DeUf57v.png[/IMG]
I think it looks pretty darn nice, thoughts?
Also, most of the band's details get lost in lighting.[/QUOTE]
It worked with mine, but have a go at making the strap all one smoothing group with an extruded edge loop going around the middle. Might make the light bend around it a little better.
[QUOTE=Mollusk;41928507]Here, have a Halloween concept.
[IMG]http://i.imgur.com/MYo2iK7.png[/IMG]
It's supposed to be like the skull pattern on the Villain's Veil, except SPOOKIER[/QUOTE]
This is probably the closest you'll get to that (and it's pretty awesome)
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=96902081][img]http://cloud.steampowered.com/ugc/595856084058597045/F3163DEBBFC04CC4A3D6CFD7ECA828E39B4165E2/268x268.resizedimage[/img][/url]
[QUOTE=atomicCapo;41928372]any chance of making a version without the brain?[/QUOTE]
I could give that a shot as a style!
[QUOTE=NeoDement;41928571]This is probably the closest you'll get to that (and it's pretty awesome)
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=96902081][img]http://cloud.steampowered.com/ugc/595856084058597045/F3163DEBBFC04CC4A3D6CFD7ECA828E39B4165E2/268x268.resizedimage[/img][/url][/QUOTE]
Thanks, reminds me I have to update it to be compatible!
[QUOTE=donhonk;41885262][img]http://i.imgur.com/2FVREKJ.jpg[/img]
OH GOD
(going to move the eyes and brain up to line up with the default goggles, also mesh is super wip.)[/QUOTE]
I think it'd look better if the eyes were offset and not perfectly aligned like you have them, like they were floating around inside a vat of Jello or something.
[QUOTE=Hell-met;41920986]does it have the bitten bodygroup?
people with tf_taunt_first_person 1 can see those now[/QUOTE]
Does anyone know how to do this? I tried copying the chocolate bar exactly but in mdl viewer it shows all 3 models and doesn't switch (the wrapper, bit version and unbit.) Happens in game too
Haha, I totally agree. I'll post a pic of what it looks like soon. I plan on having the eyes, brain, and bubbles jiggleboned to appear floating. (Which by the way, does anyone want to do that? I suck at jigglebones.)
[QUOTE=SMasters;41930373]Does anyone know how to do this? I tried copying the chocolate bar exactly but in mdl viewer it shows all 3 models and doesn't switch (the wrapper, bit version and unbit.) Happens in game too[/QUOTE]
Make 3 models: Just The Wrapper, The Entire Bar, The Entire Bar with a bite taken out. Just The Wrapper will always stay, the other two are added through this
$bodygroup "bites"
{
studio "moonbar_whole.smd"
studio "moonbar_bite.smd"
}
(changing filenames as necessary)
[QUOTE=donhonk;41930383]Haha, I totally agree. I'll post a pic of what it looks like soon. I plan on having the eyes, brain, and bubbles jiggleboned to appear floating. (Which by the way, does anyone want to do that? I suck at jigglebones.)[/QUOTE]
You might also want to consider adding cords attaching the eyeballs to the brain.
Sorry for the long post, I'm having an issue when importing the Beelzebulbs into SFM to make a render.
In SDK it does this.
[img]http://puu.sh/48i0B.png[/img]
In SFM (before I got self illum to work) it was like this
[img]http://puu.sh/48lW1.jpg[/img]
When I got self illum working, it looked like this in the game window, ungodly bright
[img]http://puu.sh/48kOu.jpg[/img]
But the actual render came out like this (ignore lack of red lighting, I turned off the lights to test the self illum)
[img]http://puu.sh/48kMR.jpg[/img]
I have no idea how to fix this. Here are my VMTs, they were copied from the verified zip from the importer.
[B]RED[/B]
[quote]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/all_class/lightup_devil.vtf"
"$phong" "1"
"$phongexponent" "100.000000"
"$phongboost" "0.500000"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "5.000000"
"$rimlightboost" "5.000000"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0.000000"
"$colortint_base" "{ 155 46 46 }"
"$color2" "{ 155 46 46 }"
"$colortint_tmp" "[0 0 0]"
"$bumpmapalphaphongmask" "1"
"$additive" "1"
"$translucent" "1"
"$alphatest" "1"
"$cloakPassEnabled" "1"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512"
"$detailscale" "5"
"$detailblendfactor" "0"
"$detailblendmode" "6"
"$yellow" "0"
">=DX90"
{
"$selfillum" "1"
}
"$selfillumtint" "[155 46 46]"
"proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" "30"
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/quote]
[B]BLUE[/B]
[quote]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/all_class/lightup_devil.vtf"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phong" "1"
"$phongexponent" "100.000000"
"$phongboost" "0.500000"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "5.000000"
"$rimlightboost" "5.000000"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0.000000"
"$colortint_base" "{ 50 75 155 }"
"$color2" "{ 50 75 155 }"
"$colortint_tmp" "[0 0 0]"
"$bumpmapalphaphongmask" "1"
"$additive" "1"
"$translucent" "1"
"$alphatest" "1"
"$cloakPassEnabled" "1"
"$detail" "effects/tiledfire/fireLayeredSlowTiled512"
"$detailscale" "5"
"$detailblendfactor" "0"
"$detailblendmode" "6"
"$yellow" "0"
">=DX90"
{
"$selfillum" "1"
}
"$selfillumtint" "[50 75 155]"
"proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$detail"
"animatedtextureframenumvar" "$detailframe"
"animatedtextureframerate" "30"
}
"BurnLevel"
{
"resultVar" "$detailblendfactor"
}
"YellowLevel"
{
"resultVar" "$yellow"
}
"Equals"
{
"srcVar1" "$yellow"
"resultVar" "$color2"
}
"ItemTintColor"
{
"resultVar" "$colortint_tmp"
}
"SelectFirstIfNonZero"
{
"srcVar1" "$colortint_tmp"
"srcVar2" "$colortint_base"
"resultVar" "$color2"
}
}
}
[/quote]
Koffing as a sticky bomb replacement
[t]http://images4.wikia.nocookie.net/__cb20120621034359/sonicpokemon/images/b/b2/Koffing.png[/t]
[img]http://img546.imageshack.us/img546/4646/xqu6.jpg[/img]
Worth continuing or should I just stick with the hat?
I like it, though the edge highlighting is a bit too much, imo.
[QUOTE=otterwolfy;41931859]I like it, though the edge highlighting is a bit too much, imo.[/QUOTE]
Aye, it ain't got no phongmask or edited VMT at the mo.
[IMG]http://i.imgur.com/7BKHOQP.jpg[/IMG]
Low poly because I'm still figuring out what I want to do with it. Thinking about adding one of those knightly loincloth things as well, maybe as a regular solid piece of cloth just so that there's something for the ghosts to haunt.
"Ancestral Heirloom" I think will fit.
[QUOTE=otterwolfy;41931703]Sorry for the long post, I'm having an issue when importing the Beelzebulbs into SFM to make a render. [/QUOTE]
I stripped the paint and the proxies stuff, and the self illum being disabled on DirectX versions inferior to 9, try this:
[CODE]
"VertexlitGeneric"
{
"$baseTexture" "models/player/items/all_class/lightup_devil.vtf"
"$phong" "1"
"$phongexponent" "100.000000"
"$phongboost" "0.500000"
"$phongfresnelranges" "[.25 .5 1]"
"$rimlight" "1"
"$rimlightexponent" "5.000000"
"$rimlightboost" "5.000000"
"$bumpmapalphaphongmask" "1"
"$additive" "1"
"$translucent" "1"
"$alphatest" "1"
"$selfillum" "1"
"$selfillumtint" "[155 46 46]"
}
[/CODE]
SFM doesn't support paints as far as I know, so if you really are using the paint for your item you'll need to have the color in the diffuse map (lightup_devil.vtf).
Other than that I would say try turning on and off (1-0) these parameters:
[CODE]
"$additive" "1"
"$translucent" "1"
"$alphatest" "1"
[/CODE]
Alphatest and translucent are two different methods for transparency, I don't think having both actived is a good thing, if anything it might be using the last one $alphatest, or it might be mixing up the two, see here for more info on that [URL="https://developer.valvesoftware.com/wiki/$translucent"]https://developer.valvesoftware.com/wiki/$translucent[/URL]
Also try disabling the AO, SFM doesn't play well with AO and transparent materials.
MoonBar is finished! Thanks everyone, had a great time making this
[thumb]http://i.imgur.com/vDoJMXb.jpg?1[/thumb]
[thumb]http://i.imgur.com/pNSaNEM.jpg?1[/thumb]
[thumb]http://i.imgur.com/sNWmXxg.jpg?1[/thumb]
[thumb]http://i.imgur.com/HHJFbxc.jpg?1[/thumb]
I'll stop spamming the thread with this now :v:
Thanks for all the feedback everyone!
sent to void skull, and badgerpig I added you on steam so I can list you as a workshop contributor for the logo
mod plz
[QUOTE=SMasters;41933673]MoonBar is finished! Thanks everyone, had a great time making this
[thumb]http://i.imgur.com/vDoJMXb.jpg?1[/thumb]
[thumb]http://i.imgur.com/pNSaNEM.jpg?1[/thumb]
[thumb]http://i.imgur.com/sNWmXxg.jpg?1[/thumb]
[thumb]http://i.imgur.com/HHJFbxc.jpg?1[/thumb]
I'll stop spamming the thread with this now :v:
Thanks for all the feedback everyone![/QUOTE]
No offense, but just watch as valve makes it a dakolohs bar reskin
I was working on this but I haven't had time to finish it. I also can't seem to get the skin weights right on the arms. Hell I don't remember if anyone eve liked the idea.
[URL=http://smg.photobucket.com/user/DarkTwist/media/ClayGuns_zps873edc2b.png.html][IMG]http://img.photobucket.com/albums/v170/DarkTwist/ClayGuns_zps873edc2b.png[/IMG][/URL]
Also this
[URL=http://smg.photobucket.com/user/DarkTwist/media/Reaper_zpsd1e7f309.png.html][IMG]http://img.photobucket.com/albums/v170/DarkTwist/Reaper_zpsd1e7f309.png[/IMG][/URL]
[QUOTE=BANG!;41932921]Loads of advice.[/QUOTE]
I'll get right on messing with that, thank you so much! :D
Also, have a random thing that I whipped up.
[img]http://puu.sh/48y0g.jpg[/img]
Infant stages on the STD remake
[t]http://i.imgur.com/PcmF6Of.png[/t]
Changed the smoothing of the strap, changed the font of scouts headstone, some details and added a little angel scout.
[img]http://puu.sh/48DKz.jpg[/img]
[img]http://puu.sh/48DLr.jpg[/img]
[img]http://puu.sh/48EW8.jpg[/img]
[QUOTE=otterwolfy;41935717]Changed the smoothing of the strap, changed the font of scouts headstone, some details and added a little angel scout.
[img]http://puu.sh/48DKz.jpg[/img]
[img]http://puu.sh/48DLr.jpg[/img]
[img]http://puu.sh/48EW8.jpg[/img][/QUOTE]
Could you keep the Beavis one as a mod only style?
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