• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=Smashman;27351095]I just thought I'd repost this, because it's supa cool and it's not in the OP. [url=http://dl.dropbox.com/u/897064/TeamColorBonnet.rar][img_thumb]http://dl.dropbox.com/u/897064/promo_teamcolorbonnet.png[/img_thumb][/url][/QUOTE] Now get me a bloody screenshot so I can steal/borrow/masturbate to/use it. Side view please :v:
[QUOTE=Hideous_;27346760]That band is going to look like shit once it starts spinning.[/QUOTE] It's jiggleboned. So it flaps and shit. EDIT: My Spec maps are always too shiny. :(
[QUOTE=ColossalSoft;27351190]It's jiggleboned. So it flaps and shit. EDIT: My Spec maps are always too shiny. :([/QUOTE] Gravity would still pull the band to the outside when spinning, wouldn't it?
[QUOTE=DatWut?;27351211]Gravity would still pull the band to the outside when spinning, wouldn't it?[/QUOTE] Centrifugal force. :eng101:
[QUOTE=Smashman;27351243]Centrifugal force. :eng101:[/QUOTE] It applies.
[QUOTE=Smashman;27351243]Centrifugal force. :eng101:[/QUOTE] That's what I mean. Wasn't it quite unneccessary to Jigglebone the band anyway when Centrifugal Force apllies?
[QUOTE=DatWut?;27351306]That's what I mean. Wasn't it quite unneccessary to Jigglebone the band anyway when Centrifugal Force apllies?[/QUOTE] When you spin something around madly and then stop, does it stay rigid?
[QUOTE=Smashman;27351095]I just thought I'd repost this, because it's supa cool and it's not in the OP. [url=http://dl.dropbox.com/u/897064/TeamColorBonnet.rar][img_thumb]http://dl.dropbox.com/u/897064/promo_teamcolorbonnet.png[/img_thumb][/url][/QUOTE] A lot of stuff isn't in the OP. I've already parsed it and set it to Daimao though, you'll have to wait for him.
[IMG]http://i.imgur.com/YgdN5.jpg[/IMG] Goddamnit he holds it in a different place in first person.
I just considered another problem with that minigun ribbon thing and the reason why none of the current miniguns have obvious decoration on the barrel facing in a specific direction like that. If you're spinning the minigun, the barrel won't always end in the same place, but the idle animation has the ribbon pointing down. So, the barrel could finish with the ribbon pointing in an other direction, but it'd suddenly shoot to pointing down when idle. I may be wrong, but it seems like something that could occur.
In game screen [img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/Screen1.jpg[/img_thumb]
[QUOTE=Hideous_;27351636][img_thumb]http://i.imgur.com/YgdN5.jpg[/img_thumb] Goddamnit he holds it in a different place in first person.[/QUOTE] I dislike that blue. Make it the same colour as his suit. Make the main bit metal too.
[QUOTE=visored;27351653]In game screen [img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/Screen1.jpg[/img_thumb][/QUOTE] Seems too shiny, like plastic.
Was testing map Dicked around Tried to engie jump, failed YOU HAVE FOUND: DEAD RINGER ... ... :v:
[QUOTE=latin_geek;27351807]Was testing map Dicked around Tried to engie jump, failed YOU HAVE FOUND: DEAD RINGER ... ... :v:[/QUOTE] What the hell is the point of this post?
I can't figure out what i have done wrong. I started from scratch with just my mesh. Made a bone, selected the mesh then the bone, then parented with empty groups. The weapon_bone vertex group exists already and i've made sure all my mesh is in it. [IMG]http://i1026.photobucket.com/albums/y322/CptNuke/Untitled-27.png[/IMG] I select the mesh and bone, then export as SMD. Compile it all, open it in model viewer and WOW it's not visible! Fuck My Life! :mad:
[QUOTE=Mister Royzo;27351491]A lot of stuff isn't in the OP. I've already parsed it and set it to Daimao though, you'll have to wait for him.[/QUOTE] Will do. Shouldn't some of the ones from the top OP be moved down to the expansion post and then new ones be put in the OP? Because that'd make sense. [editline]11th January 2011[/editline] [QUOTE=azuiswhore;27351863]I can't figure out what i have done wrong. I started from scratch with just my mesh. Made a bone, selected the mesh then the bone, then parented with empty groups. The weapon_bone vertex group exists already and i've made sure all my mesh is in it. [img_thumb]http://i1026.photobucket.com/albums/y322/CptNuke/Untitled-27.png[/img_thumb] I select the mesh and bone, then export as SMD. Compile it all, open it in model viewer and WOW it's not visible! Fuck My Life! :mad:[/QUOTE] I'm not even sure what's going on with this, I made a simple model the other month and there wasn't a problem at all. Try importing a normal axe model into your program, then line your model up how you want it, against the normal one. Don't move anything else, only you mesh. When it's all good, select the normal axe's mesh and hide for delete it. You should be left with the bones from the normal axe. Then compile. That's how I did it, whether it'll work for you is another question. But give it a go.
[QUOTE=Smashman;27351686]I dislike that blue. Make it the same colour as his suit. Make the main bit metal too.[/QUOTE] No. It's wooden because it's an old crutch. This ain't modern times, son.
Take inspiration from the map design. BLU is metal, RED is wood. You can see that on any map, and you should use that here too.
[QUOTE=Smashman;27351886] I'm not even sure what's going on with this, I made a simple model the other month and there wasn't a problem at all. Try importing a normal axe model into your program, then line your model up how you want it, against the normal one. Don't move anything else, only you mesh. When it's all good, select the normal axe's mesh and hide for delete it. You should be left with the bones from the normal axe. Then compile. That's how I did it, whether it'll work for you is another question. But give it a go.[/QUOTE] That didn't seem to do anything either, i tried stealing the bones from the backscratcher. Nothing seems different. This is so fucking annoying.
[QUOTE=Smashman;27352044]Take inspiration from the map design. BLU is metal, RED is wood. You can see that on any map, and you should use that here too.[/QUOTE] I've yet to see any official models or community models that make a difference in the construction parts either being wood or metal.
[QUOTE=Smashman;27352044]Take inspiration from the map design. BLU is metal, RED is wood. You can see that on any map, and you should use that here too.[/QUOTE] BLU isn't metal, BLU is industrial. I'm not too hot on making one version metal and the other wood.
[QUOTE=Hideous_;27346760] [img_thumb]http://i.imgur.com/pVUpx.png[/img_thumb] as a pyro melee, Y/N?[/QUOTE] N. There's so many "lol pyro is so silly!" things in the game already. And there's a ton of them, as far as mods are concerned. It looks pretty good, I'm just tired of seeing stuff like that.
[QUOTE=Hideous_;27352169]BLU isn't metal, BLU is industrial. I'm not too hot on making one version metal and the other wood.[/QUOTE] Well I say choose a less reddy wood colour then. I'm attempting to give constructive criticism, I'm not knocking the model, it's great!
[QUOTE=Hideous_;27352169]BLU isn't metal, BLU is industrial. I'm not too hot on making one version metal and the other wood.[/QUOTE] Make it cement coz blu is industrial
[QUOTE=azuiswhore;27352094]That didn't seem to do anything either, i tried stealing the bones from the backscratcher. Nothing seems different. This is so fucking annoying.[/QUOTE] Oh, well then you've dun broke it.
[QUOTE=chain_letter;27352180]N. There's so many "lol pyro is so silly!" things in the game already. And there's a ton of them, as far as mods are concerned. It looks pretty good, I'm just tired of seeing stuff like that.[/QUOTE] I agree, the silly stuff is getting to be a lot, but there's not much else left to make, and Pyro is the only class that could hold that properly. EDIT: [img]http://i.imgur.com/aHv7d.jpg[/img] Different wood color for BLU. Are you happy now, Smashman? ARE YOU?!
We need to bug Valve and see if we can get both single and double handed melee animations, then we'll have more room to work.
Yeah because they release killicons a week after the update that needed them and they're gonna give us eight new sets of animations just to use on mods.
question: has anyone done a sound mod that adds crowd responses to more actions? i liked the cheering for a sandman moonshot and the 'ooh' for the targe charge, i figure it'd be cool to have applause for criticals, encouragement from ubercharges and canned laughter for killing people with a fish and/or a tauntkill.
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