[QUOTE=Dachande;27074003]mw2 shotgun and a sawn off[/QUOTE]
Ahh, that's what I thought.
IN all honesty, I know the shotgun from Resisdent Evil 4 actually.
But I just really found the Drum appealing, and wasn't sure how to use it.
Would something like this be better?
[img]http://fallout.neoseeker.com/w/i/fallout/e/e8/Combat_Shotgun.png[/img]
[editline]30th December 2010[/editline]
[QUOTE=Dachande;27074003]mw2 shotgun and a sawn off.
Also the hair is kind of a bad idea imo.[/QUOTE]
Okay. I wasn't sure what else would be a good idea.
I guess it's not perfect. THe idea was just that TF2 is 60's style ish, and so he was a 60's street punk. Admittely, that shotgun is cheating, but hey, so is a lot of TF2 weapons.
Remember scout already has a sawn-off shotgun, Heavy has the greaser hairstyle.
Though the shotgun isn't really that bad, I think with a bit of TF2-ification and making it work on normal scattergun animations would make it look interesting.
[QUOTE=Pie_Tony;27074137]Remember scout already has a sawn-off shotgun, Heavy has the greaser hairstyle.
Though the shotgun isn't really that bad, I think with a bit of TF2-ification and making it work on normal scattergun animations would make it look interesting.[/QUOTE]
My thinking was it would be like Shortstop, but yeah you're right. I was thinking a more small shotgun, as the FaN is pretty oversized.
Thanks for ideas/critiscism.
[QUOTE=Skunkrocker;27074000]No. It's not.
There is a number of people on here who have done paint on their mods. They can explain it. They refuse to. It's really annoying.[/QUOTE]
You can find it in any .vmt with paint
[code]
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{49 48 44}"
"$colortint_tmp" "[0 0 0]"
[/code]
it tells the texture to color tint parts of the texture that aren't masked out in the alpha mask, so make your paintable parts white
and this is optional but gives dx8 users a specific texture so not all their hats are white since paint doesn't work on dx8
[code]
"<dx90"
{
"$baseTexture" "models\player\items\pyro\pyro_pyrolean_dx8"
}
[/code]
if you want to use phong, mask it in a normal map and use $bumpmap
Has anybody made a mod where the gui shows what hat/weapons you have equipped? I asked that in the previous thread and I received a lot of agrees but nobody posted anything. Also, has somebody made some new and clever descriptions for the new hats? I'm pissed that valve didn't bother with using some witty description with them and it makes me incomplete with I wear my Mongolian. And I don't think its worth a Des tag for each hat, rather have a des that valve made and not what I made.
[QUOTE=NassimO PotatO;27072999][img_thumb]http://img4.hostingpics.net/pics/496762pyro.jpg[/img_thumb]
I try something...[/QUOTE]
I'd really tone down the red splotches on the propane tank and nozzle thing - keep in mind that they're used to give the impression of detail without actually going into too much detail so when they stand out like that they literally look like someone took a paint brush and deliberately tried to paint boxes on it.
If you're going for an airbrushed look don't be afraid to use an airbrush brush
[QUOTE=Sparkwire;27074413][img_thumb]http://gyazo.com/79ede6980d8d7d811e3a51a2f073c521.png[/img_thumb][/QUOTE]
i'd like to ask 2 things.
1. website is gyazo.com?
2. is the sniper's second hand clipping through the bag behind the scope?
[QUOTE=Shounic;27074599]i'd like to ask 2 things.
1. website is gyazo.com?
2. is the sniper's second hand clipping through the bag behind the scope?[/QUOTE]
1. I saw alot of pictures uploaded to gyazo.com lately
[QUOTE=Contrails;27074310]You can find it in any .vmt with paint
[code]
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "0"
"$colortint_base" "{49 48 44}"
"$colortint_tmp" "[0 0 0]"
[/code]
it tells the texture to color tint parts of the texture that aren't masked out in the alpha mask, so make your paintable parts white
and this is optional but gives dx8 users a specific texture so not all their hats are white since paint doesn't work on dx8
[code]
"<dx90"
{
"$baseTexture" "models\player\items\pyro\pyro_pyrolean_dx8"
}
[/code]
if you want to use phong, mask it in a normal map and use $bumpmap[/QUOTE]
Okay, but the parts that get painted aren't normally white. How do I get the plain unpainted version of the hair to show up without the white stuff on it? I mean how many VTFs do I need to make? There is a process to this, and that's why I'm asking. Looking at a VMT tells me nothing. :/
EDIT:
By what I can understand, I should make a DX9 paintable VTF with the alpha for the paint included, a seperate DX8 unpainted one with no alpha channel, and a seperate VTF after that that is simply the alpha channel for phong. That's what you're telling me. I'm confused.
[QUOTE=Shounic;27074599]i'd like to ask 2 things.
1. website is gyazo.com?
2. is the sniper's second hand clipping through the bag behind the scope?[/QUOTE]
Gyazo is a simple screencapping program where you just start it up for your task bar and drag a square around an area, a few seconds later the screencap will upload onto a new tab.
[QUOTE=tehMuffinMan;27074980]Gyazo is a simple screencapping program where you just start it up for your task bar and drag a square around an area, a few seconds later the screencap will upload onto a new tab.[/QUOTE]
That sounds incredibly handy.
[QUOTE=Frying Dutchman;27075043]That sounds incredibly handy.[/QUOTE]
Indeed, saves me having to load paint and then put it on imageshack every time I want to upload something .
I shall now use this.
Yep - 1 .vmt and 2 .vtfs (3 if you'd want phong, a second set if you want team colors)
I grabbed this from the soldier's viking hat .vmt
[code]
"VertexLitGeneric"
{
$baseTexture "models/player/items/soldier/soldier_viking.vtf" //this would be the base texture everything works off of (alpha tint alpha comes from here)
"<dx90" //the directx 8 case
{
"$baseTexture" "models\player\items\soldier\soldier_viking_dx8"
}
"$bumpmap" "models/player/items/soldier/soldier_viking_normal.vtf" //a normal map - the alpha also contains the phong mask
...
"$blendtintbybasealpha" "1" //here is the command that tells it to tint by alpha - you'd make the tinted parts opaque and other parts invisible with the alpha
"$blendtintcoloroverbase" "1" //not entirely sure what this is but my guess would be to discard the base (next line) when you tint
"$colortint_base" "{205 23 21}" //base color (no paint)
"$colortint_tmp" "[0 0 0]" //not sure about this either but I guess it'd be the starting point of the tinting - since this all works with RGB values, you'd add the paint colors to these values
...
[/code]
so in summary:
1 .vmt uses the following for paint
1 .vtf painted white which serves as the base of the paint
1 .vtf painted the normal color for dx 8 users
1 .vtf (optional) with a normal map or flat normal and mask for the phong values
and to specifically answer your question - use "$colortint_base" "{205 23 21}" in RGB values
[QUOTE=Contrails;27075129]Yep - 1 .vmt and 2 .vtfs (3 if you'd want phong, a second set if you want team colors)
I grabbed this from the soldier's viking hat .vmt
[code]
"VertexLitGeneric"
{
$baseTexture "models/player/items/soldier/soldier_viking.vtf" //this would be the base texture everything works off of (alpha tint alpha comes from here)
"<dx90" //the directx 8 case
{
"$baseTexture" "models\player\items\soldier\soldier_viking_dx8"
}
"$bumpmap" "models/player/items/soldier/soldier_viking_normal.vtf" //a normal map - the alpha also contains the phong mask
...
"$blendtintbybasealpha" "1" //here is the command that tells it to tint by alpha - you'd make the tinted parts opaque and other parts invisible with the alpha
"$blendtintcoloroverbase" "1" //not entirely sure what this is but my guess would be to discard the base (next line) when you tint
"$colortint_base" "{205 23 21}" //base color (no paint)
"$colortint_tmp" "[0 0 0]" //not sure about this either but I guess it'd be the starting point of the tinting - since this all works with RGB values, you'd add the paint colors to these values
...
[/code]
so in summary:
1 .vmt uses the following for paint
1 .vtf painted white which serves as the base of the paint
1 .vtf painted the normal color for dx 8 users
1 .vtf (optional) with a normal map or flat normal and mask for the phong values
and to specifically answer your question - use "$colortint_base" "{205 23 21}" in RGB values[/QUOTE]
I checked that RGB value in photoshop, it's red like the red part of the soldier's helmet that changes color. So I should use the RGB value that would match the color of the Scout's hair, yes?
Yeah
(you're making the scout's hair paintable??)
[QUOTE=Contrails;27075334]Yeah
(you're making the scout's hair paintable??)[/QUOTE]
He's givin' him more!
[QUOTE=Sparkwire;27075401][img_thumb]http://gyazo.com/87f5ffbf6c2657b42ca415ea8690c6d5.png[/img_thumb][/QUOTE]
It appears I am not the only one who has been meddling with that, us :ninja:s
[QUOTE=Contrails;27075334]Yeah
(you're making the scout's hair paintable??)[/QUOTE]
Mohawk, with colored spike streaks.
Like this!
[img]http://1.bp.blogspot.com/_mxA6kk4u7bg/S__tJhih_hI/AAAAAAAAAMs/1kKHrBhAjQU/s400/libertyspikemohawk.jpg[/img]
[QUOTE=Sparkwire;27075567][img_thumb]http://gyazo.com/6aae5824745232882f4854edd5001af8.png[/img_thumb][/QUOTE]
Sparky is getting serious.
[QUOTE=Skunkrocker;27075555]Mohawk, with colored spike streaks.
Like this!
[img_thumb]http://1.bp.blogspot.com/_mxA6kk4u7bg/S__tJhih_hI/AAAAAAAAAMs/1kKHrBhAjQU/s400/libertyspikemohawk.jpg[/img_thumb][/QUOTE]
wouldnt fit scout at all, sorry.
[img]http://gyazo.com/aa5b1ba1875e2227930ec7f87807a799.png[/img]
[QUOTE=Sparkwire;27075758]wouldnt fit scout at all, sorry.
[img_thumb]http://gyazo.com/aa5b1ba1875e2227930ec7f87807a799.png[/img_thumb][/QUOTE]
Is that a boolet?
its a used shotgun cartridge, yes.
[QUOTE=Sparkwire;27075758]wouldnt fit scout at all, sorry.[/QUOTE]
And? Soldier had a somewhat-fitting Uncle Sam hat.... That was changed to Dr. Suess.
[QUOTE=Sparkwire;27075886]its a used shotgun cartridge, yes.[/QUOTE]
OH SHIT, that recoil.
[QUOTE=TheGrayFox;27075922]And? Soldier had a somewhat-fitting Uncle Sam hat.... That was changed to Dr. Suess.[/QUOTE]
Just because Valve makes dumb mistakes doesn't mean we want to.
[QUOTE=Sparkwire;27075886]its a used shotgun cartridge, yes.[/QUOTE]
At first glance I tought it was a scope ._.
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