[QUOTE=Dachande;27083166]Maybe a few dents?[/QUOTE]
i have a few i couldn't get in the shot, but i can always add more.
Sparewire sure was eager to want to see my medic animation, he even went to the legnth of getting some randomly to tell me "Stop being a N-"
spark isnt that bad of a guys... if you ignore his random outburst and... dickering...
[QUOTE=Mico27;27084975]spark isnt that bad of a guys... if you ignore his random outburst and... dickering...[/QUOTE]
list extends here ->__________________________________________________________________
When is the electric nuclear thing officially starting?
1st Jan - 23rd Jan sound okay? Giving me about a week to throw together an update page?
[QUOTE=NeoDement;27085192]1st Jan - 23rd Jan sound okay? Giving me about a week to throw together an update page?[/QUOTE]
awesome
also digging Daimao's foster paint fix
specifically the black one.
[url]http://www.daimao.org/gallery/photos/fosterfacade.png[/url]
1 Jan is in 2 days
I think you should extend it to at least the middle of February - people find out about it late, work slowly, start over on things - I for one would appreciate it as I have exams right in the middle of January :/
[QUOTE=AyesDyef;27067392]I'm regularly here, I'm just usually working on something big that I don't wanna show you guys juuuust yet :P[/QUOTE]
Is your secret project the female sniper? Because I've been looking forward to that since you first revealed it.
[QUOTE=Contrails;27085275]1 Jan is in 2 days
I think you should extend it to at least the middle of February - people find out about it late, work slowly, start over on things - I for one would appreciate it as I have exams right in the middle of January :/[/QUOTE]
damnit
Alright, early Jan - Mid Feb. And that's final.
Ashton and Drex are helping me test paint since I'm DX8 and broke and can't afford a new computer. This is what Ashton is seeing in the model viewer running DX10.
[img]http://gyazo.com/0530c8d27343380a80fc4a2a3f29bf3e.png[/img]
THIS IS SUPPOSED TO BE UNPAINTED, IT'S SHOWING UP WHITE ON DX9+ COMPUTERS. IT SHOULD BE BROWN.
What am I doing wrong?
VMT code follows.
[code]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/scout/mohawk.vtf"
"<dx90" //the directx 8 case
{
"$baseTexture" "models\player\items\scout\mohawk_dx8.vtf"
}
"$yellow" "0"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1" // between 0-1 determines how much blended by tinting vs. replacing the color
"$colortint_base" "{50 39 33}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
"$colortint_tmp" "[1 1 1]"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "5"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "2" // Exponent for phong component of rim lighting
"$rimlightboost" "0.35"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$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" "$color2"
}
}
}
[/code]
EDIT:
AshtonArdoin: put but with low res and texture
AshtonArdoin: thats why it looks so bad
How do you compile c_models, guys, I'm thinking of bring this back:
[img]http://gyazo.com/1f0863dddbe8dce5387387684b8e5311.png[/img]
Oh Spark, have you rubbed your turned-down animation offer into Swizzle's smug face yet?
[QUOTE=Mico27;27084975]spark isnt that bad of a guys... if you ignore his random outburst and... dickering...[/QUOTE]
I like the guy he's just straight talking and gets pissed off when people go off topic or have a go at him for no real reason.
[QUOTE=Eeshton;27086074]How do you compile c_models, guys, I'm thinking of bring this back:
[img_thumb]http://gyazo.com/1f0863dddbe8dce5387387684b8e5311.png[/img_thumb][/QUOTE]
The exact same way you compile w_models. Except with a C.
Someone make a mod for the Medic's playermodel so that his tie isn't tucked and is dangling about. :v:
[QUOTE=Keychain;27087046]Someone make a mod for the Medic's playermodel so that his tie isn't tucked and is dangling about. :v:[/QUOTE]
I did not even know he HAD a tie.
This is another model I made a while back but put aside... a tam o shanter
[img]http://img259.imageshack.us/img259/7734/tamred.png[/img]
[img]http://img718.imageshack.us/img718/1232/tamblu.png[/img]
is it worth finishing?
[QUOTE=Skunkrocker;27086065]Ashton and Drex are helping me test paint since I'm DX8 and broke and can't afford a new computer. This is what Ashton is seeing in the model viewer running DX10.
[img_thumb]http://gyazo.com/0530c8d27343380a80fc4a2a3f29bf3e.png[/img_thumb]
THIS IS SUPPOSED TO BE UNPAINTED, IT'S SHOWING UP WHITE ON DX9+ COMPUTERS. IT SHOULD BE BROWN.
What am I doing wrong?
VMT code follows.
[code]"VertexlitGeneric"
{
"$baseTexture" "models/player/items/scout/mohawk.vtf"
"<dx90" //the directx 8 case
{
"$baseTexture" "models\player\items\scout\mohawk_dx8.vtf"
}
"$yellow" "0"
"$blendtintbybasealpha" "1"
"$blendtintcoloroverbase" "1" // between 0-1 determines how much blended by tinting vs. replacing the color
"$colortint_base" "{50 39 33}" // put the RGB value of whats being colored when no paint is present, if $blendtintcoloroverbase is 0 then put [1 1 1] here.
"$colortint_tmp" "[1 1 1]"
"$phong" "1"
"$phongexponent" "20"
"$phongboost" "5"
"$lightwarptexture" "models/player/pyro/pyro_lightwarp"
"$phongfresnelranges" "[.25 1 4]"
// Rim lighting parameters
"$rimlight" "1" // To enable rim lighting (requires phong)
"$rimlightexponent" "2" // Exponent for phong component of rim lighting
"$rimlightboost" "0.35"
// Cloaking
"$cloakPassEnabled" "1"
"Proxies"
{
"weapon_invis"
{
}
"AnimatedTexture"
{
"animatedtexturevar" "$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"
}
}
}
[/code]
EDIT:
AshtonArdoin: put but with low res and texture
AshtonArdoin: thats why it looks so bad[/QUOTE]
model viewer does that... see: [url]http://wiki.teamfortress.com/wiki/Template:Painted_variants/Tutorial[/url]
in hindsight I probably should've mentioned this earlier :/
[QUOTE=Keychain;27087046]Someone make a mod for the Medic's playermodel so that his tie isn't tucked and is dangling about. :v:[/QUOTE]
i suggested this and got laughed at
:saddowns:
[QUOTE=Sparkwire;27087333][img_thumb]http://sparkwire.thanez.net/tf2/sydney_sleeper/reloadwip1.gif[/img_thumb][/QUOTE]
needs to be simpler
look at smg reload animation, its a simple out magazine in new one. this one resembles cs:s too much, but you've heard both of these before. although i do think you need to be re-told a bit because if you're aiming for getting these ingame it wouldn't fit all that much.
[QUOTE=Dachande;27087515]needs to be simpler
look at smg reload animation, its a simple out magazine in new one. this one resembles cs:s too much, but you've heard both of these before. although i do think you need to be re-told a bit because if you're aiming for getting these ingame it wouldn't fit all that much.[/QUOTE]
Meh. The only problem I see is that it would take too much space on the screen, but on an asthetic level I think it's just right.
Opinions, opinions.
OMG
Drex just sent the new screenshots...
It's perfect!
[QUOTE=Dachande;27087515]bitching and nagging like a woman[/QUOTE]
shut the fuck up it's fine the way it is
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