• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=<data_panel>;27176097]I'm not sure wether or not you guys in here are still doing the whole "electrical" theme, but since nobody made a knife, the idea was that a battery sends electricity through the metal, making it shock you or something. It's a replacement for the spy knife.[/QUOTE] In my opinion, a black stick with a battery on it's side and 2 massive wires on the top would come up to the "electrical" theme. [QUOTE][img_thumb]http://filesmelt.com/dl/This_any_better.png[/img_thumb][/QUOTE] It looks much better than the previous version.
The blade is now thin. [img]http://filesmelt.com/dl/The_blade_is_now_thin.png[/img]
[QUOTE=Bat-shit;27175707]Oh.. You mean some guy would actually send say, 50-200euros, directly into my Visa Electron type deal internet back account, if I gave them the unusual hat? Because if so I gotta keep that in mind[/QUOTE] Paypal, that's all. Unusuals go from 20€ to 600€. Yeah, i know, insane
That certainly is an improvement.
[QUOTE=<data_panel>;27176479] [img_thumb]http://filesmelt.com/dl/The_blade_is_now_thin.png[/img_thumb][/QUOTE] Now it looks even better. Improve the handle and show us the whole model, I will give you some ideas.
Whats a good plugin for blender for exporting .mdl files? I tried NeverBlender but that things installation process is hard as fudge.
[QUOTE=Demeschik;27176570]Now it looks even better. Improve the handle and show us the whole model, I will give you some ideas.[/QUOTE] Not sure what to do with the handle. I increased the length of the blade as to make it not as long as the handle anyways. This is the entire model so far: [img]http://img526.imageshack.us/img526/3376/theelectrocutterthinand.png[/img]
[QUOTE=;27176707]Not sure what to do with the handle. I increased the length of the blade as to make it not as long as the handle anyways. This is the entire model so far: [img_thumb]http://img526.imageshack.us/img526/3376/theelectrocutterthinand.png[/img_thumb][/QUOTE] It nice, but I think it could use some more uniqueness, maybe mess around with the handle to make it sorta similar to the eternal reward shape, and have the knife a little thicker.
Ok, scratch the previous post. I found my way.
[QUOTE=<data_panel>;27176707]Not sure what to do with the handle. I increased the length of the blade as to make it not as long as the handle anyways. This is the entire model so far: [img_thumb]http://img526.imageshack.us/img526/3376/theelectrocutterthinand.png[/img_thumb][/QUOTE] Make the handle less round, maybe with some of those little finger-indents that make a better grip.
How's this? Also shrunk some stuff, angled some other things. [img]http://img844.imageshack.us/img844/7862/imnearingcompletion.png[/img] [editline]3rd January 2011[/editline] Not sure what happened to the handle, but as soon as I stopped extruding the handle, that happened. :/
[QUOTE=;27177448]How's this? Also shrunk some stuff, angled some other things. [img_thumb]http://img844.imageshack.us/img844/7862/imnearingcompletion.png[/img_thumb] [editline]3rd January 2011[/editline] Not sure what happened to the handle, but as soon as I stopped extruding the handle, that happened. :/[/QUOTE] Still a little bit too round, the problem with it being round is that its harder to grip that a thin handle.
^ I'll fix that right now. While I do that: I tried compiling it with a random texture just because I want to see what it looks like ingame, and this was the output. [quote]WARNING: AppFramework : Unable to load module p4lib.dll! qdir: "c:\users\coyote\desktop\project x\decompiled knife\" gamedir: "c:\program files (x86)\steam\steamapps\******\team fortress 2\tf\" g_path: "C:\Users\Coyote\Desktop\Project X\Decompiled Knife\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Users\Coyote\Desktop\Project X\Decompiled Knife/w_knife_reference.dmx.smd SMD MODEL C:\Users\Coyote\Desktop\Project X\Decompiled Knife/lod1_w_knife_reference.dmx.smd SMD MODEL C:\Users\Coyote\Desktop\Project X\Decompiled Knife/idle.smd --------------------- writing c:\program files (x86)\steam\steamapps\******\team fortress 2\tf\models/weapons\w_models\w_knife.mdl: [b]Error opening c:\program files (x86)\steam\steamapps\******\team fortress 2\tf\models/weapons\w_models\w_knife.mdl! (Check for write enable)[/b] [/quote] What does it mean?
Means the folder(s) don't exist.
Does the folder you're putting it into pre-exist? Compiler won't create the folders for you.
I created the folders, like you guys suggested, and it works! :buddy: Now to see if it clips a lot ingame... [editline]3rd January 2011[/editline] It works, AND it doesn't clip! :buddy: [img]http://img402.imageshack.us/img402/1527/happyfacey.png[/img] [editline]3rd January 2011[/editline] Without textures it looks like a fishing pole, heh. [editline]3rd January 2011[/editline] Another picture from a different angle: [img]http://img717.imageshack.us/img717/9024/happyface2.png[/img] :D [editline]3rd January 2011[/editline] Wait what [img]http://img220.imageshack.us/img220/4103/magicv.png[/img] [editline]3rd January 2011[/editline] It also dissapears when taunting :c
The blade is a gigantic triangle.
[QUOTE=Nzdjh;27178531]The blade is a gigantic triangle.[/QUOTE] It also looks sharp enough to cut atoms in half v:v:v [editline]3rd January 2011[/editline] Successfully compiled a viewmodel lets look at dis shit [editline]3rd January 2011[/editline] Well that failed. Viewmodel is completely invisible.
[QUOTE=<data_panel>;27178604]It also looks sharp enough to cut atoms in half v:v:v [editline]3rd January 2011[/editline] Successfully compiled a viewmodel lets look at dis shit [editline]3rd January 2011[/editline] Well that failed. Viewmodel is completely invisible.[/QUOTE] I bet it's not, it's just offscreen. Look in model viewer, it's probably off to the right or left...maybe.
[QUOTE=Zebus;27178781]I bet it's not, it's just offscreen. Look in model viewer, it's probably off to the right or left...maybe.[/QUOTE] Nope. [img_thumb]http://img703.imageshack.us/img703/9054/nope.png[/img_thumb] [editline]3rd January 2011[/editline] Wait a second [quote]WARNING: @draw : bounding box out of range : -20 1479 9999 : 82027 1523 82027 WARNING: @idle : bounding box out of range : -20 1494 9999 : 82018 1512 82018 WARNING: @stab_a : bounding box out of range : -22 1490 9999 : 82033 1520 82033 WARNING: @stab_b : bounding box out of range : -33 1493 9999 : 82033 1521 82033 WARNING: @stab_c : bounding box out of range : -22 1489 9999 : 82028 1528 82028 WARNING: @backstab : bounding box out of range : -22 1487 9999 : 82027 1530 82027 WARNING: @backstab_up : bounding box out of range : -21 1494 9999 : 82028 1519 82028 WARNING: @backstab_down : bounding box out of range : -20 1493 9999 : 82028 1526 82028 WARNING: @backstab_idle : bounding box out of range : -17 1445 9999 : 82182 1519 82182 WARNING: @stun : bounding box out of range : -20 1487 9999 : 82027 1521 82027[/quote] Whut's zis?
Does anyone know where I can find Shugo's improved weapon sound pack? FPSbanana's new design is so crap I can't find it anywhere. Thanks :buddy:
[QUOTE=<data_panel>;27178839]Whut's zis?[/QUOTE] Let me guess: you used decompiled animations? Can't do that, my friend. The only way I know how to get around that is to include the .mdl of the original knife. Add $includemodel "Path to copy&pasted/renamed spy knife here" to your .qc. You can ditch your $sequence lines, too.
Heres a render of the tiki. [IMG]http://img88.imageshack.us/img88/2685/rendertiki.jpg[/IMG] How is it?
[QUOTE=<data_panel>;27178839]Nope. [img_thumb]http://img703.imageshack.us/img703/9054/nope.png[/img_thumb] [editline]3rd January 2011[/editline] Wait a second Whut's zis?[/QUOTE] You need to pull the spy knife model out of gfcexplorer, and put them in a folder. Then, add $includemodel "path to where you put the knife model you just extracted" in the .qc file, and it fixes the animations.
[QUOTE=DinoJesus;27179093]Heres a render of the tiki. [img_thumb]http://img88.imageshack.us/img88/2685/rendertiki.jpg[/img_thumb] How is it?[/QUOTE] Not quite bad, if I must say. so it's nice
[QUOTE=OpethRockr55;27179086]Let me guess: you used decompiled animations? Can't do that, my friend. The only way I know how to get around that is to include the .mdl of the original knife. Add $includemodel "Path to copy&pasted/renamed spy knife here" to your .qc. You can ditch your $sequence lines, too.[/QUOTE] That's pretty much exactly what I did. I also followed your tips, and it's still invisible. Wait, I'm gussing you mean w_knife, not v_knife_spy? If that's the case, then D'OH. Nevermind, tried both, still invisible.
[QUOTE=DinoJesus;27179093]Heres a render of the tiki. [img_thumb]http://img88.imageshack.us/img88/2685/rendertiki.jpg[/img_thumb] How is it?[/QUOTE] "It is I, Aku-Aku, and I am sworn to protect you."
Does anybody know if Hecates ever released his character backpack hud pack? (I don't mean the icons of the items, but the buttons leading to the loadouts) I was really looking forward to the beta-styled ones. Also, does anybody know if the maker of the Brass Beast and Bear Hands ever released that eatable cactus that was replaced by the Buffalo steak?
[QUOTE=DinoJesus;27179093]Heres a render of the tiki. [img_thumb]http://img88.imageshack.us/img88/2685/rendertiki.jpg[/img_thumb] How is it?[/QUOTE] It is a little flat. It needs to have a bit of curve to it, or a little more complexity than extruded edges.
Okay, I realized I had forgotten to remove the "DRAW" sequence from the qc. I did so, and now this happens. [quote]qdir: "c:\users\coyote\desktop\project x\decompiled knife viewmodel\" gamedir: "c:\program files (x86)\steam\steamapps\******\team fortress 2\tf\" g_path: "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel\mdldecompiler.qc" Building binary model files... Working on "mdldecompiler.qc" SMD MODEL C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel/v_knife_spy.dmx.smd ERROR: c:\users\coyote\desktop\project x\decompiled knife viewmodel\mdldecompiler.qc(26): - bad command } ERROR: Aborted Processing on 'weapons\v_models\v_knife_spy.mdl'[/quote] This is like my second model I'm making, and first [i]view[/i]model. So excuse me for stupidness.
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