• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=DinoJesus;27181977]Yea, but the problem is the the decompiler wont even star, it says something about entry not permitted or something like that.[/QUOTE] Look at the edit I just made sorry you ninja'd me with this reply.
[QUOTE=BaronVonFail;27182009]Look at the edit I just made sorry you ninja'd me with this reply.[/QUOTE] Thank you so much for this man, its a lifesaver, now i can finally finish my skin.
[QUOTE=DinoJesus;27182079]Thank you so much for this man, its a lifesaver, now i can finally finish my skin.[/QUOTE] Glad I could help and look forward to using this mod. It looks lovely.
[QUOTE=<data_panel>;27181206]And with advice from a lot of people I've gotten this far. [b]But the knife doesn't have any animations, therefor is stuck in this animation. Halp.[/b] [img_thumb]http://img266.imageshack.us/img266/8813/thissucks.png[/img_thumb][/QUOTE] Any help on this?
[QUOTE=<data_panel>;27182229]Any help on this?[/QUOTE] post the qc?
[QUOTE=Sexy Robot;27182295]post the qc?[/QUOTE] $cd "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel" $modelname "weapons\v_models\v_knife_spy.mdl" $model "v_knife_spy" "v_knife_spy.dmx.smd" $cdmaterials "\models\weapons\v_knife\" $cdmaterials "\models\player\spy\" $includemodel "C:\Users\Coyote\Desktop\Project X\Knife Viewmodel\v_knife_spy.mdl" $texturegroup skinfamilies { {"models/player/spy/spy_hands_red.vmt" "models/weapons/v_knife/v_knife.vmt" } {"spy_hands_blue.vmt" "models/weapons/v_knife/v_knife.vmt" } } $hboxset "default" $hbox 0 "bip_upperArm_R" -2.150 0.000 -3.420 2.880 14.560 1.990 $hbox 0 "bip_lowerArm_R" -2.200 0.000 -2.620 2.620 13.180 3.260 $hbox 0 "weapon_bone" -1.500 -0.500 -2.000 12.500 0.500 1.000 // Model uses material "models/player/spy/spy_hands_red.vmt" // Model uses material "models/weapons/v_knife/v_knife.vmt" // Model uses material "spy_hands_blue.vmt" $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $surfaceprop "default" $illumposition 19.078 -6.452 -12.038
[QUOTE=visored;27181484]Yes! I'm finally able to post. Tried making something for your electric pack, thought it would be a good start. Here's what i have. [img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/electricnadelauncher.jpg[/img_thumb] It's supposed to be an electrically boosted grenade launcher or something. :D[/QUOTE] This looks beautiful, tell me it will have some manner of custom grenade! Also how does it reload, where's the break?
[quote]$cd "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel" $modelname "weapons\v_models\v_knife_spy.mdl" $includemodel "C:\Users\Coyote\Desktop\Project X\Knife Viewmodel\v_knife_spy.mdl" $model "v_knife_spy" "v_knife_spy.dmx.smd" $cdmaterials "\models\weapons\v_knife\" $cdmaterials "\models\player\spy\" $texturegroup skinfamilies { {"models/player/spy/spy_hands_red.vmt" "models/weapons/v_knife/v_knife.vmt" } {"spy_hands_blue.vmt" "models/weapons/v_knife/v_knife.vmt" } } $hboxset "default" $hbox 0 "bip_upperArm_R" -2.150 0.000 -3.420 2.880 14.560 1.990 $hbox 0 "bip_lowerArm_R" -2.200 0.000 -2.620 2.620 13.180 3.260 $hbox 0 "weapon_bone" -1.500 -0.500 -2.000 12.500 0.500 1.000 // Model uses material "models/player/spy/spy_hands_red.vmt" // Model uses material "models/weapons/v_knife/v_knife.vmt" // Model uses material "spy_hands_blue.vmt" $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $surfaceprop "default" $illumposition 19.078 -6.452 -12.038[/quote] Basicly the same, just moved some stuff around to see if it makes a difference. Also make sure that the model you use for $includemodel is correct and not something like a failed test that you did. Re- extract it from the gcf or something. If it doesn't work, play around with it for a while. This is just how I would do it if it was me and had all the files like you do. You also shouldn't need the v_knife textures in the qc unless your model actually uses them.
[QUOTE=CrazyBaconLegs;27182404]This looks beautiful, tell me it will have some manner of custom grenade! Also how does it reload, where's the break?[/QUOTE] I'm pretty sure it's right here [img]http://gyazo.com/4aadb76f7827099326ff559005f01d01.png[/img]
[IMG]http://img405.imageshack.us/img405/6254/knifez.png[/IMG] Now THIS. Is a knife.
[QUOTE=Sexy Robot;27182466]Basicly the same, just moved some stuff around to see if it makes a difference. Also make sure that the model you use for $includemodel is correct and not something like a failed test that you did. Re- extract it from the gcf or something. [code]$cd "C:\Users\Coyote\Desktop\Project X\Decompiled Knife Viewmodel" $modelname "weapons\v_models\v_knife_spy.mdl" $includemodel "C:\Users\Coyote\Desktop\Project X\Knife Viewmodel\v_knife_spy.mdl" $model "v_knife_spy" "v_knife_spy.dmx.smd" $cdmaterials "\models\weapons\v_knife\" $cdmaterials "\models\player\spy\" $texturegroup skinfamilies { {"models/player/spy/spy_hands_red.vmt" "models/weapons/v_knife/v_knife.vmt" } {"spy_hands_blue.vmt" "models/weapons/v_knife/v_knife.vmt" } } $hboxset "default" // Model uses material "models/player/spy/spy_hands_red.vmt" // Model uses material "models/weapons/v_knife/v_knife.vmt" // Model uses material "spy_hands_blue.vmt" $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00 $surfaceprop "default" $illumposition 19.078 -6.452 -12.038[/code] If it doesn't work, play around with it for a while. This is just how I would do it if it was me and had all the files like you do. You also shouldn't need the v_knife textures in the qc unless your model actually uses them.[/QUOTE] hbox stuff is unneeded, it takes it from the default option above it...and from the includemodel
[QUOTE=Detroit Matt;27181617]Looks amazing, but take some polies away from the holes in the stock. Although, that's not really for any reason. Your polycount's fine as is. Also, found a shorter URL for the tf2 newest skins on gamebanana [url]http://www.gamebanana.com/skins/newest?mn=2&vl[filters][game]=2[/url] (Can't figure out how to display it properly without shortening)[/QUOTE] Actually its ][game]=3
[QUOTE=Zebus;27182668]hbox stuff is unneeded, it takes it from the default option above it...and from the includemodel[/QUOTE] Wow, I didn't know this :v: Thanks.
[QUOTE=CrazyBaconLegs;27182404]This looks beautiful, tell me it will have some manner of custom grenade! Also how does it reload, where's the break?[/QUOTE] Think I might instate a rule that if you intend your weapon to fire a projectile, you must create your own custom projectile model. No more Crossbows, Black Boxes, Direct Hits or Loch n Loads, PLEASE. (they're hell to make good killicons for :v:)
[QUOTE=Sexy Robot;27182630][img_thumb]http://img405.imageshack.us/img405/6254/knifez.png[/img_thumb] Now THIS. Is a knife.[/QUOTE] Crocodile Dundee? I love that movie!
[QUOTE=visored;27181484]Yes! I'm finally able to post. Tried making something for your electric pack, thought it would be a good start. Here's what i have. [img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/electricnadelauncher.jpg[/img_thumb] It's supposed to be an electrically boosted grenade launcher or something. :D[/QUOTE] EMP Grenade Launcher? This could be an interesting weapon along with a so far pretty interesting design. Any custom grenades planned for it?
[QUOTE=Sexy Robot;27182630][img_thumb]http://img405.imageshack.us/img405/6254/knifez.png[/img_thumb] Now THIS. Is a knife.[/QUOTE] Royzo said no more knives cause think of the children etc. (but do it anyway and we'll guilt him into adding it)
[QUOTE=visored;27181484]Yes! I'm finally able to post. Tried making something for your electric pack, thought it would be a good start. Here's what i have. [img_thumb]http://i495.photobucket.com/albums/rr320/drh3ll/electricnadelauncher.jpg[/img_thumb] It's supposed to be an electrically boosted grenade launcher or something. :D[/QUOTE] [img]http://www.majhost.com/gallery/Colossal/tf2concept/zeothers/lower_dem_counts.png[/img]
[QUOTE=Sexy Robot;27182466]Basicly the same, just moved some stuff around to see if it makes a difference. Also make sure that the model you use for $includemodel is correct and not something like a failed test that you did. Re- extract it from the gcf or something. If it doesn't work, play around with it for a while. This is just how I would do it if it was me and had all the files like you do. You also shouldn't need the v_knife textures in the qc unless your model actually uses them.[/QUOTE] Didn't work. I figure as much as that it doesn't get any animations because, well, they aren't in the qc... And when they ARE included, the entire model is invisible instead.
[QUOTE=<data_panel>;27182967]Didn't work. I figure as much as that it doesn't get any animations because, well, they aren't in the qc... And when they ARE included, the entire model is invisible instead.[/QUOTE] Hmm. There's not much we can really do here without the files ourselves, either that or theres some silly mistake somewhere. And; [IMG]http://img713.imageshack.us/img713/6966/knife2.png[/IMG] Nearly done with the model, dents amongst other changes need to be added.
Should I rar it and upload to filesmelt, then? v:v:v
[QUOTE=Sharc;27182900]EMP Grenade Launcher? This could be an interesting weapon along with a so far pretty interesting design. Any custom grenades planned for it?[/QUOTE] Yea, i think i'll make a custom grenade after i finish the weapon. Also, is it alright to have three grenade chambers or would it bad for the reload animation?
[QUOTE=<data_panel>;27183142]Should I rar it and upload to filesmelt, then? v:v:v[/QUOTE] If you wan't to.
Well this is odd, I readded ever $sequence line, and the compiling is now flawless, but there still are no sequences when I view the model in Model Viewer...
[QUOTE=visored;27183264]Yea, i think i'll make a custom grenade after i finish the weapon. Also, is it alright to have three grenade chambers or would it bad for the reload animation?[/QUOTE] Meh, just look at the Loch-n-load animations to answer this question. [editline]4th January 2011[/editline] [QUOTE=<data_panel>;27183305]Well this is odd, I readded ever $sequence line, and the compiling is now flawless, but there still are no sequences when I view the model in Model Viewer...[/QUOTE] Something is afoot.
[QUOTE=Sexy Robot;27183117]Hmm. There's not much we can really do here without the files ourselves, either that or theres some silly mistake somewhere. And; [img_thumb]http://img713.imageshack.us/img713/6966/knife2.png[/img_thumb] Nearly done with the model, dents amongst other changes need to be added.[/QUOTE] May I have the .blend file, I would like to see how you make your blades look so good. Also: [img]http://dl.dropbox.com/u/3657658/Facepunch/WAR/Colt7.jpg[/img] Moved it, better position? If not, please suggest a better one.
what is it a cigarrette holder What I'm saying is it doesn't look like a lazer sight.
[QUOTE=Dachande;27183469]what is it a cigarrette holder[/QUOTE] Lazer Sight.
Guys, I made a watch and wanted to ask you guys what I could add to it. ( I havent made the strap yet ) [img]http://img830.imageshack.us/img830/3209/watchx.jpg[/img]
[QUOTE=Eeshton;27183454]May I have the .blend file, I would like to see how you make your blades look so good. [/QUOTE] Cool! Someone admires my work :v: I will give you the .blend after I'm finished with the model completely.
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