• TF2 Emporium XXVIII
    5,001 replies, posted
[QUOTE=Kinglah Crab;27272185]didn't royzo mention how no more equalizer knives are going into the op[/QUOTE] A very specific and generic kind of knife that has been made by at least three separate people. I find this to be different enough.
[QUOTE=Rong;27276189]Also notice he has stubble. Very subtle but it's there.[/QUOTE] Wow! That is subtle, I can't even see it!
[QUOTE=DatWut?;27276923]Sadly not, someone was working on it but gave up on it because the Sticky Jumper he made looked to much like the ScoRes. I'd love a Sticky Jumper skin aswell.[/QUOTE] This sounds like something I could attempt.
By the way, is it theoretically possible to have a separate Rocket Jumper skin for each team? For the teamcolor fetishists who'd like orange stripes on RED and yellow ones on BLU.
[QUOTE=Marik Bentusi;27277808]By the way, is it theoretically possible to have a separate Rocket Jumper skin for each team? For the teamcolor fetishists who'd like orange stripes on RED and yellow ones on BLU.[/QUOTE] Yes.
[QUOTE=Marik Bentusi;27277808]By the way, is it theoretically possible to have a separate Rocket Jumper skin for each team? For the teamcolor fetishists who'd like orange stripes on RED and yellow ones on BLU.[/QUOTE] Yes, infact the current Rocket Jumper uses teamcolours but uses the same sheet for both. I'd love to see Engy's hardhat colours worm their way in for teamcolours too, though.
[QUOTE=Keychain;27272461]Can I see an in-game screen or something please?[/QUOTE] Here you go: [url]http://img152.imageshack.us/img152/6764/ctf2fort0003.jpg[/url] [url]http://img148.imageshack.us/img148/7442/ctf2fort0005.jpg[/url] [url]http://img687.imageshack.us/img687/5036/ctf2fort0006g.jpg[/url]
[QUOTE=Rozzy85;27278126]Here you go: [url]http://img152.imageshack.us/img152/6764/ctf2fort0003.jpg[/url] [url]http://img148.imageshack.us/img148/7442/ctf2fort0005.jpg[/url] [url]http://img687.imageshack.us/img687/5036/ctf2fort0006g.jpg[/url][/QUOTE] I want this. Really.
Something about the rivets and the barrels texture to me look a bit funny. i think its because they don't match the air cylinder(?) in style. So in short to me nice model but some of the textures nurk me.
At first glance it looks like a regular grenade launcher.
The little pimples on the barrel look wrong. And for lord's sake, use any other company. Mann Co. is so overused it's not even funny.
Rong linked me a concept art scout skin. Fucking amazing, anyone want a link? (Yes, because rong linked it, I was worried.)
[QUOTE=Smashman;27278477]The little pimples on the barrel look wrong. And for lord's sake, use any other company. Mann Co. is so overused it's not even funny.[/QUOTE] What other companies are there in the world of TF2?
Can someone make a mod that makes the heads meter, revenge meter, metal count, and sticky count/targe meter fit in uniformly to every other meter? It looks so fucking ugly.
[QUOTE=DelBoy;27278587]What other companies are there in the world of TF2?[/QUOTE] Roycorp
[QUOTE=DelBoy;27278587]What other companies are there in the world of TF2?[/QUOTE] [url=http://wiki.tf2.com/wiki/List_of_companies]All these[/url]
[QUOTE=Skunky;27278154]I want this. Really.[/QUOTE] Dear god....what is this. Actually...kinda looks like photoshop, but I might be wrong. Edit: /reads the last few pages Oh...well then, scratch this from the record
[QUOTE=Suttles;27278536]Rong linked me a concept art scout skin. Fucking amazing, anyone want a link? (Yes, because rong linked it, I was worried.)[/QUOTE] [QUOTE=Rong;27275874]Concept Scout has got real good hair genes. [img_thumb]http://s3.amazonaws.com/data.tumblr.com/tumblr_lep6vxuXvc1qf7lfko1_1280.png?AWSAccessKeyId=0RYTHV9YYQ4W5Q3HQMG2&Expires=1294566057&Signature=pWH3xr5qyxkA71lJZxK2jWgAveE%3D[/img_thumb] I almost feel like it should be like that on the default Scout.[/QUOTE]
This is how it looks without the rivets: [url]http://img3.imageshack.us/img3/6774/ctf2fort0008b.jpg[/url]
[QUOTE=Rozzy85;27267764]Decided to release the Grenade Launcher I made as it's fully working now. This is C_ model only and won't work as a V_ model replacement. It also has a grenade pill replacement which you can use if you want to. The only bug I can find is that the grenade and loaded grenades will or won't appear on the world model when it is dropped. This happens with the current grenade launcher and is there's nothing I can do to fix it. [url=http://www.hamaloo.co.uk/dl.php?f=grenadelauncher.rar][img_thumb]http://img337.imageshack.us/img337/3440/glpromo.png[/img_thumb][/url] Note: Before anyone says it has 6 slots because the model I submitted was intended to have 6 loaded and to be compatible with the animations.[/QUOTE] Looks really excellent and unique. I downloaded it and took a look over it in the modelviewer and I quite like it alot. I just noticed the lack of phong and rim lightning and took a look over the vmt. You disabled the phong and you didnt used any rim lightning. I prefer to have both of these because this two shader really makes TF2 unique. Just change the $phong line from 0 to 1 and use the rim light settings from the shotgun, it works really well as I just tested it myself. Another thing I would change would be that you should define the cracks and damage on the stock and the barrel a bit more with the texture. You can see a good example of the damage on the wood on the razorback. If you would change especially these things it would be perfect in my opinion and be sure to contribute it. Good Job!
[QUOTE=murphy7;27278893]Looks really excellent and unique. I downloaded it and took a look over it in the modelviewer and I quite like it alot. I just noticed the lack of phong and rim lightning and took a look over the vmt. You disabled the phong and you didnt used any rim lightning. I prefer to have both of these because this two shader really makes TF2 unique. Just change the $phong line from 0 to 1 and use the rim light settings from the shotgun, it works really well as I just tested it myself. Another thing I would change would be that you should define the cracks and damage on the stock and the barrel a bit more with the texture. You can see a good example of the damage on the wood on the razorback. If you would change especially these things it would be perfect in my opinion and be sure to contribute it. Good Job![/QUOTE] Thanks. Would you mind posting the VMT changes? The VMT I used was just the one from the stock Grenade Launcher so I assumed all the settings would be the same. About the cracks. The model uses a lot of texturing mirroring to save UV space so I couldn't define the cracks on some parts in the texture due to it showing up on the mirrored side. They were kind of an afterthought once I had completed mostly everything.
[QUOTE=Rozzy85;27278989]Thanks. Would you mind posting the VMT changes? The VMT I used was just the one from the stock Grenade Launcher so I assumed all the settings would be the same. About the cracks. The model uses a lot of texturing mirroring to save UV space so I couldn't define the cracks on some parts in the texture due to it showing up on the mirrored side. They were kind of an afterthought once I had completed mostly everything.[/QUOTE] [code]"VertexLitGeneric" { "$baseTexture" "models/weapons/c_items/c_oldgal" "$bumpmap" "models/weapons/c_items/c_oldgal_phongmask" "$phong" "1" "$phongexponent" "20" "$phongboost" "2" "$lightwarptexture" "models/lightwarps/weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$tempvar" "0" "$basephongexponent" "20" "$basephongboost" "2" "$commadd_phongexponent" "30" "$commadd_phongboost" "22.5" "$commweapon" "0" "$rimlight" "1" "$rimlightexponent" "10" "$rimlightboost" ".175" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } "CommunityWeapon" { "resultVar" "$commweapon" } "Multiply" { "srcVar1" "$commweapon" "srcVar2" "$commadd_phongexponent" "resultVar" "$tempvar" } "Add" { "srcVar1" "$tempvar" "srcVar2" "$basephongexponent" "resultVar" "$phongexponent" } "Multiply" { "srcVar1" "$commweapon" "srcVar2" "$commadd_phongboost" "resultVar" "$tempvar" } "Add" { "srcVar1" "$tempvar" "srcVar2" "$basephongboost" "resultVar" "$phongboost" } } } [/code] I just copy & pasted the shotgun rimlightning and enabled the phong. Be sure to play around a bit with those settings and you will sure get some good results. And about the cracks, yeah thats not that good. But it works too like it is.
[QUOTE=Sleepin' Steve;27274365]Requesting double monocle Whiskered Gentleman. [img_thumb]http://img.photobucket.com/albums/v97/BRBLOL/dealwithitroyzo.gif[/img_thumb][/QUOTE] You know what? A Royzo's head for Pyro would be nice :D
[QUOTE=Hecates;27279512]You know what? A Royzo's head for Pyro would be nice :D[/QUOTE] Yes, but Royzo keeps his model files in his secret elaborate underwater skeleton lair, so good luck with that.
The thing I find really disturbing about the concept scout is that by default, his eyes are really wide open, unlike the default scout.
[QUOTE=Hecates;27279512]You know what? A Royzo's head for Pyro would be nice :D[/QUOTE] A Royzo Horseless Headless Horseman replacement with his ragequit sword would have been nice too. :frown:
[QUOTE=Communist Cake;27279823]The thing I find really disturbing about the concept scout is that by default, his eyes are really wide open, unlike the default scout.[/QUOTE] This happens because the eyelid flexes break during decompiling. Either you recreate the eyelid flexes or just edit the flexcontrollers: [code]flexcontroller eyelid range 0.500 1.000 right_CloseLid flexcontroller eyelid range 0.500 1.000 left_CloseLid[/code] This forces the flexes to be half activated so the eyelids will be in a normal position.
[img]http://gyazo.com/9846c4225f44c91271d9ca94e70be561.png[/img] i dunno agree for good, disagree for bad. this thing will have two belts btw. [editline]8th January 2011[/editline] [img]http://gyazo.com/f49f2f973b219d408aa79ee6f9524b28.png[/img] should i add these loop things?
[QUOTE=Sparkwire;27280405][img_thumb]http://gyazo.com/9846c4225f44c91271d9ca94e70be561.png[/img_thumb] i dunno agree for good, disagree for bad. this thing will have two belts btw. [editline]8th January 2011[/editline] [img_thumb]http://gyazo.com/f49f2f973b219d408aa79ee6f9524b28.png[/img_thumb] should i add these loop things?[/QUOTE] are you going to release this or leave us wanting it?
[QUOTE=Sparkwire;27280405][img_thumb]http://gyazo.com/9846c4225f44c91271d9ca94e70be561.png[/img_thumb] [/QUOTE] Holy shit thats godlike
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