[QUOTE=Pie_Tony;27045361]I'll probably give texturing it a go if the UV is good enough.[/QUOTE]
Its not.
[img]http://dl.dropbox.com/u/3869606/not.jpg[/img]
[img]http://experienceyork.apps01.yorku.ca/wordpress/wp-content/uploads/2010/08/two-thumbs-up.jpg[/img]
[QUOTE=kfhammond;27045408]Its not.
[img_thumb]http://dl.dropbox.com/u/3869606/not.jpg[/img_thumb]
[img_thumb]http://gaygamer.net/images/thumbs-up.jpg[/img_thumb][/QUOTE]
Oh dear god.
Boy, we need to find someone to teach you how to unwrap.
[QUOTE=Nzdjh;27045421]Oh dear god.
Boy, we need to find someone to teach you how to unwrap.[/QUOTE]
I know how, I just couldn't be bothered with UVing-ing-ing it today. Ive only been working on it today. I'll do it tomorrow or something.
[QUOTE=kfhammond;27045408]Its not.
[img_thumb]http://dl.dropbox.com/u/3869606/not.jpg[/img_thumb]
[/QUOTE]
Holy rear-ender nipple tits.
[sp]You use realistic stock textures, in MY TF2?[/sp]
[QUOTE=kfhammond;27045441]I know how, I just couldn't be bothered with UVing-ing-ing it today. Ive only been working on it today. I'll do it tomorrow or something.[/QUOTE]
Good. Frankly I'm surprised the program didn't implode upon itself with that UV.
[QUOTE=SkinkYEA;27039735][media]http://www.youtube.com/watch?v=33jyoyJNa2c&feature=related[/media]
[img_thumb]http://img137.imageshack.us/img137/2055/dwam.png[/img_thumb]
Just an idea.[/QUOTE]
Eazy-D?
[QUOTE=Pie_Tony;27045450]Holy rear-ender nipple tits.
You use realistic stock textures, in MY TF2?[/QUOTE]
actually, That wood and metal texture is taken straight from TF2
[QUOTE=Nzdjh;27045454]Good. Frankly I'm surprised the program didn't implode upon itself with that UV.[/QUOTE]
Ive done worse
O_O
Yeah, that UV could use some work. Are you using 3DS?
If you are, there is an Unwrap feature in 3DS that can give you a quick and dirty fix that doesn't look too horribly bad but could be better.
[QUOTE=Skunkrocker;27045538]Yeah, that UV could use some work. Are you using 3DS?[/QUOTE]
No, Cinema 4D
[QUOTE=kfhammond;27045505]actually, That wood and metal texture is taken straight from TF2[/QUOTE]
Looking at them they seem to be wall textures.
and the bullet isn't from TF2.
[QUOTE=Pie_Tony;27045548]Looking at them they seem to be wall textures.
and the bullet isn't from TF2.[/QUOTE]
wood_floor001.vtf
Ibeam001b.vtf
And yes, the bullet is not from TF2.
Well this is most likly going to be my last post in the Emporium relating to this map seeing as it is now sealed, and 75% playable. Once it is ready for alpha i will make a new thread about it in the tf2 section.
ANYWAY, here are some screenshots of it now that is sealed off. I felt like i have held back on ingame screens shots of the map so here are some.
[img_thumb]http://treybrown.com/images/uploads/medi_town11.jpg[/img_thumb]
[img_thumb]http://treybrown.com/images/uploads/medi_town12.jpg[/img_thumb]
[img_thumb]http://treybrown.com/images/uploads/medi_town13.jpg[/img_thumb]
Most of the tiny amount of props i used in the map have all there fade distances set and half the maps lighting is done. I am going to try and finish it for alpha tomorrow but no promises.
did you get the trigger_ignite_arrows to work?
everytime I put them in a custom map, bows simply won't get lit on touch.
Hey, I dunno if this warrants a banner, or even if it's been done before, but I managed to fix up the whole "grenade launcher viewmodel" thingy. I honestly don't understand why Valve changed the items_game.txt the way they did, but it was pretty simple to fix up.
[url]http://www.box.net/shared/v9oq8mmx3y[/url]
[QUOTE=Hell-met;27045895]did you get the trigger_ignite_arrows to work?
everytime I put them in a custom map, bows simply won't get lit on touch.[/QUOTE]
I am stumped on this one too. I have tried everything from making the ents myself to copying the set of ents straight out of degroot and still nothing. In simi rare cases i have found that the braziers will ignite my arrows once but thats it. I am hoping someone will find the cause to it soon!
[QUOTE=Sie-Sveinhund;27045156]Hey guys, long time lurker, first time poster (At least for an actual mod). Ever noticed that when you pick up the intelligence, the little team colored bits are all disgustingly blurry? Well, I've been experimenting around with VMT settings, and I've managed to change it so it instead displays dynamic team-colored glows in the style of the Headtaker.
Might not sound interesting, but give it a chance., will you?
[url=http://www.filefront.com/17717864/glowingintel.zip][img_thumb]https://dl.dropbox.com/u/11549110/Facepunch/Other/promo_intel.png[/img_thumb][/url][/QUOTE]
That's a great idea, but I want to see what it's like in-game. Have any pics of it?
[QUOTE=kfhammond;27045408]Its not.
[img_thumb]http://dl.dropbox.com/u/3869606/not.jpg[/img_thumb]
[img_thumb]http://experienceyork.apps01.yorku.ca/wordpress/wp-content/uploads/2010/08/two-thumbs-up.jpg[/img_thumb][/QUOTE]
Jesus fuck just export it as obj and I'll fix it for you.
HELL I'LL FIX YOUR SMOOTHING TOO WHILE I'M AT IT. :v:
[QUOTE=dark soul;27030490]Finally, was waiting for this thread to be made.Now I can post my new hat.
[img_thumb]http://img196.imageshack.us/img196/804/chicken2u.jpg[/img_thumb]
Jiggle bones included.[/QUOTE]
wow,cant wait for realease wish i had a cookie for you!:(
I wonder if there's a reason why Valve didn't put the shiny effect on the headtaker, it's only a few VMT commands.
Umm.. Wrong thread but I don't wanna open new topic just for this
[img]http://uppix.net/4/c/1/6009d63566d0e42f7b070bfaf832a.png[/img]
Anyone know how to fix that light?
[QUOTE=dire_luck;27044098]Stuff so rad that i desperately want it, but deep down i know that he will never release it (kinda like what murphy7 does)[/QUOTE]
hey, c'mon :saddowns:.
What do you want?
[QUOTE=coverop;27046306]Umm.. Wrong thread but I don't wanna open new topic just for this
[img_thumb]http://uppix.net/4/c/1/6009d63566d0e42f7b070bfaf832a.png[/img_thumb]
Anyone know how to fix that light?[/QUOTE]
Write -autoconfig to the launch options
mat_bumpmap 1
God damn it I need someone who knows how to do ambient occlusion in Blender 2.5 because I have no fucking clue
Anyone care to step in?
[QUOTE=treythepunkid;27045802]Well this is most likly going to be my last post in the Emporium relating to this map seeing as it is now sealed, and 75% playable. Once it is ready for alpha i will make a new thread about it in the tf2 section.
ANYWAY, here are some screenshots of it now that is sealed off. I felt like i have held back on ingame screens shots of the map so here are some.
[img_thumb]http://treybrown.com/images/uploads/medi_town11.jpg[/img_thumb]
[img_thumb]http://treybrown.com/images/uploads/medi_town12.jpg[/img_thumb]
[img_thumb]http://treybrown.com/images/uploads/medi_town13.jpg[/img_thumb]
Most of the tiny amount of props i used in the map have all there fade distances set and half the maps lighting is done. I am going to try and finish it for alpha tomorrow but no promises.[/QUOTE]
oops, sorry didn't see it was for a medieval map.
Cars in medieval times?
[QUOTE=Talamini;27046721]*Asking to put cars on the streets of a medieval town*[/QUOTE]
wat
[QUOTE=Jessecar96;27037758]Requested by the FH&IT:
[url=http://dl.dropbox.com/u/12438082/Mods/sax%20Mod.zip][img_thumb]http://dl.dropbox.com/u/12438082/Mods/sax.gif[/img_thumb][/url]
Put in in your Team Fortress 2/tf folder[/QUOTE]
This is [b]epic[/b].
[editline]29th December 2010[/editline]
I'm stuck at unwraping and mapping my hat, any good tutorial?
[QUOTE=kfhammond;27044673]somewhat improved smoothing groups...
[img_thumb]http://dl.dropbox.com/u/3869606/tlcwip12.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/3869606/tlcwip13.jpg[/img_thumb]
someone want to help me... make it... better?[/QUOTE]
The wooden handle doesnt need to be bent in 5 different ways, its wood.
Sorry, you need to Log In to post a reply to this thread.