[IMG]http://puu.sh/5wi6E/8d81b0f0e9.jpg[/IMG]
went back and made the fur better
[QUOTE=Sparkwire;43013183][IMG]http://puu.sh/5wi6E/8d81b0f0e9.jpg[/IMG]
went back and made the fur better[/QUOTE]
[IMG]http://i.imgur.com/VMIyhlnl.jpg[/IMG]
[IMG]http://puu.sh/5wkRC.jpg[/IMG]
thoughts?
[QUOTE=Colteh;43013304][IMG]http://puu.sh/5wkRC.jpg[/IMG]
thoughts?[/QUOTE]
The pic you took looks kinda blurred
[url=https://dl.dropboxusercontent.com/u/31115055/TF2/medigun.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/medigun.png[/img][/url]
Fixed the handle and some other shit. Also has some more team colored parts now.
[QUOTE=Game Zombie;43013731][url=https://dl.dropboxusercontent.com/u/31115055/TF2/medigun.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/medigun.png[/img][/url]
Fixed the handle and some other shit. Also has some more team colored parts now.[/QUOTE]
And this is why I secretly worship you.
How do people normally go about making weapon skins for the viewmodels? i want to make a bit of an edit to the viewmodels physically, but i assume i have to recompile them as mdl and studiomdl doesnt seem to be doing anything when i drag the qc file over.
the qc file over.
Why do I keep doing this to myself
I keep making shit overly complex for simple things that are gonna end up being like 32x32 pixels
Just look at this shit
[t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_bow.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_bow_multi.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_jarate.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_sydneysleeper.png[/t]
[QUOTE=Old Hermit;43013821]Why do I keep doing this to myself
I keep making shit overly complex for simple things that are gonna end up being like 32x32 pixels
Just look at this shit
-imgsnip-[/QUOTE]
MvM Symbols?
Because eventually you can send these to valve and have them being the official icons for said robots.
it would look far better compared to the shit we have now.
Absolutely beautiful
So I sent over the sandals to Texman and atm looks good, what do you guys think?
[IMG]http://speedcap.net/sharing/files/5d/34/5d34151fe6afe53ce6b5b1053a2ffd3d.png[/IMG]
[QUOTE=Old Hermit;43013821]Why do I keep doing this to myself
I keep making shit overly complex for simple things that are gonna end up being like 32x32 pixels
Just look at this shit
[t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_bow.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_bow_multi.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_jarate.png[/t] [t]https://dl.dropboxusercontent.com/u/102054761/leaderboard_class_sniper_sydneysleeper.png[/t][/QUOTE]
Make the foreground figures a different color from the background scope
Also when you're making icons less is more, if those details are that small at this size they're just gonna look noisy and bad when downscaled
Focus more on readability than making it pretty.
Not directly mod-related, but I thought I'd post this here.
I'm going to have an oral presentation in Swedish class in a couple of weeks. It can be about any subject and it has to be around 3-5 minutes long. I was thinking about talking about the Steam Workshop, the Emporium and Valve's support of TF2 modders. Maybe I could mention some of you guys when I talk about what your self-mades have meant for you (void being able to move out of his house, svdl becoming super rich etc.)
Do you think I should go somewhere with this, and if yes, could you maybe suggest some points to talk about?
Robotic Boogaloo giving more than just artists a slice of the pie.
Does anyone have a link to the 4 slot grenade launcher?
[QUOTE=Ermac20;43014575]Does anyone have a link to the 4 slot grenade launcher?[/QUOTE]
[url]http://www.mediafire.com/download/ccvf2ucgo295q88/4%20Slot%20Grenade%20Launchers.vpk[/url]
I keep this around because it is indeed hard to find.
Pretty sure I updated it with the new anims too.
[QUOTE=Blaco;43014696][url]http://www.mediafire.com/download/ccvf2ucgo295q88/4%20Slot%20Grenade%20Launchers.vpk[/url]
I keep this around because it is indeed hard to find.
Pretty sure I updated it with the new anims too.[/QUOTE]
-god damnit i'm dumb-
[url]http://vinh.peniscorp.com/tf2stuff/scotch_guardian.zip[/url]
Anyway, could someone take a look at this mod?
I think the custom grenade models are broken on it.
Why are the pyro's cannister bones not declared as $bonemerge in the QC?
I have the problem that I modify the smd for it to have said bones, then I compile it. decompile it again to see everything is ok, and the bones I just added arent there anymore.
[QUOTE=WiltheKid;43007412]this reminded me, who was making those really high-quality gibs
they had models and textures for each class' gibs then they disappeared off the face of the earth[/QUOTE]
I suppose you mean me, though I hope not because they weren't exactly "high quality".
[QUOTE=Razi The Red;41799527][img_thumb]http://i393.photobucket.com/albums/pp20/Red_Uncle/Heads_zps7f337b3f.png[/img_thumb]
[img_thumb]http://i393.photobucket.com/albums/pp20/Red_Uncle/Heads3_zpsdab7f958.png[/img_thumb]
[img_thumb]http://i393.photobucket.com/albums/pp20/Red_Uncle/Heads2_zps46d56f67.png[/img_thumb]
[url=https://dl.dropboxusercontent.com/u/101023256/SFMHeds.rar]Here they are, I guess[/url]
Non-hwm (sorry, there's no guide to compiling HWM models that I could find), but basic faceposing works. As far as I'm aware they're only SFM compatible; I don't know about Gmod because I don't have it.
I worked out most of the prior issues I had, but I still don't know that they're anywhere near perfect perfect. Some of them have bones that technically don't exist still, and transparency may or may not be weird on the Medic and Sniper.
Nonetheless hopefully someone will find these useful before someone comes along and makes better ones.
If there are any big issues just let me know, I guess.[/QUOTE]
The head gibs I did were more geared toward SFM because they still retained their basic flexes, multiple skins where applicable, and bodygroups. I had intended to do them with HWM flexes too, but that knowledge wasn't available to me at the time I made them.
Someone suggested an in-game replacement, but I couldn't get the physics to work right and they would just clip underground and come to rest there so I just abandoned that particular part of the pursuit.
All that said; I never got any real feedback so if there are any issues I have not been able to look at/ fix them.
Just get someone to help you port them to Gmod if you can't do it.
[QUOTE=Blaco;43014696]I keep this around because it is indeed hard to find.[/QUOTE]
I have no idea what you changed exactly but you can find pretty much any mod I've made/edited and released some where [url= dl.dropboxusercontent.com/u/31115055/TF2/index.html]here[/url]
[QUOTE=Game Zombie;43015058]I have no idea what you changed exactly but you can find pretty much any mod I've made/edited and released some where [url= dl.dropboxusercontent.com/u/31115055/TF2/index.html]here[/url][/QUOTE]
Oh cool, didn't know that sorry.
And I didn't change anything, I just updated the c_demo_animations.mdl file after SF broke it.
Well, I'm happy with this. (Although the wires are probably not very nice, shh)
[THUMB]http://puu.sh/5wCys.png[/THUMB]
But now I'm confused. It is based off of a real camera (which I assume was made with right handed people in mind) but it only makes sense for me to operate it left handed, as the crank is on the right side.
I've also modeled the viewfinder/sight to fit the curvature of the left eye socket, because being left handed, that is the eye I would use.
Can a right handed person tell me if this should be flipped, or if that is how you would hold it?
General feedback is also always valuable.
I think I know what's the deal with the bongos and bells.
The bells are attached to the spine bone, while the bongos are attached to the canisters bone.
The problem I have is that when I compile the smd that HAS the canisters bones, they disappear.
And I dont think it has to do with the QC, as the Original Pyro QC doesnt have anything referring said bones.
Any knows what I could be doing wrong?
The festive frying pan needs a fix. Messed up lights, tried it without other mods. Still missing lights.
[T]http://www.abload.de/img/1epkce.png[/T]
[QUOTE=Swiss;43015888]Well, I'm happy with this. (Although the wires are probably not very nice, shh)
[THUMB]http://puu.sh/5wCys.png[/THUMB]
But now I'm confused. It is based off of a real camera (which I assume was made with right handed people in mind) but it only makes sense for me to operate it left handed, as the crank is on the right side.
I've also modeled the viewfinder/sight to fit the curvature of the left eye socket, because being left handed, that is the eye I would use.
Can a right handed person tell me if this should be flipped, or if that is how you would hold it?
General feedback is also always valuable.[/QUOTE]
Can i texture that ? :3
In other news
[IMG]http://www.jepix.fr/images/testlkelku.png[/IMG]
[QUOTE=NassimO PotatO;43016646]
[IMG]http://www.jepix.fr/images/testlkelku.png[/IMG][/QUOTE]
Looks good, but the ice cream looks like it just fall down to the cooler.
[QUOTE=Zero_;43016671]Looks good, but the ice cream looks like it just fall down to the cooler.[/QUOTE]
thats my bad. i'm gonna add a hole later today. hopefully it looks better then.
[QUOTE=NassimO PotatO;43016646]Can i texture that ? :3[/QUOTE]
I'd be very glad if you did, it's the part I am dreading :v:
I'll drop a link to the model in a little bit, I just need to reduce the number of tris slightly first. - Actually it might be a while, I need to get rid of 800 tris and I'm still not overly happy with the topology of the stock.
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