[QUOTE=kidsingrul;43485493]After some weeks in development, hopefully it has been worth the wait.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=214853487"][IMG]http://cloud-2.steampowered.com/ugc/688223409965102172/C4B39E4A3DC60FD694EB444A65E71F32674D92C0/[/IMG][/URL][/QUOTE]
You should really wait till the workshop is fixed before uploading.
[QUOTE=maxint33;43486507]You should really wait till the workshop is fixed before uploading.[/QUOTE]
But I thought it was already fixed a few days ago :/
[QUOTE=kidsingrul;43485493]After some weeks in development, hopefully it has been worth the wait.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=214853487"][IMG]http://cloud-2.steampowered.com/ugc/688223409965102172/C4B39E4A3DC60FD694EB444A65E71F32674D92C0/[/IMG][/URL][/QUOTE]
i really love how this turned out. at first i was hoping for it to turn into the gardening hat we never got for the pyro, but it really stands on its own now.
[QUOTE=kidsingrul;43486534]But I thought it was already fixed a few days ago :/[/QUOTE]
Nope
mod release?
[url]http://steamcommunity.com/workshop/filedetails/?id=170471295[/url]
it's this one if you dont wanna click the link
[IMG]http://i.imgur.com/kkejniN.jpg[/IMG]
id like it for an sfm video
[QUOTE=OneFourth;43487244]mod release?
[url]http://steamcommunity.com/workshop/filedetails/?id=170471295[/url]
it's this one if you dont wanna click the link
[IMG]http://i.imgur.com/kkejniN.jpg[/IMG]
id like it for an sfm video[/QUOTE]
What happened to his chest
[QUOTE=Cosa8888;43487274]What happened to his chest[/QUOTE]
he got swole
[QUOTE=dongalator;43483664](cross post)
[IMG]http://i.imgur.com/iQMSEow.png[/IMG]
[IMG]http://i.imgur.com/WS2E0gl.png[/IMG]
[url]http://p3d.in/AYInC[/url]
i changed the pyro symbol to a cross so it can be for all shotgun classes.
any other critique from anyone at all?[/QUOTE]
Aw but it looked so cool with the pyro symbol, still loving it though
[QUOTE=PyroToaster;43487553]Aw but it looked so cool with the pyro symbol, still loving it though[/QUOTE]
i'll make a version with the pyro symbol as a mod, but the workshopped one will have a new ornament. and thanks :smile:
Mine and ToxicWeasels latest. V2 Bonk themed guitar for Scout.
[IMG]http://i.imgur.com/KGxv2SF.png[/IMG]
I think the Soundboard should have the bonk plastered on it instead of the fretboard.
[QUOTE=maxint33;43483217]I'm not sure what you mean. Are you asking if theres a way to rig automatically?[/QUOTE]
[QUOTE=heinous;43483364]can you walk through the process? i'm thinking of doing it for the first time, and right now all i can imagine is assigning bone weights one vertex at a time. say i already got lod0 properly placed in ref pose, what's next?[/QUOTE]
could still use this...
[QUOTE=heinous;43487777]could still use this...[/QUOTE]
Peronally what I do is try to line up the vertices in the item model with the vertices on the player model with respect from the head-on view of the models (this helps keep it snug while avoiding morbid levels of clipping later), then copy the bone weight amounts one-at-a-time after attaching the item to the armature the player uses. (With multiple weights per vertex, having something like notepad out is recommended to jot down the numbers). If a vertex on my item is not near any player vertices, I knife the polygons on the player underneath the item's vertex, copy the weight values for the new knife-created vertex, then undo the knifing before assigning the bone weights to the vertex on my item.
[QUOTE=TrevorTheJedi;43487725]I think the Soundboard should have the bonk plastered on it instead of the fretboard.[/QUOTE]
Thanks for the feedback. I'll have a look at an alternative design. I'd be interested to see what other people say. The workshop is screwed up atm anyway
Enhanced Bots slightly updated for TF2:
[url=http://tf2.jennybur.net/mods/Other/EnhancedBots/latest.zip][img]http://tf2.jennybur.net/mods/Other/EnhancedBots/minipromo.png[/img][/url]
And [I][B][I]FINALLY[/I][/B][/I] released for the Gmod and SFM workshops, that have been down all week:
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=214943855][img]http://cloud-3.steampowered.com/ugc/667957215045593753/73A1985E567830FB309A742A94BA3DE77A8C2269/358x358.resizedimage[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=214950535][img]http://cloud-3.steampowered.com/ugc/667957215046239285/DA3C006E56E7B1F8EDBF22615AD99B11769A9F4A/358x358.resizedimage[/img][/url]
is the workshop email mailing list still a thing? or did they forget about it?
It worked this time!
[T]http://cloud-3.steampowered.com/ugc/505827628383862256/D9624EA899979D83D11B922B29E92C87C25C5649/[/T]
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=214941163&searchtext="]The Poacher's Trophy[/URL]
Quick sketch done on my phone with a shitty pic
[T]http://i.imgur.com/bDSf6nk.jpg[/t]
It's supposed to be a drama/comedy mask
I'm thinking about flexes (Getting hit: drama, killing: comedy, etc.)
[QUOTE=dongalator;43488094]is the workshop email mailing list still a thing? or did they forget about it?[/QUOTE]
They literally deleted the list and have not, responded to any of my emails other than Eric's "we're working on it"
[QUOTE=OneFourth;43487244]mod release?
[url]http://steamcommunity.com/workshop/filedetails/?id=170471295[/url]
it's this one if you dont wanna click the link
[IMG]http://i.imgur.com/kkejniN.jpg[/IMG]
id like it for an sfm video[/QUOTE]
We're working on a version that is less... erm... odd.
well, that's some good news!
edit:
! not ~
The workshop looks so fucking ugly right now with these scattered submissions.
[editline]10th January 2014[/editline]
[QUOTE=heinous;43483364]can you walk through the process? i'm thinking of doing it for the first time, and right now all i can imagine is assigning bone weights one vertex at a time. say i already got lod0 properly placed in ref pose, what's next?[/QUOTE]
Just select all the verts around the bone at once. Assuming youre using blender, check which parts of the default model are bound to each bone so you know where to rig.
[QUOTE=maxint33;43488976]The workshop looks so fucking ugly right now with these scattered submissions.
[editline]10th January 2014[/editline]
Just select all the verts around the bone at once. Assuming youre using blender, check which parts of the default model are bound to each bone so you know where to rig.[/QUOTE]
i am using blender yes. how do you deal with lod's? there was something in the email list about bone collapse, and the player models seem to have more lod's than the importer shows. how do i make sure the item works with them all when i import?
also, is there a way to choose which vert stays when you "remove doubles" for lod's? to make sure the bone weights stay correct?
[QUOTE=heinous;43489385]also, is there a way to choose which vert stays when you "remove doubles" for lod's? to make sure the bone weights stay correct?[/QUOTE]
LOD's don't need weights since they inherit them from the LOD0 model.
Would be interested to know the answer to that question for other reasons though
[QUOTE=heinous;43489385]i am using blender yes. how do you deal with lod's? there was something in the email list about bone collapse, and the player models seem to have more lod's than the importer shows. how do i make sure the item works with them all when i import?
also, is there a way to choose which vert stays when you "remove doubles" for lod's? to make sure the bone weights stay correct?[/QUOTE]Why do you have doubles on your model in the first place?
[QUOTE=Flubbman;43490789]Why do you have doubles on your model in the first place?[/QUOTE]
i don't. it's when i manually snap verts to each other while making lod's and then i click "remove doubles" to get rid of them. i'm sure there's an easier way but nobody told me. :(
[QUOTE=heinous;43490853]i don't. it's when i manually snap verts to each other while making lod's and then i click "remove doubles" to get rid of them. i'm sure there's an easier way but nobody told me. :([/QUOTE]
alt+m and merge at first, last, or center
[QUOTE=heinous;43490853]i don't. it's when i manually snap verts to each other while making lod's and then i click "remove doubles" to get rid of them. i'm sure there's an easier way but nobody told me. :([/QUOTE]
you could just use decimate on the model to lower the tri count to work as an lod
thats not really necessary unless you're really high over 700
[QUOTE=Punchy;43490910]you could just use decimate on the model to lower the tri count to work as an lod
thats not really necessary unless you're really high over 700[/QUOTE]
Never use decimate. Its utter shit.
Instead just menually delete edge loops in order to create LODs
[QUOTE=dongalator;43490880]alt+m and merge at first, last, or center[/QUOTE]
sweet, does the uv get taken care of as well?
Sorry, you need to Log In to post a reply to this thread.