• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
as generic as it looks, triple stripe is still an adidas trademark
[QUOTE=Cobaltcakes;43500177]Made some various concepts, here's an album with them and some old ones. All are open. [URL="http://imgur.com/a/M8h0P"]Concept Album[/URL][/QUOTE] These are cool concepts :)
What do you think guys ? [B]ZING[/B] : good idea + looks terrible [B]LATE[/B] : stupid idea + looks terrible [IMG]http://puu.sh/6hr7V.png[/IMG] ( oh and is up for grabs ofcourse )
[QUOTE=heinous;43499993]you can't remove the part if there is no checkbox for you to uncheck it at the previous screen of the importer. in fact if that part of the boots is going to be under the pants at all times anyway, why model it? cut them off at the ankles and reshape the soles until they go over the stock shoes.[/QUOTE] [QUOTE=Punchy;43500005]You cannot remove bodyparts that dont have a bodygroup (hat, pyro's head, scouts feet, ETC) if there's no bodypart you have to build above it. assuming you're in blender, check the vertex group on the playermodel, and see how engi's foot is rigged to the bones, then use that to imitate it onto your boot.[/QUOTE] Thanks for the help guys. But as there is no way to hide the default shoes or trousers, and resizing the boot to make them hidden will result in them being way to big, I am going to move onto a different item.
[IMG]http://i.imgur.com/jIty4HE.png[/IMG] hi
[QUOTE=Pagliacci;43500539][IMG]http://i.imgur.com/jIty4HE.png[/IMG] hi[/QUOTE] for medic shirts it really helps if you work around the suspenders, I don't think any so far have gone over them without being super bulky. also I think that's too much color change on the arms
I'm still working on it guys, doesn't help that I'm in and out of hospital. [THUMB]http://puu.sh/6htqh.PNG[/THUMB][THUMB]http://puu.sh/6htt3.PNG[/THUMB][THUMB]http://puu.sh/6httV.PNG[/THUMB] Anybody have any thoughts on if it is missing anything?
[QUOTE=Pagliacci;43500539][IMG]http://i.imgur.com/jIty4HE.png[/IMG] hi[/QUOTE] how about adding some yellow to make it fit with the Berliner's Bucket Helm ? :) [IMG]http://puu.sh/6htDJ.png[/IMG] EDIT: like this ? [IMG]http://puu.sh/6huwz.png[/IMG]
I promised I'd release the Enhanced Bots source files some time ago, so here you go: [url=gamebanana.com/projects/34810][img]http://tf2.jennybur.net/mods/Other/EnhancedBots/minipromo_source.png[/img][/url] (to OP: please put this directly next to the other Enhanced Bots download!)
-snip-
[IMG]http://puu.sh/6huwe.png[/IMG] anything i should add to this model?
Can I ask a small favor to some one who has access to tfmv can some one post a picture of the dog fighter with the mecha engine badge? I'd like to see how much it clips ~ thanks in advance
So I decompiled the Triad Trinket, and got a QC and a dmx.smd file (not separate, but a file with 2 periods) How do I export a file as dmx.smd in blender?
[QUOTE=Zero_;43500952]So I decompiled the Triad Trinket, and got a QC and a dmx.smd file (not separate, but a file with 2 periods) How do I export a file as dmx.smd in blender?[/QUOTE] It's just an smd AFAIK, the dmx part is just the name. So... Should i start beveling edges before or after marking sharp edges?
[QUOTE=Croc Shock;43499614]I was told it would be a good idea to post these concepts in the emporium as well so I hope you guys'll like them. [t]http://i1086.photobucket.com/albums/j445/DudeMcPerson/leggy-gun_zps59507082.png[/t] [t]http://i1086.photobucket.com/albums/j445/DudeMcPerson/sentry-shooter_zps18dafee2.png[/t] two miniguns with one built out of a sentry buster, and a medigun with robo medic's leg for the handle.[/QUOTE] please can I do the wooden minigun?
Is it worth releasing a pack of replaced stuff to hl2 props? Like the grenade pipes are Dr.Breen busts, maybe even have custom sounds.
[QUOTE=zipziggy;43500882]Can I ask a small favor to some one who has access to tfmv can some one post a picture of the dog fighter with the mecha engine badge? I'd like to see how much it clips ~ thanks in advance[/QUOTE] Wrong thread, this is where you want to post: [URL="http://facepunch.com/showthread.php?t=1243852"]Link[/URL].
[QUOTE=KleinerHl;43501281]Is it worth releasing a pack of replaced stuff to hl2 props? Like the grenade pipes are Dr.Breen busts, maybe even have custom sounds.[/QUOTE] Replace all sounds with "Oh fiddlesticks"
[QUOTE=Stiffy360;43499312]Here's the Paper soldier in action with hats and items for anyone that cares. [IMG]http://cloud.steampowered.com/ugc/505827628434074081/A5BA85E93FA02664BD1BBA2E33C9FB12D7692C88/[/IMG] So far I'm gonna need to have 36 HQ (1024^2) textures to do all of the classes + invuln textures.[/QUOTE] That helmet... [url=http://www.youtube.com/watch?v=uASTIdJdsho#t=406]Too perfect.[/url]
[QUOTE=dongalator;43496276]for those of you here that have weapons in the game, did you have to make a kill icon? or is that something valve does?[/QUOTE] From what I know, the less work Valve has to do the more likely your item gets in-game. So it definitely wouldn't hurt to have your own.
[IMG]http://puu.sh/6hy7i[/IMG] Final mesh? Any criticism, no matter how minor, now is the time and I'd love to hear it
WIP Grenade Launcher for the Celtic Demo set: [t]http://i.imgur.com/O6fhPRT.png[/t] we could use some suggestions for a new sight,as we are trying to avoid anything too modern.
well a celtic cross seems the obvious answer [t]http://www.londonbaystationery.com/Images/celtic_cross.jpg[/t]
i don't know why i didn't think of this.
This weapon looks really sweet! I stumbled across this and figured it would be a nice addition to your weapon... [t]http://www.warrelics.eu/forum/military_photos/firearms-ordnance/58995d1256250670-machine-gun-kreiskorn-anti-aircraft-sight-spider-net-2_tech_1a.jpg[/t] [QUOTE=kibbleknight;43501673]WIP Grenade Launcher for the Celtic Demo set: [t]http://i.imgur.com/O6fhPRT.png[/t] we could use some suggestions for a new sight,as we are trying to avoid anything too modern.[/QUOTE] Hope this helps! EDIT: Appears I'm a bit late...
Which lines do I add to a vmf to get an old custom model to show killstreak sheens?
[QUOTE=Cosa8888;43501126]It's just an smd AFAIK, the dmx part is just the name. [/QUOTE] Did that, although now I'm getting Error "cannot find bone bip_head for bbox" when I try to compile it. What's the bbox?
[QUOTE=Venezuelan;43501608][IMG]http://puu.sh/6hy7i[/IMG] Final mesh? Any criticism, no matter how minor, now is the time and I'd love to hear it[/QUOTE] Looks absolutely fantastic. Do you have anybody texturing it? I myself am interested.
Is anyone here good enough with sounds that they'd be able to call themselves somewhat of a sound engineer? I have raw files of my friend's laugh from an mvm game, and although it might not sound like much, once you hear them, I think you'd agree they fucking need to replace something in game. Unedited version: [url]https://www.mediafire.com/?u535y352acgd7e6[/url] Somewhat cleaned up version: [url]https://dl.dropboxusercontent.com/u/102054761/Rasta.rar[/url] If no one thinks they'd be able to fix it up, I'll probably just release the scratchy versions myself. [editline]11th January 2014[/editline] Oh, also, warning: The second .rar is a lot louder than the first. The first is actually pretty quiet, and I increased the volume about 1500% so it could be audible.
[QUOTE=Zero_;43501839]Did that, although now I'm getting Error "cannot find bone bip_head for bbox" when I try to compile it. What's the bbox?[/QUOTE] The bounding box. Your QC can't find the head bone on your primary model...for some reason. Just delete the $bbox section in your QC, it should regenerate automatically.
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