• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=heinous;43531498]someone told you earlier to make it look more attached, i think it can still look even more so. [IMG]http://i.imgur.com/ww210vh.jpg[/IMG][/QUOTE] Is this better? [IMG]http://puu.sh/6kzix.jpg[/IMG]
[QUOTE=kidsingrul;43532435]Is this better? [/QUOTE] Please don't post such huge images. It's better now, yes...
(t)(/t) instead of (img)(/img) for thumbnail size
[img]http://i.imgur.com/ieFGqsF.png[/img]
[QUOTE=heinous;43532695](t)(/t) instead of (img)(/img) for thumbnail size[/QUOTE] [noparse][noparse][/noparse][/noparse] for no parse :)
[QUOTE=Snowshoe;43532736][img]http://i.imgur.com/ieFGqsF.png[/img][/QUOTE] Great. Now I can't un-[B]SEE[/B] it. Get it? No? Yes? No..? :I Kill me. :suicide:
[QUOTE=Pagliacci;43530702][IMG]http://i.imgur.com/LbtHSgt.png[/IMG] WWI soldier (sorry if this has been done before)[/QUOTE] well, same theme [img]https://dl.dropboxusercontent.com/u/39556064/WWsoldier1.jpg[/img][t]https://dl.dropboxusercontent.com/u/39556064/concepts/WW1Soldier4.jpg[/t] also slightly outdated progress shot [editline]14th January 2014[/editline] [QUOTE=Inspecter;43529137]Here are mine and Kibble's combined concepts. Here's mine [t]https://dl.dropboxusercontent.com/u/38397602/Soldierconquistadorarmbracersgloved.png[/t] *note I didn't draw the boots and pants because I think Valve would probably remove them if it was modeled. Heres Kibble's [img]http://puu.sh/6kb54.jpg[/img] They will be sent to Gibbly for the final touches.[/QUOTE] Might be spoiling something secret but I think Svdl was working on conquistador miscs as well
Nah, I pretty much scrapped the idea.
[QUOTE='[Brn];43532427']The battery will go in the bottom of the wooden handle for the engineer (Still need to figure out how to properly model this). And for the spy i'll need the make an additional chamber. It's only a first mesh[/QUOTE] i'd sugest using something like this. [t]http://www.sparkbench.com/homebrew/rcabatteriessmall.jpg[/t]
[QUOTE=Snowshoe;43524472]it may be just me, but i think the long red laser sticking out should just be removed. you can keep the thing where the tracer comes from and put a self-illum dot on the end instead. it would communicate pretty much the same thing and be a bit more subtle. the thing is likely going to be invisible/noisy at long distances anyway.[/QUOTE] I prefer it this way, the Rescue Ranger has already got that kind of laser dot, i wanted mine to be similiar to L4D's laser sight [img]http://puu.sh/6kF8Y.jpg[/img] Ingame test,probably my first model with a good, clean texture. Also, important stuff here: the name [b]Agree[/b] for "The Buckshot" [b]Disagree[/b] for "The Lead Spitter" [b]Optimistic[/b] for another name (And maybe suggest something!)
Sorry for slacking a little, I've been working on a VR mode for L4D. That autoshotgun just needs a bigger world model and it'll be released. EDIT: Here it is, have fun [URL="https://dl.dropboxusercontent.com/u/65113316/modeldownloads/new/tf_autoshotgun_scatter.zip"][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_autoshotty.png[/IMG][/URL]
[t]http://i.imgur.com/tYXxwpx.png[/t] Model is done, now i need someone to texture it
i feel as if it's a tad small.
[QUOTE=Vincentor;43533520]Sorry for slacking a little, I've been working on a VR mode for L4D. That autoshotgun just needs a bigger world model and it'll be released. EDIT: Here it is, have fun [URL="https://dl.dropboxusercontent.com/u/65113316/modeldownloads/new/tf_autoshotgun_scatter.zip"][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_autoshotty.png[/IMG][/URL][/QUOTE] i really like this mod and all, but you might want to tweak the animations some more, because scout's fingers go straight through the gun: [img]http://puu.sh/6kIlR.jpg[/img] and considering that it uses separate models for first and third person, you could probably go about merging the grip and stock in third-person to fix scout grabbing the stock instead of the grip. [img]http://puu.sh/6kIs4.jpg[/img]
[QUOTE=Batandy;43533479]I prefer it this way, the Rescue Ranger has already got that kind of laser dot, i wanted mine to be similiar to L4D's laser sight [img]http://puu.sh/6kF8Y.jpg[/img] Ingame test,probably my first model with a good, clean texture. Also, important stuff here: the name [b]Agree[/b] for "The Buckshot" [b]Disagree[/b] for "The Lead Spitter" [b]Optimistic[/b] for another name (And maybe suggest something!)[/QUOTE] I would say the "Guided Gutshot' or the 'Texan True-aim' could work
Before started working on something new decided to bring some order to my Workshop by getting some gold stars for old items and releasing some mods which should have been released ages ago. Special thanks to BANG!, ItemToast saves a lot of time! [URL=http://tf2mods.net/mod.php?id=799][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_Beskozyrka.png[/IMG][/URL][URL=http://steamcommunity.com/sharedfiles/filedetails/?id=5821][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_WorkshopExtention.png[/IMG][/URL] [URL=http://tf2mods.net/mod.php?id=800][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_Sailor.png[/IMG][/URL][URL=http://steamcommunity.com/sharedfiles/filedetails/?id=5823][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_WorkshopExtention.png[/IMG][/URL] [URL=http://tf2mods.net/mod.php?id=803][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_Marina.png[/IMG][/URL][URL=http://steamcommunity.com/sharedfiles/filedetails/?id=6632][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_WorkshopExtention.png[/IMG][/URL] [URL=http://tf2mods.net/mod.php?id=802][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_Whaler.png[/IMG][/URL][URL=http://steamcommunity.com/sharedfiles/filedetails/?id=13841][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_WorkshopExtention.png[/IMG][/URL] [URL=http://tf2mods.net/mod.php?id=801][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_Anchorage.png[/IMG][/URL][URL=http://steamcommunity.com/sharedfiles/filedetails/?id=19433][IMG]https://dl.dropboxusercontent.com/u/8567688/ModPromo_WorkshopExtention.png[/IMG][/URL]
that minigun
[QUOTE=kibbleknight;43533955]you might want to tweak the animations some more, because scout's fingers go straight through the gun and considering that it uses separate models for first and third person, you could probably go about merging the grip and stock in third-person to fix scout grabbing the stock instead of the grip.[/QUOTE] I guess I could open some of the animation dmx's and adjust the finger poses, but the reason why he's not holding it correctly is because otherwise the entire thing would've looked too small.
[QUOTE=Vincentor;43534122]I guess I could open some of the animation dmx's and adjust the finger poses, but the reason why he's not holding it correctly is because otherwise the entire thing would've looked too small.[/QUOTE] that isn't really the case, its not really all that small, as what it lacks in beefyness it makes up for in length, it would look perfectly fine if you adjusted to fit his hands. [img]http://puu.sh/6kKg8.jpg[/img] just gotta merge he grip with the stock and its fixed.
Is there a simple way to change the direction of a model? Currently im creating a weapon with custom animation and the firstperson view, looks into the direction of -y but my model is looking into the -x direction. I don't realy remember but I think there is a code which can simply change the direction of the model in the QC file.
[QUOTE=Rotzloeffel;43534641]Is there a simple way to change the direction of a model? Currently im creating a weapon with custom animation and the firstperson view, looks into the direction of -y but my model is looking into the -x direction. I don't realy remember but I think there is a code which can simply change the direction of the model in the QC file.[/QUOTE] Try the $origin command, the fourth value rotates by the Z axis [QUOTE=kibbleknight;43534226]just gotta merge he grip with the stock and its fixed.[/QUOTE] This any better? [IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/models/autoshot1.jpg[/IMG]
[QUOTE=Vincentor;43534713]Try the $origin command, the fourth value rotates by the Z axis [/QUOTE] How exactly does the code looks like?
[QUOTE=Rotzloeffel;43535163]How exactly does the code looks like?[/QUOTE] $origin <x> <y> <-z> [z rotation] EG $origin 0 0 0 -90 Read more about it here [URL]https://developer.valvesoftware.com/wiki/$origin[/URL]
[QUOTE=Vincentor;43535184]$origin <x> <y> <-z> [z rotation] EG $origin 0 0 0 -90 Read more about it here [URL]https://developer.valvesoftware.com/wiki/$origin[/URL][/QUOTE] I already had the code like this, but I didn't worked. Then I just found out that its only workin when I put the origin to the head of qc file. However its working. Many thanks!
[QUOTE=Batandy;43533479]\[b]Optimistic[/b] for another name (And maybe suggest something!)[/QUOTE] Laser Leadslinger?
[QUOTE=ElusiveBadger;43535530]Laser Leadslinger?[/QUOTE] Blinding Buckshot :downs:
[img]http://puu.sh/6kW1Z.jpg[/img] Done, expect a download link very soon
[QUOTE=Batandy;43536472][img]http://puu.sh/6kW1Z.jpg[/img] Done, expect a download link very soon[/QUOTE] Please be for stock shotgun, please be for stock shotgun...
[QUOTE=Mr. Jelly;43536791]Please be for stock shotgun, please be for stock shotgun...[/QUOTE] Actually it's for the Frontier Justice, but i'll make a stock shotgun replacement too
[QUOTE=Vincentor;43534713]Try the $origin command, the fourth value rotates by the Z axis This any better? [IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/models/autoshot1.jpg[/IMG][/QUOTE] Looks good to me There's also some broken fingers during the reload and when you use a botkiller this happens [img]http://cloud-2.steampowered.com/ugc/669083115138357090/E7BDC209F59E0A8ADB4A2E55064F4DCB96C4D52D/[/img] Also the fact that the animation that prepares for the reload already acts like it inserts a shell confuses me, thinking i already have reloaded every time
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