[QUOTE=Pagliacci;43657435][IMG]http://i.imgur.com/nq0tPk2.png[/IMG]
I love the hive minder.[/QUOTE]
Try to keep your ideas to the tf2 style, your concepts always seem to be quite random.
[QUOTE=maxint33;43657761]Try to keep your ideas to the tf2 style, your concepts always seem to be quite random.[/QUOTE]
Well at least it's something to go with the hive minder.
[IMG]http://puu.sh/6wIe4.jpg[/IMG]
WIP.
Not sure of the colour on the buttons. Also i'm worried that the camo adds a bit too much noise to the lower half.
camo pants #1295
[editline]24th January 2014[/editline]
loving the pockets though
[QUOTE=SediSocks;43657889][IMG]http://puu.sh/6wIe4.jpg[/IMG]
WIP.
Not sure of the colour on the buttons. Also i'm worried that the camo adds a bit too much noise to the lower half.[/QUOTE]
honestly, i didn't even notice the camo pants till i read it.
also, i like the pockets but maybe make them slightly darker or lighter than the jacket to make them mom out more?
[QUOTE=Frying Dutchman;42986964]
[URL="http://gamebanana.com/projects/34810"][IMG]http://tf2.jennybur.net/mods/Other/EnhancedBots/minipromo_source.png[/IMG][/URL]
[/QUOTE]
If anyone could do as the description suggests and make a disabled cosmetic bodygroup version of this mod, it would be greatly appreciated.
Any idea why GUIStudioMDL doesn't want to include any sharp edges?
[IMG]http://puu.sh/6wNdw.jpg[/IMG]
[QUOTE=Ironically;43658305]If anyone could do as the description suggests and make a disabled cosmetic bodygroup version of this mod, it would be greatly appreciated.[/QUOTE]
Snowshoe did it somewhere, that's why I put it in the description :p
Updating those files soon because of the recent TF2 patch. So stuff will need recompiling and things.
[QUOTE=Flubbman;43658556]Any idea why GUIStudioMDL doesn't want to include any sharp edges?
[IMG]http://puu.sh/6wNdw.jpg[/IMG][/QUOTE]
I see many sharp edges... the clip, the lapel...
[QUOTE=SgtR007;43658731]I see many sharp edges... the clip, the lapel...[/QUOTE]It's the AO that makes it look like it, everything is smooth in HLMV.
[IMG]http://puu.sh/6wOX3.jpg[/IMG]
Ignore the UV errors on the vest, those are irrelevant.
[QUOTE=R.M.T.B.;43657164]The VPK has nothing in it and you misspelled "materials" in the non VPK version[/QUOTE]
I did it in rush, I think I said already. Thanks for told me.
Now in the zip has the file properly. Fixed about the mess.
Can someone give me a profile of the Sniper minus his default hat? I want to try my hand at making hats
[QUOTE=SkyHaddaCG;43655657]How about we just do a barrel-themed community update?[/QUOTE]
Sounds like it'd be a barrel of laughs.
[QUOTE=Lium;43660514]Sounds like it'd be a barrel of laughs.[/QUOTE]
I'm pretty sure we're scraping the bottom of the barrel at this point.
[IMG]http://i.imgur.com/JU9MRHK.png[/IMG]
A lil dingo aka oh my god not another pet item
where can i get some info on compiling a model manually?
i'm trying to make one of my first more complex weapons so obviously i can't jerryrig the importer to do it for me, but studiomdl.exe just eats my QC file and then says it compiled but i can't find where it compiled.
where can i set up the export place?
[t]http://puu.sh/6x3ZW.png[/t]
It's supposed to have mini sappers inside this, but that makes it over 1400 tris so i couldnt use the importer to make it
plus i think it destroys the normals and turns everything into triangles
[QUOTE=Punchy;43661058]where can i get some info on compiling a model manually?
i'm trying to make one of my first more complex weapons so obviously i can't jerryrig the importer to do it for me, but studiomdl.exe just eats my QC file and then says it compiled but i can't find where it compiled.
where can i set up the export place?
[/QUOTE]
The model is just exported to what you called your modelname, for example:
[B]$modelname "\player\items\engineer\weldingmask.mdl"[/B]
Will export your model to your tf\models\player\items\engineer\
If you want to change it, just change the modelname to point to a different directory, but I'm pretty sure it has to be in the models file.
[QUOTE=TheRealFierce;43661165]The model is just exported to what you called your modelname, for example:
[B]$modelname "\player\items\engineer\weldingmask.mdl"[/B]
Will export your model to your tf\models\player\items\engineer\
If you want to change it, just change the modelname to point to a different directory, but I'm pretty sure it has to be in the models file.[/QUOTE]
Fierce, thought I'd let you know that with your non crushed gib textures mod. The flesh parts on the blu engineer are just a flat gray texture
[IMG]http://puu.sh/6x7Zs.png[/IMG]
[QUOTE=R.M.T.B.;43661291]Fierce, thought I'd let you know that with your non crushed gib textures mod. The flesh parts on the blu engineer are just a flat gray texture[/QUOTE]
That's not technically my fault, did you know Valve never gave the Blu Engineer fleshy bloody gib guts in the first place?
Quality only from Valve.
Anyway, my non-crushed mods uses vanilla textues. I just stretched it out so they don't look so low-res and indistinguishable in-game.
Might make a fix for it anyway, if I have the time.
[QUOTE=TheRealFierce;43661165]The model is just exported to what you called your modelname, for example:
[B]$modelname "\player\items\engineer\weldingmask.mdl"[/B]
Will export your model to your tf\models\player\items\engineer\
If you want to change it, just change the modelname to point to a different directory, but I'm pretty sure it has to be in the models file.[/QUOTE]
got it to export but now it's missing a texture despite being where my $cdmaterials points too
meh
[QUOTE=TheRealFierce;43661650]That's not technically my fault, did you know Valve never gave the Blu Engineer fleshy bloody gib guts in the first place?
Quality only from Valve.
Anyway, my non-crushed mods uses vanilla textues. I just stretched it out so they don't look so low-res and indistinguishable in-game.
Might make a fix for it anyway, if I have the time.[/QUOTE]
super lame excuse dude
[QUOTE=Ironically;43658305]If anyone could do as the description suggests and make a disabled cosmetic bodygroup version of this mod, it would be greatly appreciated.[/QUOTE]
Here's the super secret recipe to any bodygroups disabled mod I make:
Take any player model with cosmetic bodygroups, and replace "blank" with a copy of whatever
[IMG]http://i.imgur.com/CTkY4iy.png[/IMG]
[QUOTE=Ducksink;43655357]Based on crock-shoc's concept, highly wip
[thumb]http://i1086.photobucket.com/albums/j445/DudeMcPerson/wooden-beer-keg-minigun_zps3904e916.png[/thumb]
[IMG]http://puu.sh/6ww65.jpg[/IMG]
I am dumping the current texture progress and starting fresh because im not happy with where it is going[/QUOTE]
Show us how hard it clips when Heavy hugs it.
[QUOTE=Snowshoe;43661838]Here's the super secret recipe to any bodygroups disabled mod I make:
Take any player model with cosmetic bodygroups, and replace "blank" with a copy of whatever
[IMG]http://i.imgur.com/CTkY4iy.png[/IMG][/QUOTE]
that's... so inefficient and silly
replace the whole
[code]$bodygroup grenades
{
blank
studio "grenades"
}[/code]
with
[code]$body grenades "grenades"[/code]
[QUOTE=Colteh;43661602][IMG]http://puu.sh/6x7Zs.png[/IMG][/QUOTE]
I say make the chest plate the same color as the helmet. Maybe an "MMPH" along that strip of metal, too.
[t]http://puu.sh/6ximx.png[/t]
help, no matter what i do the model itself "tries to load a VMT it cannot find" when loaded to HLMV
i've tried removing extensions, adding them, nothing works.
"sappers" is just a placeholder name btw
remove the .vmt?
make a skinfamily with just one skin?
that's not how cdmaterials works, change it to not have "sapper.vmt" at the end
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