[QUOTE=FiveEyes;43842100]Anyone remember that old bioshock drill sparkwire did? I updated it sorta: [url]http://tf2.gamebanana.com/skins/132017[/url]
It only works with the strange fists though.
EDIT: I feel as if this wasn't worth "fixing"[/QUOTE]
thanks!
[QUOTE]
Posted by Thunderkeil
you sound kinda like the comic book guy :D
Posted by FiveEyes
Who?
Posted by Thunderkeil
from the simpsons
Posted by FiveEyes
Ouch, I take offense to that. I sound nothing like him.
[/QUOTE]
on a side note this made me laugh harder than it should have
[t]http://puu.sh/6Pbjw.png[/t]
[QUOTE=FiveEyes;43842100]Anyone remember that old bioshock drill sparkwire did? I updated it sorta: [url]http://tf2.gamebanana.com/skins/132017[/url]
It only works with the strange fists though.
EDIT: I feel as if this wasn't worth "fixing"[/QUOTE]
I have some killstreek sheen fists (not strange), but it still works, so I'm happy :3
[QUOTE=NeoDement;43842467]I have some killstreek sheen fists (not strange), but it still works, so I'm happy :3[/QUOTE]
It works with kill streaked fists to huh?
Well that's super good to know.
[QUOTE=ElusiveBadger;43842083]How hard would adding the missing facial flexes to Ground Control and the Cuban Bristle Crisis be?[/QUOTE]
and fixed rigging for the parkas
I'm running into a bit of a snag. I'm working with a friend on a scarf item for Scout and it's properly placed with the bip_neck bone in the import tool:
[T]https://24.media.tumblr.com/0cbaf5f40001b7ce9126eb75c67cbdee/tumblr_n0plyu6ghi1qjwws3o1_1280.png[/T]
I wanted to try out giving it some jigglebones in the tails so they slightly move with movement. I followed [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=164681551"]SgtR007's tutorial[/URL] on jiggleboning and made new bones and assigned them to the proper vertices (the knot mesh to knot_bone, the tails to top_flap/bottom_flap).
[T]https://31.media.tumblr.com/50739f8ec7f6dfad1e28f7a5a1c6c415/tumblr_n0plyu6ghi1qjwws3o3_1280.png[/T]
I exported normally without changing the QC file for jiggle bones just yet and now the knot and tails are kind of doing their own thing and being rebellious.
[T]https://31.media.tumblr.com/292e0153bd676d7976fda67fc5448bb4/tumblr_n0plyu6ghi1qjwws3o2_1280.png[/T]
I tried putting the jigglebone command in the QC file just to see if it'd change anything and it didn't change the positioning, etc. Any idea what could be happening?
[QUOTE=Aurora93;43840677]quick question: how far away should i be padding my UV islands if i'm making a 512x512 texture for my item?[/QUOTE]
can someone answer this?
[QUOTE=TheBrownHatte;43842673]I'm running into a bit of a snag. I'm working with a friend on a scarf item for Scout and it's properly placed with the bip_neck bone in the import tool:
[url]https://24.media.tumblr.com/0cbaf5f40001b7ce9126eb75c67cbdee/tumblr_n0plyu6ghi1qjwws3o1_1280.png[/url]
I wanted to try out giving it some jigglebones in the tails so they slightly move with movement. I followed [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=164681551"]SgtR007's tutorial[/URL] on jiggleboning and made new bones and assigned them to the proper vertices (the knot mesh to knot_bone, the tails to top_flap/bottom_flap).
[url]https://31.media.tumblr.com/50739f8ec7f6dfad1e28f7a5a1c6c415/tumblr_n0plyu6ghi1qjwws3o3_1280.png[/url]
I exported normally without changing the QC file for jiggle bones just yet and now the knot and tails are kind of doing their own thing and being rebellious.
[url]https://31.media.tumblr.com/292e0153bd676d7976fda67fc5448bb4/tumblr_n0plyu6ghi1qjwws3o2_1280.png[/url]
I tried putting the jigglebone command in the QC file just to see if it'd change anything and it didn't change the positioning, etc. Any idea what could be happening?[/QUOTE]
Link/parent the jigglebones to the neck bone.
[QUOTE=TheBrownHatte;43842673] -snip jiggle bones-[/QUOTE]
I've found that extruding the bone messes up the way jiggle bones work.
Instead try duplication the bones, renaming them, then parenting them with offset instead.
[QUOTE=Aurora93;43842697]can someone answer this?[/QUOTE]
Doesn't matter if you've given yourself enough space, otherwise 4 is a good amount.
allright thanks
i might be wrong, but was this updates list of contributors a little bigger? it might show valve expanding their favorites list so other workshop items can get in too. that would be nice, at least.
[QUOTE=AyesDyef;43842736]Link/parent the jigglebones to the neck bone.[/QUOTE]
[QUOTE=FiveEyes;43842740]I've found that extruding the bone messes up the way jiggle bones work.
Instead try duplication the bones, renaming them, then parenting them with offset instead.[/QUOTE]
Thanks for the advice. It worked like a charm.
In case you didnt see in the arms race thread :
Spud gun for soldier ;)
[t]http://i.imgur.com/Yz6qjEo.jpg[/t]
[url]http://ultimatespudgun.com/images/BL-520V2SnowCamoSCP.gif[/url]
[url]http://www.spudgun.com/images/mikewilliams.jpg[/url]
if someone wanna claim it, hit me up
I'm still bad at drawing...
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=226068003"][IMG]http://cloud-3.steampowered.com/ugc/468675294833909722/F1FF51710993431AD20FDFF54FD35BEAEB8CC845/[/IMG][/URL]
done in 2-3 hrs start to finish, quick speedrun
[img]https://dl.dropboxusercontent.com/u/1737448/dorobou_disguise.png[/img]
Not sure anyone will get the reference, will texture in squiggles and whatever soon.
[QUOTE=AyesDyef;43843585][img]https://dl.dropboxusercontent.com/u/1737448/dorobou_disguise.png[/img]
Not sure anyone will get the reference, will texture in squiggles and whatever soon.[/QUOTE]
The general sneaky/thieving little bastards that pop up in japanese culture all the time?
[img]http://static2.wikia.nocookie.net/__cb20071216135415/kirby/en/images/4/47/TAC.jpg[/img]
Vote on placement, or if you have any other ideas let me know.
Late for:
(Gonna have to rotate it some to avoid it clipping a ton, I'll check that when I can)
[IMG]http://puu.sh/6Pm1d.png[/IMG]
Boxes for:
[IMG]http://puu.sh/6PmoM.png[/IMG]
Texturing claimed by blaholtzen.
[QUOTE=TheHeartsman;43834903]I'd rather see a cat amongst the pigeons ;)[/QUOTE]
couldn't wait 9 months to see what it would look like
[IMG]http://i.imgur.com/3QbDtjn.png[/IMG]
boomslang comming soon...
[QUOTE=psyke;43843682]The general sneaky/thieving little bastards that pop up in japanese culture all the time?
[img]http://static2.wikia.nocookie.net/__cb20071216135415/kirby/en/images/4/47/TAC.jpg[/img][/QUOTE]
Haha, you know it!
[QUOTE=Pagliacci;43843972]boomslang coming soon...[/QUOTE]
[img]http://24.media.tumblr.com/e7a0614d43df398ba55b9369160217de/tumblr_n0o1ekJTOG1r8lde5o1_1280.png[/img]
Courtesy of [url]http://pybun.tumblr.com/[/url]
Unless valve makes a bodygroup for the spy's head, that snake is gonna look damn bulky.
I would like to see Chameleon sniper.
i think i did pretty well
[QUOTE][IMG]http://i.imgur.com/1Ba0UDQ.png[/IMG]
[IMG]http://i.imgur.com/uqLe5Xy.png[/IMG][/QUOTE]
suggestions? and how do i get this ingame
[QUOTE=TheJukebox;43843835]Vote on placement, or if you have any other ideas let me know.
Boxes for:
[IMG]http://puu.sh/6PmoM.png[/IMG]
Also looking for a texturer when I get there.[/QUOTE]
Buckle looks to big and might be nicer with blockier, less round ends.
Pistol barrels also look oddly thin, would suggest shrinking the inner edges.
As I mentioned earlier, [url=http://steamcommunity.com/groups/frankenhud#announcements/detail/1532650707030439431]FrankenHUD Release 61 is live.[/url]
[QUOTE=Dark One;43844289]i think i did pretty well
[IMG]http://i.imgur.com/1Ba0UDQ.png[/IMG]
[IMG]http://i.imgur.com/uqLe5Xy.png[/IMG]
suggestions? and how do i get this ingame[/QUOTE]
well, its uh,
fucking gigantic
[IMG]http://i.imgur.com/3b0HuPL.png[/IMG]
these are so much fun
[QUOTE=sky_216;43844310]Buckle looks to big and might be nicer with blockier, less round ends.
Pistol barrels also look oddly thin, would suggest shrinking the inner edges.[/QUOTE]
Was thinking the same thing about the buckle myself. Also, they're more of a one handed blunderbuss, so the barrel would be wider.
[QUOTE=TheJukebox;43844512]Was thinking the same thing about the buckle myself. Also, they're more of a one handed blunderbuss, so the barrel would be wider.[/QUOTE]
are they single shot? like knights used or reusable?
Sorry, you need to Log In to post a reply to this thread.