[QUOTE=perrryz;43936448]I think he meant you to only bake with the modifier, not to actually use it for your model[/QUOTE]
Oh, I didn't know that was possible.
How's this looking? Trying to get this done today so I can enter the Arms Race.
[img]http://puu.sh/6YGEM.jpg[/img]
[QUOTE=gigazelle;43929102]This gun is AMAZING. Forgive my nitpickiness, but the globs appear to be firing from the left side of the gun instead of the center. Regardless, I fully intend to install this as a mod when it's released. So much win[/QUOTE]
The muzzle attachment is right in the middle of the hole at the end so i'm not sure wtf is causing that. It looks like the right most part of the model is aligned with the attachment point or something. Maybe the syringe model does that too, effectively moving it left to increase visibility when shot from 1st person since they are so thin? I can't move the attachment point to compensate or the 3rd person shots and muzzle flash would be off. This is all conjecture by the way, i could have messed something up or it could just be an optical illusion. :words: Does anyone know if it's possible to control the projectile origin like The Original?
[QUOTE=Dat Lobo;43930801]What's funny is that it also replaces crossbow bolts, so you see [B]giant globs of goo[/B] sticking to walls, people, and the tank if so forced.[/QUOTE]
Go on... :v:
I'd really like the goop to splash like jarate upon impact anyway since i think it looks like salmon eggs when they all stick in a bunch. In any case that wouldn't fix it being [i]launched[/i] from the crossbow, so enjoy the goop.
You get a mod! And you get a mod! Everyone gets mods!!
[url=http://puu.sh/6YO2Y.zip][img]http://puu.sh/6YIAu.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228365357][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6YOoA.zip][img]http://puu.sh/6YI6H.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228368291][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6YnTS.zip][img]http://puu.sh/6YnQ6.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228359989][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6Yo2s.zip][img]http://puu.sh/6Yo3l.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228362931][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
These mods are brought to you by [B]BANG![/B] through Item Toast. Thanks, buddy!
[QUOTE=Snowshoe;43936075][t]http://i.imgur.com/6iDOf65.png[/t]
I discovered you can put the item importer preview stuff in the loadout preview which lends itself to interesting possibilities. Basically, it's a miniature in-game HLMV with the same controls. You can pan the camera, zoom, and rotate up/down instead of just left/right. Plus you can even change the light position. When you change items/presets it resets back to the default position/rotation.
You can put this standalone file ([URL="http://steamcommunity.com/groups/tf2hudplus"]part of my custom hud[/URL]) in resource\ui if you want to use it: [URL="https://www.mediafire.com/?4cgbcx8m3f68fm3"]https://www.mediafire.com/?4cgbcx8m3f68fm3[/URL]
[/QUOTE]
This is truly amazing.
I can't wait until valve updates their hud with the team color buttons and roations and angles such as this.
[t]http://cloud-2.steampowered.com/ugc/3314950893947904119/6F90D4F95DDB47780959937D9374CC984791F476/1024x576.resizedimage[/t]
[QUOTE=JPRAS;43936749]You get a mod! And you get a mod! Everyone gets mods!!
[url=http://puu.sh/6YIgO.zip][img]http://puu.sh/6YIAu.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228365357][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6YI4X.zip][img]http://puu.sh/6YI6H.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228368291][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6YnTS.zip][img]http://puu.sh/6YnQ6.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228359989][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url]
[url=http://puu.sh/6Yo2s.zip][img]http://puu.sh/6Yo3l.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=228362931][img]https://dl.dropboxusercontent.com/u/35490615/Mods/Workshop%20Promo%20Extention.png[/img][/url][/QUOTE]
The materials on the knife and gun seem to missing/broken.
[QUOTE=That Spy;43937405]The materials on the knife and gun seem to missing/broken.[/QUOTE]
Sorry, seems the textures were missing. Should now be fixed.
[QUOTE=heinous;43926821]i ran into this problem before.
deleted these from the qc:
$model "shell" "UnknownModelName.smd"
$model "shell" "c_scorch_shot_shell.dmx.smd"
added these instead:
{
blank
studio "<your_shell_model>.smd"
}
this was using a scorch shot decompile via mdldecompiler[/QUOTE]
So attempting this gives me an error - it appears the pasted code is invalid. This is the message the compiler gives:
[quote]
ERROR: c:\users\russ\documents\tf2 models\my exported models smd\blunderbuss\mdldecompiler.qc(4): - bad command {
ERROR: Aborted Processing on '..\custom\Blunderbuss\models\weapons\c_models\c_scorch_shot\c_scorch_shot.mdl'
[/quote]
Here's my qc file:
[code]
$modelname "..\custom\Blunderbuss\models\weapons\c_models\c_scorch_shot\c_scorch_shot.mdl"
$model "Body" "c_blunderbuss_flare.smd"
{
blank
studio "c_projectile.smd"
}
$cdmaterials ""
$attachment "muzzle" "weapon_bone" 0.00 4.46 19.89 rotate -90.00 -0.00 0.00
$surfaceprop "metal"
$illumposition -3.549 0.000 2.360
$sequence idle "idle" fps 30.00
$collisionmodel "phymodel.smd" {
$mass 1.0
$inertia 1.00
$damping 0.00
$rotdamping 0.00
}
[/code]
Including $model "shell" "c_projectile.smd" does compile properly, however the bullet renders a couple feet behind the pyro where the projectile bone is.
I'm guessing there's some sort of syntax I'm not adding here.
[code]
$bodygroup "shell"
{
blank
studio "c_projectile.smd"
}
[/code]
like this
you use this command when you have a section of the model that turns on and off, like huntsman arrows or soldiers helmet
what you are telling it to do with that command is include the projectile model as a mesh called shell, but have it default to an off state, and only turn on when the bodygroup is set to state 2 by hardcoded game information
$model is for including a part of the mesh that will always be present
$body does the same thing but is used for meshes that don't need flexes
[T]http://i.imgur.com/7Cmswj2.jpg[/T]
[URL="https://www.mediafire.com/?5qmc0smheikbrm6"][IMG]http://i.imgur.com/kSoYTRi.png[/IMG][/URL]
X-post from Arms Race thread.
Not available as a stock replacement as trying to recompile viewmodels killed what little soul I had left.
[QUOTE=Snowshoe;43936075][t]http://i.imgur.com/6iDOf65.png[/t]
I discovered you can put the item importer preview stuff in the loadout preview which lends itself to interesting possibilities. Basically, it's a miniature in-game HLMV with the same controls. You can pan the camera, zoom, and rotate up/down instead of just left/right. Plus you can even change the light position. When you change items/presets it resets back to the default position/rotation.
You can put this standalone file ([URL="http://steamcommunity.com/groups/tf2hudplus"]part of my custom hud[/URL]) in resource\ui if you want to use it: [URL="https://www.mediafire.com/?4cgbcx8m3f68fm3"]https://www.mediafire.com/?4cgbcx8m3f68fm3[/URL]
If for some reason you don't want that or it doesn't work, here's how you can do it yourself: Edit a file in resource\ui called classloadoutpanel.res with a text editor. From there, find a string that says something along the lines of "allow_rot" under "classmodelpanel". Change "allow_rot" to "allow_manip", and now this feature can be in your own hud. (The team switcher buttons are seperate from this, but you can see the file I linked to see how that is done, too.)
Controls for whoever has not used HLMV:
To change the lighting position, hold CTRL and drag with your Left Mouse Button.
To pan the camera, hold SHIFT and drag with your Left Mouse Button.
To zoom, drag up/down with your Right Mouse Button.
To rotate the camera, drag with your Left Mouse Button, either left/right or up/down.[/QUOTE]
[t]http://puu.sh/6YQXd.jpg[/t]
i didnt even know it had a heart on it. neat.
[QUOTE=Snowshoe;43936075][t]http://i.imgur.com/6iDOf65.png[/t][/QUOTE]
This is super helpful, I am never removing this.
[QUOTE=Pagliacci;43937672][IMG]http://i.imgur.com/mIANHVE.png[/IMG][IMG]http://i.imgur.com/EBTD1bu.png[/IMG][IMG]http://i.imgur.com/hPNx2Ok.png[/IMG][IMG]http://i.imgur.com/SlB1TRU.png[/IMG]
Iunno.[/QUOTE]
id suggest that the arms, waist and leg armor be 1 item
[IMG]http://puu.sh/6YMuj.png[/IMG]
[IMG]http://puu.sh/6YKyZ.png[/IMG]
[URL="http://puu.sh/6YRO5.zip"][IMG]http://puu.sh/6YSY7.png[/IMG][/URL]
this was hell
[IMG]http://i.imgur.com/AkQNdwG.png[/IMG]
[B]The Fire And Forget[/B]
[IMG]http://puu.sh/6YVXy.png[/IMG]
[t]http://puu.sh/6YW0s.png[/t]
[video=youtube;N8EMLSSFF40]https://www.youtube.com/watch?v=N8EMLSSFF40[/video]
[URL="https://dl.dropboxusercontent.com/s/40wutmk37wlxxbq/FireAndForget.zip?dl=1&token_hash=AAGZOvXxp7eBKVqB8bkZ1gQKQ_ey8N8MSNDq4ki Av5MBsg"]
[IMG]http://puu.sh/6YW1F.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/s/dbvs56ypkbuxqk2/FireAndForget_Shark.zip?dl=1&token_hash=AAFUEyPMBXpniWDfTKp7A9j6KVa_IbhvvZmjKWV 8lSb8rg"]
[IMG]http://puu.sh/6YW2A.png[/IMG][/URL]
[QUOTE=TheJukebox;43938622][B]The Fire And Forget[/B]
[IMG]http://puu.sh/6YVXy.png[/IMG]
[t]http://puu.sh/6YW0s.png[/t]
[URL="https://dl.dropboxusercontent.com/s/40wutmk37wlxxbq/FireAndForget.zip?dl=1&token_hash=AAGZOvXxp7eBKVqB8bkZ1gQKQ_ey8N8MSNDq4kiAv5MBsg"]
[IMG]http://puu.sh/6YW1F.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/s/dbvs56ypkbuxqk2/FireAndForget_Shark.zip?dl=1&token_hash=AAFUEyPMBXpniWDfTKp7A9j6KVa_IbhvvZmjKWV8lSb8rg"]
[IMG]http://puu.sh/6YW2A.png[/IMG][/URL][/QUOTE]
Seems huge..
[QUOTE=Colteh;43938224]
this was hell[/QUOTE]
You are a rockstar, Colt.
[QUOTE=TrevorTheJedi;43938644]Seems huge..[/QUOTE]
Because it is huge. I extended the front out a bit for that heat shield. I plan to make a V2 to get rid of that some but realized it too late for the Arms Race contest.
[URL="http://facepunch.com/showthread.php?t=1344276&p=43938812#post43938812"]I don't wanna post the same thing twice because I'm lazy. Check stuff out here yo.[/URL]
I know I probably won't have a chance with this, but oh well.
[t]http://i.imgur.com/uPQWULd.jpg[/t]
[t]http://i.imgur.com/M7kNBtn.png[/t]
[img]http://i.imgur.com/z06kOmF.gif[/img]
[url=http://i.imgur.com/z06kOmF.gif][img]http://i.imgur.com/fpW1dFR.png[/img][/url]
Well I personally think it's neat.
Is there a way to force the item importer to accept a second LOD when the base model is <700 tris? I have an item that clips badly with the lod2_playermodel, but I can't make an lod because it's very light of tris.
Great promo pic for the shoe-horn, really funny.
[QUOTE=Pagliacci;43938244][IMG]http://i.imgur.com/AkQNdwG.png[/IMG][/QUOTE]
looks nice. perhgaps kneecap armor may bring it all together?
[QUOTE=TheJukebox;43938622][B]The Fire And Forget[/B]
[IMG]http://puu.sh/6YVXy.png[/IMG]
[t]http://puu.sh/6YW0s.png[/t]
[video=youtube;N8EMLSSFF40]https://www.youtube.com/watch?v=N8EMLSSFF40[/video]
[URL="https://dl.dropboxusercontent.com/s/40wutmk37wlxxbq/FireAndForget.zip?dl=1&token_hash=AAGZOvXxp7eBKVqB8bkZ1gQKQ_ey8N8MSNDq4ki Av5MBsg"]
[IMG]http://puu.sh/6YW1F.png[/IMG][/URL]
[URL="https://dl.dropboxusercontent.com/s/dbvs56ypkbuxqk2/FireAndForget_Shark.zip?dl=1&token_hash=AAFUEyPMBXpniWDfTKp7A9j6KVa_IbhvvZmjKWV 8lSb8rg"]
[IMG]http://puu.sh/6YW2A.png[/IMG][/URL][/QUOTE]
That's a sticky launcher? I thought it was a Pyro weapon. That makes no sense for sticky bombs. They couldn't even fit through that tank. Does it have any reloading mechanism to fit with current sticky launcher animations?
[QUOTE=Blaco;43937742][code]
$bodygroup "shell"
{
blank
studio "c_projectile.smd"
}
[/code]
like this
you use this command when you have a section of the model that turns on and off, like huntsman arrows or soldiers helmet
what you are telling it to do with that command is include the projectile model as a mesh called shell, but have it default to an off state, and only turn on when the bodygroup is set to state 2 by hardcoded game information
$model is for including a part of the mesh that will always be present
$body does the same thing but is used for meshes that don't need flexes[/QUOTE]
A genuine thank you to you as well - this worked flawlessly.
[QUOTE=Pfysicyst;43939486]That's a sticky launcher? I thought it was a Pyro weapon. That makes no sense for sticky bombs. They couldn't even fit through that tank. Does it have any reloading mechanism to fit with current sticky launcher animations?[/QUOTE]
It works the same way that all the stock SL bombs fit in it's round canister. Yes, it has a handle that he pulls back to pump the tank.
[QUOTE=Pfysicyst;43939486]That's a sticky launcher? I thought it was a Pyro weapon. That makes no sense for sticky bombs. They couldn't even fit through that tank. Does it have any reloading mechanism to fit with current sticky launcher animations?[/QUOTE]
i think the tank is like a pressurized air container,stickies are held who knows where
[QUOTE=Hey I'm Grump;43939612]i think the tank is like a pressurized air container,stickies are held who knows where[/QUOTE]
[I]Psst. That's my point. A lot of the TF2 weapons don't make sense in some aspects.[/I]
Sorry, you need to Log In to post a reply to this thread.