[QUOTE=Venezuelan;43968493]There's also miscs incompatible. Has valve given up on miscs?[/QUOTE]
you forgot to take into consideration that they still accepting misc items regularly and most recent in Jan of this year, thats the point i'm trying to make why bother if they aren't accepting that type of item? why even have the category if valve isn't using it.
You aren't making any sense, man.
[QUOTE=Void Skull;43967840]man, can't anyone just leave the pyro be
it's like you guys think the totally-not-form-fitting-at-all shape of the original pyro's suit is a masculine shape, so adding curvy hips and boobs makes it feminine, when really its just a loose-fitting safety suit [i]because that's how those suits are[/i][/QUOTE]
literally if you had a hazmat suit that fit your body shape no matter what kind of body shape you really should opt for a larger suit immediately
Guys, thanks to the good people at Arms Race, the Mod Emporium is filling pretty fast with all these cool weapon mods.
Kudos to them!
[QUOTE=Dark One;43968526]you forgot to take into consideration that they still accepting misc items regularly and most recent in Jan of this year, thats the point i'm trying to make why bother if they aren't accepting that type of item? why even have the category if valve isn't using it.[/QUOTE]
Who says they aren't? Show me the official post from Valve that says they're not accepting weapons.
[QUOTE=TheJukebox;43968865]Who says they aren't? Show me the official post from Valve that says they're not accepting weapons.[/QUOTE]
show me evidence that they are accepting weapons! because the last weapon to be accepted or even added to game was a few years ago..
[QUOTE=Dark One;43968949]show me evidence that they are accepting weapons! because the last weapon to be accepted or even added to game was a few years ago..[/QUOTE]
Workshop accepts weapons, and the last time they added weapons they did so from the workshop.
On a different note. Decompiled some v_models as I'm attempting to make a replacement Engineer PDA. There's the w_models for the PDA and then the v_models. However the v_pda_engineer_v_PDA_engineer.dmx, and the draw.smd files have nothing in them when I open them. Is there a special way I have to decompile them or am I missing something? Don't have any clue about v_models.
[QUOTE=Dark One;43968949]show me evidence that they are accepting weapons! because the last weapon to be accepted or even added to game was a few years ago..[/QUOTE]
a drought doesn't mean they quit. i imagine they'd explicitly state so to in order to increase efficiency of the workshop with only having items they are interested in accepting. with the amount of weapon balancing this past year i daresay they are trying to tackle all current balance issues before potentially adding more.
[QUOTE=TheJukebox;43968989]Decompiled some v_models as I'm attempting to make a replacement Engineer PDA. There's the w_models for the PDA and then the v_models. However the v_pda_engineer_v_PDA_engineer.dmx, and the draw.smd files have nothing in them when I open them. Is there a special way I have to decompile them or am I missing something? Don't have any clue about v_models.[/QUOTE]
PDA uses the C model in the view. From that reference name I'm guessing you're using Crowbar specifically the public version which can't decompile animations. If you want to mess about with viewmodels just join the group chat and ask for the beta version.
[QUOTE=Game Zombie;43969054]PDA uses the C model in the view. From that reference name I'm guessing you're using Crowbar specifically the public version which can't decompile animations. If you want to mess about with viewmodels just join the group chat and ask for the beta version.[/QUOTE]
Ah. The Emporium group chat? Any chance there's some form of a guide to view models so I don't have to keep asking questions?
[QUOTE=TheJukebox;43969140]Ah. The Emporium group chat? Any chance there's some form of a guide to viewmodels so I don't have to keep asking questions?[/QUOTE]
[url]steamcommunity.com/groups/CrowbarTool[/url]
Honestly by this point you can generally get away with just decompiling then recompiling stuff like most weapons. There's not much to explain if you can know how to replace a C model.
[QUOTE=Game Zombie;43969208][url]steamcommunity.com/groups/CrowbarTool[/url]
Honestly by this point you can generally get away with just decompiling then recompiling stuff like most weapons. There's not much to explain if you can know how to replace a C model.[/QUOTE]
Looking at it now and it looks pretty much like any other weapon. I'll mess around with it and see what happens. Thanks.
[QUOTE=Dark One;43968949]show me evidence that they are accepting weapons! because the last weapon to be accepted or even added to game was a few years ago..[/QUOTE]
You don't know what you're talking about.
[QUOTE=Dark One;43968949]show me evidence that they are accepting weapons! because the last weapon to be accepted or even added to game was a few years ago..[/QUOTE]
If you followed the rumours and stuff you'd know that there are some weapons in the works, and that they're pretty hard to balance if you want to keep them interesting and not just +dmg -swing speed.
I think that the last year was alright weapons wise with them at least trying to rebalance some of the current weapons instead of just throwing in more boring junk to kill things with. Quality over quantity!
[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]
A few pages late but damn, how did I not think of that. Thanks!
Not exactly related to hats or weapons, but I rigged a Sly Cooper model for Spy some time ago, but due to the lack of not being able to adjust hat positions makes playermodels impossible to work properly with hats so it looks bad.
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/slycooper_02.jpg[/T]
And that flexes for mouth movement being a crucial pain to make completely broke me.
Also this from a few weeks ago:
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/rlfoster02.jpg[/T]
Probably done before, but oh well.
Where can I find the original textures for TF2 items? I want to take a look at the Sniper texture for a specific color and I just can't find the texture..
[QUOTE=TrevorTheJedi;43971920]Does the cylinder move?[/QUOTE]
Nope, can't do that with the current anims. And I don't think the revolvers cylinders actually rotate either anyway.
I'd like to add custom sounds tho
[QUOTE=NapyDaWise;43971951]Nope, can't do that with the current anims. And I don't think the revolvers cylinders actually rotate either anyway.
I'd like to add custom sounds tho[/QUOTE]
Ah damn, well would be nice to have different sounds.
[QUOTE=NapyDaWise;43971951]Nope, can't do that with the current anims. And I don't think the revolvers cylinders actually rotate either anyway.
I'd like to add custom sounds tho[/QUOTE]
something like a rigged up enforcer sound for the backstab could work
for normal hits I'm just imaging the spy punching/backhanding so some sort of light punchy-hit sound could work I guess
[t]http://puu.sh/72mHg/c8948cd6ba.png[/t]
[t]http://puu.sh/72mE6/3bdab5d90d.png[/t]
[t]http://puu.sh/72mFH/18d262ebed.png[/t]
A lil' something.
Part of a set!
[QUOTE=Hinaomi;43971391][IMG]http://i.imgur.com/dyIfXgI.jpg[/IMG]
Spoil time![/QUOTE]
ned_ballad is peeing himself with excitement somewhere
[QUOTE=perrryz;43971088]Where can I find the original textures for TF2 items? I want to take a look at the Sniper texture for a specific color and I just can't find the texture..[/QUOTE]
In gcfscape open "tf2_textures_dir.vpk"
[QUOTE=Constructor;43972740][t]http://puu.sh/72mHg/c8948cd6ba.png[/t]
A lil' something.
Part of a set![/QUOTE]
Great model, and great texture. Especially the wood
Seeing all these new weapons makes me really happy.
It gets tiring just to see hats only being made.
[sp]And very sad to know that no weapons will be implemented anytime soon...[/sp]
I have searched far and wide without success, and so come before you today Emporium with a request:
What would you suggest for a Frontier Justice replacement that is "robot-y"?
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