• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
I'm stuck on trying to making my medigun model compiled so I can see and test them in-game, or with Item Toast. I've managed to compile it to .qc and .smd files, but I'm kinda getting worried as I've got no experience in decompiling and recompiling the files needed, and it's not the first time it's left some of my other models unfinished. :tinfoil: I have gotten some of the right programs from some tutorials (NotePad++, GCFScape and VTFEdit), but I'm lost in trying to create the .mdl and other files I need. EDIT:Also using GUIStudioMDL, but it's giving me an error even when I've tried what the SourceWiki recommends I do for it :suicide: EDIT: Also trying the Studio Compiler, getting the same issue. :pwn:
[QUOTE=GibbleMiester;44048859]Detective heavy: [IMG]http://i.imgur.com/EmVCigfl.png[/IMG] claimed By Merczy[/QUOTE] I feel like this has potential but that it needs some more work and thought. If you're going for detective, might i suggest more of a fat boss type character? Also i'd suggest dropping the more fancy parts of it, like the wasitcoat and the shoes, white on the feet look off anyway, and whatever those rings on his pants are might as well go too. Doing more of a bullet proof type vest will probably feel more themed. Might want to drop the holsters if you're going for a more detailed one though. Also I'd say loose the shirt sleeve straps too, I've only seen them on army clothes and grampa shirts so they feel off and needless here. For the beard I'd say either go for a goatee or just a mustach instead, feels like a more styled choice of facial hair would suit this type of character better. and once things are done thees two can fight crime together [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Engydetective3.jpg[/t]
[QUOTE=blaholtzen;44060985] Also I'd say loose the shirt sleeve straps too, I've only seen them on army clothes and grampa shirts so they feel off and needless here.[/QUOTE] they're quite common to the contrary
[QUOTE=blaholtzen;44060985]I feel like this has potential but that it needs some more work and thought. If you're going for detective, might i suggest more of a fat boss type character? Also i'd suggest dropping the more fancy parts of it, like the wasitcoat and the shoes, white on the feet look off anyway, and whatever those rings on his pants are might as well go too. Doing more of a bullet proof type vest will probably feel more themed. Might want to drop the holsters if you're going for a more detailed one though. Also I'd say loose the shirt sleeve straps too, I've only seen them on army clothes and grampa shirts so they feel off and needless here. For the beard I'd say either go for a goatee or just a mustach instead, feels like a more styled choice of facial hair would suit this type of character better. and once things are done thees two can fight crime together [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Engydetective3.jpg[/t][/QUOTE] i considered the stereotypical fat police chief for awhile and i was actually gonna work on it later. i'm quite happy with how this turned out and so is Merczy so i think ill just leave it be. i appreciate the feedback though, and i'd be more than glad too see these two fight crime together :smile:
i lost objectivity while sketching this but idea was basically a man in a robot bout the same height as [URL="http://fma.wikia.com/wiki/Alphonse_Elric"]alphonse elric [/URL] and would open and close in the same fashion as [URL="http://www.youtube.com/watch?feature=player_detailpage&v=j0f_DoxUE_o#t=440"]the iron monger for the pilot to enter it[/URL] but unlike the iron monger i'd say the legs and arms would also open not just the chest for entry and exit. [QUOTE][IMG]http://i.imgur.com/uVyU5qr.png[/IMG][/QUOTE] might pick it up later and complete it or just re-use the helmet and eye piece for a hat. edited anyone know where i can find these planks in gcfscape? [QUOTE][IMG]http://i.imgur.com/bMi3G.png[/IMG][/QUOTE]
[QUOTE=SgtR007;44060797]Were any foxhunter concepts posted? I came to the idea while watching Futurama, ironically. Though I wouldn't be surprised if I had seen something posted earlier and just didn't register it.[/QUOTE] ...wow. I got the idea from that episode too. (I did the concept) --- major miner [IMG]http://i.imgur.com/RZXS7GF.png[/IMG] shotgun & pickaxe tomorrow
Textured the tiny Electro-Sapper for my Spy Crab. [IMG]http://a.pomf.se/dfgrdk.jpg[/IMG] Need to finish his legs next.
Perspective on that it a bit wonky.
Does anyone have a picture of the side of the engineer without the arm blocking the stuff on his side?
[QUOTE=Ryu-Gi;44063413]Textured the tiny Electro-Sapper for my Spy Crab. [IMG]http://a.pomf.se/dfgrdk.jpg[/IMG] Need to finish his legs next.[/QUOTE] It seems like you have a lot more tris than you think, try modeling the knobs and screen.
[QUOTE=iAmaNewb;44063910]Does anyone have a picture of the side of the engineer without the arm blocking the stuff on his side?[/QUOTE] load the engineer up in HLMV and position camera, shouldn't take that long with the controls that are clearly a throw back to the 90's and more so to quake.
[URL="http://i.imgur.com/3L54OnG.png"][IMG]http://i.imgur.com/3L54OnGl.png[/IMG][/URL] Anyone want to do this?
[URL="http://tf2.gamebanana.com/skins/132365"][IMG]http://i.imgur.com/PUXXYLR.png[/IMG][/URL] [URL="https://www.mediafire.com/?3g7cqrcb42854jx"][IMG]http://i.imgur.com/YLTORYv.png[/IMG][/URL]
[QUOTE=Ryu-Gi;44063413]Textured the tiny Electro-Sapper for my Spy Crab. [IMG]http://a.pomf.se/dfgrdk.jpg[/IMG] Need to finish his legs next.[/QUOTE] if you're taking these screenshots from HLMV turn the FOV as low as possible before it starts glitching to keep it flat also you may want to consider painting over the screenshots in less detail
[QUOTE=coolaida14;44064178][URL="http://i.imgur.com/3L54OnG.png"][IMG]http://i.imgur.com/3L54OnGl.png[/IMG][/URL] Anyone want to do this?[/QUOTE] [img]http://wiki.teamfortress.com/w/images/3/3b/Blood_Banker.png?t=20130716171915[/img]
The screenshot I used for the sapper was found on Google, actually. And I really don't think the knobs etc. need to be modeled, considering this is going to be a tiny thing sitting on Spy's shoulder. Besides, the texture is going to be half the size it currently is after I'm done. (It's currently 1024x1024, going to shrink it down to 512x512 after the texture map is finished.
I've made some changes to the Engineer Harness so the colours matches more. [T]http://i.imgur.com/Hihf40y.png[/T] [T]http://i.imgur.com/h2iuRzd.png[/T] What do you guys think?
[QUOTE=coolaida14;44064178][URL="http://i.imgur.com/3L54OnG.png"][IMG]http://i.imgur.com/3L54OnGl.png[/IMG][/URL] Anyone want to do this?[/QUOTE] Cause once there is one similarity it totally gets rid of my whole concept. Might as well throw in The after dark comparison too. Some people prefer a different style, but I'll think of something else.
[QUOTE=coolaida14;44067002]Cause once there is one similarity it totally gets rid of my whole concept. Might as well throw in The after dark comparison too. Some people prefer a different style, but I'll think of something else.[/QUOTE] from what I can tell, it's just an untucked shirt and dress shirt [editline]27th February 2014[/editline] as in, not very interesting, sorry.
[QUOTE=Ryu-Gi;44063413]Textured the tiny Electro-Sapper for my Spy Crab. [IMG]http://a.pomf.se/dfgrdk.jpg[/IMG] Need to finish his legs next.[/QUOTE] To be honest, in my opinion, this whole concept seems [I]too[/I] wacky for tf2. I'm sure people will disagree.
Set Progress is picking back up: [QUOTE=kibbleknight;44068837] [img]http://puu.sh/7cAaP.png[/img][/QUOTE] going to add some blood stains, then finishing rigging the cosmetics.
[QUOTE=maxint33;44068353]To be honest, in my opinion, this whole concept seems [I]too[/I] wacky for tf2. I'm sure people will disagree.[/QUOTE] But that's the purpose of it :v:
[QUOTE=KayoDuck;44069644]But that's the purpose of it :v:[/QUOTE] Its purpose is to not fit within the game?
[t]http://srv2.jpg.co.il/4/530f95998c2b8.png[/t] Spy knife, some broken thing (ceramic?) taped to a handle. Should I proceed?
[QUOTE='[Square];44069664']Its purpose is to not fit within the game?[/QUOTE] Yes, a lot of mods were created just to make the more funnier. If you want some proofs, i can show them
[QUOTE=perrryz;44069724][t]http://srv2.jpg.co.il/4/530f95998c2b8.png[/t] Spy knife, some broken thing (ceramic?) taped to a handle. Should I proceed?[/QUOTE] ton of shivs already on workshop, why make another? of coruse the other ones are a lot less in detail.
[QUOTE=Dark One;44069938]ton of shivs already on workshop, why make another? of coruse the other ones are a lot less in detail.[/QUOTE] do you ever think to read your posts back, before you hit post?
stuff: [img]http://puu.sh/7cHex.jpg[/img]
[QUOTE=Dark One;44069938]ton of shivs already on workshop, why make another? of coruse the other ones are a lot less in detail.[/QUOTE] [QUOTE=NeoDement;44070098]do you ever think to read your posts back, before you hit post?[/QUOTE] 100% agreed NeoDement. Dark One, could you do us the kind favor of only posting something that brings something of value to the thread? I know you're really excited to post here with your 400+ posts since you joined just this month, but seriously, please oh please cut the crap. You even have a gauge on how to improve - look back through your posts, and whichever ones have been rated boxes, simply don't post that sort of thing. I'm sure you have a ton of constructive things to say, it's just difficult to see them when they're muddled in with posts like this.
[QUOTE=JPRAS;44070160]stuff: [img]http://puu.sh/7cHex.jpg[/img][/QUOTE] And you should have said "Oh, by the way, can you fix the facial flexes on the Bristle Crisis and the Scotch Saver that were there on the model but you broke them somehow putting them in the game."
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