• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=ImACrocketMan;44271854]oh, that reminds me, I don't think your fist sounds mod plays the audio clips when receiving hits, only delivering them. It's like the world hit sound differs from client side. Feel free to correct me if I'm wrong, I probably missed it.[/QUOTE] It's because I was running a local host, only then the fist sounds mod plays as a world sound. No idea why, though.
[QUOTE=NeoDement;44273181]unimplementable = good enough for valve [editline]18th March 2014[/editline] hey I'm rather interested in that russian pyro, is it still open?[/QUOTE] yea it's still opened.
[QUOTE=Estavos;44274880]I need interiors in cp_mannor style. Or like Bioshock 1,2 style.[/QUOTE]Are you talking about Mann Manor? Why not use it then?
[QUOTE=LonelyRobot;44274315]Update, got a new higher quality AO map baked for my medigun, changed some of its features to avoid possible clipping issues (from managing to decompile and import the original medigun files, now I need to do the reverse for my own :l), etc. [url]http://p3d.in/Bhaw5[/url][/QUOTE] i'm a fan of that handle looks alot better than the bare metal bar.
[IMG]http://i.imgur.com/F12Wje5.png[/IMG] up for grabs
I know this isnt the place, really, but I need some help with blender. I have my model (no way related to tf2) in blender which I imported from XNAlara. The bones are intact, as are the textures, ect. However, after exporting it and compiling it, I just get static_prop and rootTransform bones rather than the ones that are in blender. Am I doing something wrong?
[QUOTE=Jesus Crits;44280316]I know this isnt the place, really, but I need some help with blender. I have my model (no way related to tf2) in blender which I imported from XNAlara. The bones are intact, as are the textures, ect. However, after exporting it and compiling it, I just get static_prop and rootTransform bones rather than the ones that are in blender. Am I doing something wrong?[/QUOTE] Try re-parenting it?
A fantastic re-draw of my Russian pyro set by Mr. Gibbly :3 [IMG]http://i.imgur.com/pUQXowh.png[/IMG] Neo will be working on this soon.
Doodled this up: [img]http://puu.sh/7AytS.jpg[/img] Steam Workshop Badge
[QUOTE=kibbleknight;44281020]Doodled this up: [img]http://puu.sh/7AytS.jpg[/img] Steam Workshop Badge[/QUOTE] [IMG]http://i.imgur.com/6gZ1Ct2.jpg[/IMG]
[QUOTE=TheJukebox;44280625]Try re-parenting it?[/QUOTE] Sorry, I only really know about importing and exporting mesh. How woul'd I reparent it?
[QUOTE=Jesus Crits;44281163]Sorry, I only really know about importing and exporting mesh. How would I reparent it?[/QUOTE] Select the model Shift select the skeleton Ctrl+P > With empty groups Might have to rotate the model after.
[QUOTE=TheJukebox;44281276]Select the model Shift select the skeleton Ctrl+P > With empty groups Might have to rotate the model after.[/QUOTE] Still nothing, sadly. Just the static_prop bone. [editline]edit[/editline] Got his bones working, was accidentally using an old prop QC. Now all his bones are where his root transform should be. Do I need to define the bones in the QC? [editline]edit[/editline] I think the entire skeleton is just shrunk down and isnt applying to his model/scaling properly.
[QUOTE=Jesus Crits;44281348]Still nothing, sadly. Just the static_prop bone.[/QUOTE] Check to make sure everything is right in this? [IMG]http://puu.sh/7AASA.png[/IMG] Otherwise it might have something to do with the exporter. Try exporting it as an .obj or something, then re-importing it and re-trying to re-parent.
[QUOTE=TheJukebox;44281396]Check to make sure everything is right in this? [IMG]http://puu.sh/7AASA.png[/IMG] Otherwise it might have something to do with the exporter. Try exporting it as an .obj or something, then re-importing it and re-trying to re-parent.[/QUOTE] The bones are indeed there, theyre just unscaled with the model. They still have the rigging, but theyre in the middle of the body.
[QUOTE=Metaru;44280163][IMG]http://i.imgur.com/F12Wje5.png[/IMG] up for grabs[/QUOTE] it has to be really big to cover the original backpack much bigger than you think
[QUOTE=kibbleknight;44281020]Doodled this up: [img]http://puu.sh/7AytS.jpg[/img] Steam Workshop Badge[/QUOTE] I actually kind of like it! Dibs
[QUOTE=Tomix;44269788]So, new to the emporium, really just asking for help since you guys seem to be the masters of TF2 here. I asked this question on GameBanana but nobody gave me a reply, so someone said to ask here. For some reason, I can't get eyes or the ragdolls to work properly on my custom player model. I've reset the eye coordinates to match up the new eyes, yet I don't get anything. Most of the time, the eyes are just white, however I was able to get the eyes to show up partially. The other issue is the ragdoll. The ragdoll always goes into it's default t-pose position, and doesn't act like a normal ragdoll. I've tried to use the one included with the updated 2013 SDK, however that just causes the game to crash. I decompiled the recent sniper model for the ragdoll, and this is what I get. Here is my QC [URL="http://pastebin.com/v0ztv5UR"]http://pastebin.com/v0ztv5UR[/URL] and here are some shots of the issue. -snip- -snip- I apologize if I shouldn't have put this here.[/QUOTE] No one?
[img]https://24.media.tumblr.com/8ce5ead6fe3de0cdda11369e9889734c/tumblr_n1kurdzsOj1s2xpeeo1_500.jpg[/img] maybe someone could make this for Manmelter?
Suits: [img]http://puu.sh/7AFLa.png[/img] [img]http://puu.sh/7AFKR.png[/img] [img]http://puu.sh/7AFKn.png[/img]
[QUOTE=kibbleknight;44281020]Doodled this up: [img]http://puu.sh/7AytS.jpg[/img] Steam Workshop Badge[/QUOTE] if its still up for grabs is there any chance i could make it a bit like this.. [QUOTE][IMG]https://img0.etsystatic.com/043/0/5712282/il_340x270.530750860_47r9.jpg[/IMG][/QUOTE] with a steel ring on the outside and then the logo on inside, instead of your version.. because i think it would look a lot better. [QUOTE=InfectedPotato;44269403]You know it would be nice if you could say why you disagree or rate something dumb. Because its annoying as shit.[/QUOTE] [IMG]http://i.imgur.com/JJIiMBJ.png[/IMG]
With something so trivial, they shouldn't have to explain. It should already be pretty obvious that the disagrees mean that they don't think it would look as good as you think it would. As it stands, it looks great as is, it doesn't need a ring shoehorned onto it to make it resemble some other symbol.
snip
[QUOTE=Venezuelan;44282686]"hi can i take your concept but then not use it and use my own concept instead"[/QUOTE] "i don't know man, how much of it are you going to change?" [QUOTE=Jacen;44282677]As it stands, it looks great as is, it doesn't need a ring shoehorned onto it to make it resemble some other symbol.[/QUOTE] well, actually there a lot of badges with a metal ring around them not just the hunger games.. it was just the best example i could find at the time. as for why i think it could be that way is because its too complected with that large squared shaped thing down the bottom of the badge, with a ring its more elegant.
[QUOTE=Dark One;44282700]"i don't know man, how much of it are you going to change?"[/QUOTE] ignore me I thought you literally wanted to change the steam logo to a bird because of how you presented it
[QUOTE=Dark One;44282700]"i don't know man, how much of it are you going to change?" well, actually there a lot of badges with a metal ring around them not just the hunger games.. it was just the best example i could find at the time. as for why i think it could be that way is because its too complected with that large squared shaped thing down the bottom of the badge, with a ring its more elegant.[/QUOTE] it would also kill the design seeing as the "square bit" is part of the steam workshop logo. Its an art-deco pin, it doesn't need to have a ring shoehorned on.
[img]http://i.imgur.com/cNhM6LU.jpg[/img] Progress!
[QUOTE=kibbleknight;44282791]it would also kill the design seeing as the "square bit" is part of the steam workshop logo. Its an art-deco pin, it doesn't need to have a ring shoehorned on.[/QUOTE] as much as I hate to admit it though he's right about the protractor thing looking pretty ugly It's barely even visible in the logo, and for good reason. I'd just do one with the straight up Steam logo, the Workshop logo wasn't intended to be some special logo it's just a slight variation to the regular Steam logo as a little detail. It's like how a Google Doodle isn't actually Google's logo. It just doesn't translate well to 3d and solid coloring
anyway. this is sort of what i meant. it follows the same angle as that hunger games badge but its only an example and can be change easily. [QUOTE][IMG]http://i.imgur.com/zMLFDHr.png[/IMG][/QUOTE] i guess the actual question is will kibbleknight like this?
[IMG]https://dl.dropboxusercontent.com/u/6909475/ss (2014-03-18 at 08.20.28).png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/6909475/ss (2014-03-18 at 08.17.44).png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/6909475/ss (2014-03-18 at 08.43.57).png[/IMG] Made some tweaks to the Pyro sweatshirt. Any feedback/suggestions?
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