[QUOTE=Punchy;43085050][t]http://puu.sh/5Duun.png[/t]
that's a little dissapointing, it's a custom made can model, but since cans are so basic it looks like i just reskinned the original model.[/QUOTE]
Probably late, but that is inspired by Konakona´s idea in one of his latest videos, isn´t it. Pretty damn neat, got to say.
[video=youtube;c2wQPSz68OQ]https://www.youtube.com/watch?feature=player_detailpage&v=c2wQPSz68OQ#t=123[/video]
[QUOTE=Rexic;43085161]What is it exactly?[/QUOTE]
Yeah, its a Homestuck character.
The model is super old, so I replaced its skeleton for the skeleton of the current spy, but that provoked a glitch;when the spy dies, its neck streches a lot.
Now I think I finally know why; the skeleton of Vriska (the Homestuck character) has bones that the normal spy doesn't.
So my question is: is there a way to merge both skeletons into one, so I get all the bones from both models, while getting rid of the duplicates?
[QUOTE=gigazelle;43087246]I posted this literally less than 12 hours ago in this very thread.[/QUOTE]
is there a way to get the additive way into source filmmaker? since the diffuse is usually empty, then the texture is empty. and if i use the multiply way just for sfm, the color looks a lot different. is there a way to get them to look the same?
[IMG]http://media.steampowered.com/apps/tf2/tf02_unhappy_returns/images/comic/1024x768/024.jpg[/IMG]
wait wait, that toothbrush in other place....
[IMG]http://cloud-2.steampowered.com/ugc/541806785137384802/C44CD64B28C2762AFC06852869835D7152B9DAE5/268x268.resizedimage[/IMG]
[QUOTE=joseloco;43087421]-comic-
wait wait, that toothbrush in other place....
[IMG]http://cloud-2.steampowered.com/ugc/541806785137384802/C44CD64B28C2762AFC06852869835D7152B9DAE5/268x268.resizedimage[/IMG][/QUOTE]
it's probably just a coincidence
[QUOTE=LittleBabyman;43087425]it's probably just a coincidence[/QUOTE]
I disagree. It could probably be a hint of weapons being confirmed in the next update. Just like they did with the saxxy awards 2012 vid. They snuck in the tuxxys, tho at that point they weren't released yet.
[QUOTE=kidsingrul;43087474]I disagree. It could probably be a hint of weapons being confirmed in the next update. Just like they did with the saxxy awards 2012 vid. They snuck in the tuxxys, tho at that point they weren't released yet.[/QUOTE]
And what they did with the Beggar's Bazooka in that F2P reveal video after Meet the Medic.
-Get out-
This comic isn't about upcoming updates as far as I'm aware.
[QUOTE=gigazelle;43087246]I posted this literally less than 12 hours ago in this very thread.[/QUOTE]
Ah, now i feel like an idiot, sorry.
Did get it working though, so thanks for the help
[t]http://farm3.staticflickr.com/2854/11234516445_b9ebf0f665_o.jpg[/t]
It's this thing, again.
I tried to get the whole tartan pattern to paint in varying shades to make a tartan out of each colour, but i couldn't get it working that well. the base just ended up either too weak in a pale and uninteresting colour, or so strong it all just blended together into one big block of colour, which sort of defeated the point of it all
I've been working on a mod that gives robots proper uber textures as opposed to the flat texture of the original. Here's a quick mockup.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/Scoutbotinvuln_zps6df077fe.png[/t]
Although I've been having some trouble getting the uber textures to look right like the normal classes. Anyone know how to accurately replicate Valve's uber textures? Or is the current uber texture good enough, minus the slightly different blue which I'm probably going to change later on.
[QUOTE=TheRealFierce;43088046]I've been working on a mod that gives robots proper uber textures as opposed to the flat texture of the original. Here's a quick mockup.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/Scoutbotinvuln_zps6df077fe.png[/t]
Although I've been having some trouble getting the uber textures to look right like the normal classes. Anyone know how to accurately replicate Valve's uber textures? Or is the current uber texture good enough, minus the slightly different blue which I'm probably going to change later on.[/QUOTE]
I like it but try to get glowing yellow eyes
[QUOTE=TheRealFierce;43088046]I've been working on a mod that gives robots proper uber textures as opposed to the flat texture of the original. Here's a quick mockup.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/Scoutbotinvuln_zps6df077fe.png[/t]
Although I've been having some trouble getting the uber textures to look right like the normal classes. Anyone know how to accurately replicate Valve's uber textures? Or is the current uber texture good enough, minus the slightly different blue which I'm probably going to change later on.[/QUOTE]
I don't know how accurate you are trying to make it, but usually what I do for ubers is just reuse some VMT's that came with an older version of the TF2 T.I.P. (forget who is responsible for making them)
They work great on models that don't have skin, don't require new textures either, they just overlay the effect on the original one.
Red:
[URL="http://pastebin.com/bnkAr5DQ"]http://pastebin.com/bnkAr5DQ[/URL]
Blue:
[URL="http://pastebin.com/aawnMDD1"]http://pastebin.com/aawnMDD1[/URL]
[QUOTE=Blaco;43088134]I don't know how accurate you are trying to make it, but usually what I do for ubers is just reuse some VMT's that came with an older version of the TF2 T.I.P. (forget who is responsible for making them)
They work great on models that don't have skin, don't require new textures either, they just overlay the effect on the original one.
Red:
[URL="http://pastebin.com/bnkAr5DQ"]http://pastebin.com/bnkAr5DQ[/URL]
Blue:
[URL="http://pastebin.com/aawnMDD1"]http://pastebin.com/aawnMDD1[/URL][/QUOTE]
The vmt based uber textures? Neodement and Shugo
[QUOTE=Blaco;43088134]
Red:
[URL="http://pastebin.com/bnkAr5DQ"]http://pastebin.com/bnkAr5DQ[/URL]
Blue:
[URL="http://pastebin.com/aawnMDD1"]http://pastebin.com/aawnMDD1[/URL][/QUOTE]
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/Scoutbotinvulnimp_zps849681dd.png[/t]
Certainly looks a lot more better this way, in addition to being more optimized as well.
This'll certainly make my time making these a lot more easier, thanks.
Reposting this old thing in case someone is interested on texturing. If so I guess I'll have to work on the UV
[t]http://img856.imageshack.us/img856/853/sqzw.png[/t][t]http://img28.imageshack.us/img28/5296/y5u6.png[/t][t]http://img826.imageshack.us/img826/2897/qd6r.png[/t][t]http://img208.imageshack.us/img208/1350/a023.png[/t]
[QUOTE=TheRealFierce;43088046]I've been working on a mod that gives robots proper uber textures as opposed to the flat texture of the original. Here's a quick mockup.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/Scoutbotinvuln_zps6df077fe.png[/t]
Although I've been having some trouble getting the uber textures to look right like the normal classes. Anyone know how to accurately replicate Valve's uber textures? Or is the current uber texture good enough, minus the slightly different blue which I'm probably going to change later on.[/QUOTE]
Enhanced bots mod has new uber VMTs, along with a whole bunch of other fixes and improvements:
[url]http://tf2.jennybur.net/mods/Other/EnhancedBots/beta2.zip[/url]
[img]https://dl.dropboxusercontent.com/u/900111/bluber.PNG[/img]
[QUOTE=NeoDement;43088460]Enhanced bots mod has new uber VMTs, along with a whole bunch of other fixes and improvements:
[url]http://tf2.jennybur.net/mods/Other/EnhancedBots/beta2.zip[/url][/QUOTE]
Crap, there goes a wasted hour. Well, at least it saves me the effort of having to decompile the rest of the bots.
[IMG]http://puu.sh/5DTuI.jpg[/IMG]
[IMG]http://puu.sh/5DTw4.jpg[/IMG]
The Figure-8's texture is pretty much done, we're still working on the rig and model, though, a few last minute refinements. It currently looks a bit strange from first person.
[QUOTE=TheRealFierce;43088600]Crap, there goes a wasted hour. Well, at least it saves me the effort of having to decompile the rest of the bots.[/QUOTE]
I might still continue this project, possibly with the EnhancedBots uber textures, specifically because my robot invulns had no modifications to the model compared to Neo's, avoiding conflicts with certain robot specific cosmetics, such as this.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/roboscoutubersupreme_zpsc7f63bfa.png[/t]
As well as having support for giants which are lacking from the EnhancedBots, whom are invulnerable 50% of the time or something, which look like this with the Enhanced uber textures.
[t]http://i738.photobucket.com/albums/xx24/TheRealFierceDeity/roboheavyboss_zps7c52ac03.png[/t]
Not sure if I should continue it really, I didn't exactly like a lot of the EnhancedBots modifications, but these uber textures still work out great for this specific mod.
I wouldn't bother, it will be updated to support the gatebot hats and giant support in the near future. What else don't you exactly like?
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=201285686"][IMG]http://cloud-2.steampowered.com/ugc/490061756513759045/9E1D8924FF5D87A103F033442075CA571C8FCFFB/[/IMG][/URL]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=201285686[/url]
Click the pic or the link to vote!
Special thanks to Ubermunchkin for the SFM pics.
[QUOTE=dongalator;43089302][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=201285686"][IMG]http://cloud-2.steampowered.com/ugc/490061756513759045/9E1D8924FF5D87A103F033442075CA571C8FCFFB/[/IMG][/URL]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=201285686[/url]
Click the pic or the link to vote!
Special thanks to Ubermunchkin for the SFM pics.[/QUOTE]
I would make the paintability not include the strap and the bow.
[QUOTE=TheJukebox;43089413]I would make the paintability not include the strap and the bow.[/QUOTE]
why not? thats the way the billycock does it.
Uniqueness.
[QUOTE=NeoDement;43089451]Uniqueness.[/QUOTE]
dammit, i asked someone what kind of paint i should have and he said to do it the way i did it.
now i dont know what to do :suicide:
[QUOTE=TheJukebox;43089413]I would make the paintability not include the strap and the bow.[/QUOTE]
How about only the strap and the bow:
[img]http://wiki.teamfortress.com/w/images/5/5f/Painted_Scotsman%27s_Stove_Pipe_51384A.png?t=20111206225430[/img]
[QUOTE=NeoDement;43089288]I wouldn't bother, it will be updated to support the gatebot hats and giant support in the near future. What else don't you exactly like?[/QUOTE]
It's mainly the small mesh changes that make the robots compatible with all the hats. Most of the changes make the robots look strange in my opinion, such as stretched head of the Scout and the hat of the Sniper looking incredibly off.
Although they're unavoidable changes, especially considering the hats have to look right on the robots and the players. There's also a minor thing with the glowing eyes on Pyro and Heavy, but it's not as jolting as the model changes.
ok how about a vote
[IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] whole hat painted
[IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] band and bow not painted
[IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] band and bow only painted
[QUOTE=TheRealFierce;43089615]It's mainly the small mesh changes that make the robots compatible with all the hats. Most of the changes make the robots look strange in my opinion, such as stretched head of the Scout and the hat of the Sniper looking incredibly off.
Although they're unavoidable changes, especially considering the hats have to look right on the robots and the players. There's also a minor thing with the glowing eyes on Pyro and Heavy, but it's not as jolting as the model changes.[/QUOTE]
Oh that's a bummer.
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