[QUOTE=AyesDyef;44532176][img]https://dl.dropboxusercontent.com/u/1737448/sentry/46.gif[/img]
I think I'll cry myself to sleep tonight.[/QUOTE]
There is any other way?
[QUOTE=LonelyRobot;44522910]Decided to do some edits on my model, especially with the panels in the end to resemble more a satellite or radar dish:
-snip-[/QUOTE]
This looks 100x better than it did before, I would use this, though I'm a little curious how it looks in first person. I would also work a little bit on the lever/box section, I'm not sure how the lever is supposed to move or how it fits into the box, especially with that inset area where the lever mechanism would be. Might be a little nitpicky but I think little touches like that go a very long way.
[QUOTE=WnR;44529771]To me at least, it looks too big for the pyro. The main part is bigger than the pyros whole torso.[/QUOTE]
I believe the reason it's so huge is so that the giant blade has the range of the normal flamethrower.
[QUOTE=A_Guardian;44532277]There is any other way?[/QUOTE]
It's alright, I figured out how to fix it.
Just took some tf2 screenshots:
[IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00004_zps03f605a8.jpg[/IMG] [IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00005_zpscd291ad4.jpg[/IMG] [IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00006_zpsd7fd5307.jpg[/IMG] [IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00007_zps97f780ce.jpg[/IMG][IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00007_zps97f780ce.jpg[/IMG] [IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00008_zps0338b22d.jpg[/IMG][IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00009_zps99cd4082.jpg[/IMG]
Although I should change the QC so the Medic is not healing with his hands, the model does work rather well. Also, the handle has parts inside the model that allows it to be properly pulled without either stretching or hovering.
Any other thoughts?
[QUOTE=LonelyRobot;44532723]Any other thoughts?[/QUOTE]
Is it using the weapon lightwarp?
Also, when the medic turns it on to heal, you can see the AO bake shadow pretty obvious at the base of the handle.
i've never seen this error before in my life and the wikis don't mention it either, but yeah haven't reinstalled tf2 because its on a another drive but recently formatted and when i started to use hlmv again found out that something is wrong.
[t]http://i.imgur.com/UwS9f0g.png[/t]
should still be using all the same config stuff.
before you say it, yes the animations are in the same folder.
[QUOTE=Constructor;44528831][t]http://i.imgur.com/x3PdhPb.jpg[/t]
[t]http://i.imgur.com/NYamUoh.jpg[/t]
hey, here's a thing I've wanted to do for a LOOOONG time :v:
texture still needs a lot of work (spec map mainly/black parts might be too black?) and I'll need to do some magic animation shit for this[/QUOTE]
you could probably use the flamethrowers default firing animation since it shakes a bit, or just edit it to shake more. idk im probably wrong here but i doubt they would do an automatic melee weapon. cooldowns are important.
[editline]13th April 2014[/editline]
[QUOTE=LonelyRobot;44532723]Just took some tf2 screenshots:
-screenshots here :^()-
Although I should change the QC so the Medic is not healing with his hands, the model does work rather well. Also, the handle has parts inside the model that allows it to be properly pulled without either stretching or hovering.
Any other thoughts?[/QUOTE]
fix the bake on the handle. it has some dark splotches.
[QUOTE=LonelyRobot;44532723]Any other thoughts?[/QUOTE]
One thing I'm now noticing is that the metal on yours is much lighter than that on the other Mediguns, and the lever is quite thin compared, you can especially notice it now that it's in his hands. The lever also has somewhat of an odd shape, I feel as if that would bow and bend if it were a real part.
Despite that, it looks very cool, so if you made the same shape but beefed it up and... how do I explain this well, I guess didn't have the separate angled parts all "rotated" differently and instead made it appear like a shaped or pressed chunk of metal much like the other Medigun levers, I think you'd have an interesting but unique design. Right now it appears jagged as well as unnecessarily low-poly, which I think is attributing to the odd appearance.
I'd draw up what I'm trying to say but my tablet is absolutely covered in the mess that is my desk and I don't feel like digging it out, if you need a better explanation, go ahead and add me on Steam.
[QUOTE=Dark One;44532802]i've never seen this error before in my life and the wikis don't mention it either, but yeah haven't reinstalled tf2 because its on a another drive but recently formatted and when i started to use hlmv again found out that something is wrong.
[t]http://i.imgur.com/UwS9f0g.png[/t]
should still be using all the same config stuff.
before you say it, yes the animations are in the same folder.[/QUOTE]
did you try and open the "user_animation.mdl"? That's not a model, and MV won't show you anything.
[QUOTE=FiveEyes;44532842]did you try and open the "user_animation.mdl"? That's not a model, and MV won't show you anything.[/QUOTE]
nope it was the pyro.mdl file so there shouldn't be any problems.
[QUOTE=gigazelle;44532785]Is it using the weapon lightwarp?
Also, when the medic turns it on to heal, you can see the AO bake shadow pretty obvious at the base of the handle.[/QUOTE]
Thanks for point out the handles, I'll fix it when I can.
I don't have the lightwarp in it's QC at the moment, didn't really know about it (googled when you mentioned it) :tinfoil:.
EDIT: Was aiming for a medigun handle variant on one of these electric chair switches:
[IMG]http://www.antiquesnavigator.com/ebay/images/2011/160654437836.jpg[/IMG]
I might beef up the main grip to resemble a larger, rubber handle.
[QUOTE=ikes;44532803]you could probably use the flamethrowers default firing animation since it shakes a bit, or just edit it to shake more. idk im probably wrong here but i doubt they would do an automatic melee weapon. cooldowns are important.
[/QUOTE]
it's meant to be a primary so it shares the ammo mechanic
[QUOTE=LonelyRobot;44532723][IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00009_zps99cd4082.jpg[/IMG]
Although I should change the QC so the Medic is not healing with his hands, the model does work rather well. Also, the handle has parts inside the model that allows it to be properly pulled without either stretching or hovering.
Any other thoughts?[/QUOTE]
You should try to go for the tf2 style brushstrokes. The flat colors don't look too good.
[QUOTE=InfectedPotato;44533198]You should try to go for the tf2 style brushstrokes. The flat colors don't look too good.[/QUOTE]
Actually, I was recommended to do this before, so I have already included brush strokes. It's probably the low quality of the screenshots, which makes it difficult to see them :L
EDIT: I am going to relink the p3d models, just so people can actually see the texture quality.
[url]http://p3d.in/4w6U2[/url] [url]http://p3d.in/Bhaw5[/url]
so about to reinstall tf2 along with dependencies but what happen to tf2 beta tools?
[QUOTE=Dark One;44533684]so about to reinstall tf2 along with dependencies but what happen to tf2 beta tools?[/QUOTE]
It looks like HLMV isn't loading the game VPK's (since it doesn't even find "error.mdl"), you don't have the environment variables.
Run:
common\Team Fortress 2\bin\[B]set_sdk_env.bat[/B]
Then:
common\Team Fortress 2\bin\[B]HLMV.bat[/B]
If it still doesn't work, try to copy "gameinfo.txt" from common\Team Fortress 2\tf\ and paste it into common\Team Fortress 2\bin\.
Otherwise, I'd recommend you try using [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=158547475"]TFMV[/URL]
[QUOTE=LonelyRobot;44532723]Just took some tf2 screenshots:
[IMG]http://i1365.photobucket.com/albums/r759/Samurai_Cowboy/2014-04-13_00008_zps0338b22d.jpg[/IMG]
Although I should change the QC so the Medic is not healing with his hands, the model does work rather well. Also, the handle has parts inside the model that allows it to be properly pulled without either stretching or hovering.
Any other thoughts?[/QUOTE]
I would change that gray to a team color or darker metal, I'd also suggest to add some wear and brushtrokes
[editline]13th April 2014[/editline]
Also the lightwrap parameters are in the vmt you silly willy
[QUOTE=BANG!;44533794]It looks like HLMV isn't loading the game VPK's (since it doesn't even find "error.mdl"), you don't have the environment variables.
Run:
common\Team Fortress 2\bin\[B]set_sdk_env.bat[/B]
Then:
common\Team Fortress 2\bin\[B]HLMV.bat[/B]
If it still doesn't work, try to copy "gameinfo.txt" from common\Team Fortress 2\tf\ and paste it into common\Team Fortress 2\bin\.
Otherwise, I'd recommend you try using [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=158547475"]TFMV[/URL][/QUOTE]
well.. that work perfectly thanks for your help for a second there i thought i'd have to reinstall everything.
[I]one day this program will see some action again..[/I]
[t]http://i.imgur.com/LW9HKQK.png[/t]
[T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/mothafuckascomon.jpg[/T]
IT BEGINS.
Based on an image posted in MUS.
Monkeynauts need proper supplies when going to space...
[url="http://steamcommunity.com/sharedfiles/filedetails/?id=248764702"]
[img]http://cloud-4.steampowered.com/ugc/595907960205845912/23945EE095B19A3DD38F38F5733E3C861FFCD3A7/637x358.resizedimage[/img]
[img]http://cloud-3.steampowered.com/ugc/595907960208217782/042CD1AD9FA4D437FC8B11D8CEC2C00F8687DEAE/637x358.resizedimage[/img]
[/url]
[url="http://tf2.gamebanana.com/skins/133466"][img]http://www.manschitz.com/projects/tf2/bananapromo.png[/img][/url]
[QUOTE=Gadget | TF2M;44534336]Monkeynauts need proper supplies when going to space...
so many images got to see them all
[url="http://tf2.gamebanana.com/skins/133466"][img]http://www.manschitz.com/projects/tf2/bananapromo.png[/img][/url][/QUOTE]
clearly that's a selfmade right there.
[QUOTE=Dark One;44534350]clearly that's a selfmade right there.[/QUOTE]
except it's not going to get in-game
pretty much ever
Texture looks really flat on that banana, especially since it's a weapon
Been busy with final year studies, now I'm on break and making these videos again.
(Sorry to those I promised to get videos out before the Arms Race ended!)
[video=youtube;z11c2Mdk7uw]http://www.youtube.com/watch?v=z11c2Mdk7uw[/video]
[video=youtube;MQ6qEitykIo]http://www.youtube.com/watch?v=MQ6qEitykIo[/video]
[video=youtube;gJ260CY3oT8]http://www.youtube.com/watch?v=gJ260CY3oT8[/video]
[video=youtube;umYgqEsqCdA]http://www.youtube.com/watch?v=umYgqEsqCdA[/video]
[QUOTE=Vincentor;44534661]It's here.
[URL=https://dl.dropboxusercontent.com/u/65113316/content/trainshield.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_tankengine.png[/IMG][/URL]
Additional video:
[video=youtube;fZWlwYyF5gc]http://www.youtube.com/watch?v=fZWlwYyF5gc[/video][/QUOTE]
Best mod 2014
[QUOTE=ElderLolz;44534382]I'm working on a horrible soundpack.
I'll give you two hints on what it is: Tim Allen grunt and Pyro.[/QUOTE]
Only if you replace the No voice command with "I don't think so, Tim"
Here's Johnny
[IMG]https://i.imgur.com/lG0CCsx.png[/IMG]
Tbh, I don't think the strap should be removed, because they the grenades would just be floating there.
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