• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=gigazelle;44553556][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=249391216"]I finished a thing[/URL] [t]http://cloud-2.steampowered.com/ugc/432652473771544939/B41EF6FA957CB2DC4762D8E53558844120DC797F/[/t] Doesn't seem to be too popular with the masses, so if you have any recommendations on how to improve it, I'm definitely open to feedback.[/QUOTE] the triangles seem very uneven for some reason
[QUOTE=gigazelle;44553556] Doesn't seem to be too popular with the masses, so if you have any recommendations on how to improve it, I'm definitely open to feedback.[/QUOTE] The sleeves and trim are fine, but the whole thing in the middle just doesn't look good.
Kay, vote time: [img]http://www.facepunch.com/fp/ratings/zing.png[/img]: It's fine the way it is [img]http://www.facepunch.com/fp/ratings/information.png[/img]: Salvage the middle part, making it a different design (also open to suggestions) [img]http://www.facepunch.com/fp/ratings/wrench.png[/img]: Scrap the middle part, leaving the trim and sleeves, screw paint [img]http://www.facepunch.com/fp/ratings/rainbow.png[/img]: Scrap the middle part, leaving the trim and sleeves, make the trim paintable ([URL="http://i.imgur.com/ftgGh8g.png"]example[/URL], ignore the center design) A huge note of appreciation for the feedback so far. I thought this was going to be one I could get done in just a few evenings, but it seems that I still have some ways to go before it hits 5-star quality.
[IMG]http://i.imgur.com/XWpXTzu.png[/IMG] A quick paint over. Just trying to emulate some sultan wear. Opens up some other design options in the back or just leave it plain.
[QUOTE=Game Zombie;44551715]I had about 3 different attempts at fixing that so guess I used the wrong files. [/QUOTE] The files are fine, it was the QC, I posted a fix a few posts above yours in case you missed it. I don't remember what exactly was wrong but it was something really simple. Just compare them.
[QUOTE=Blaco;44555087]The files are fine, it was the QC, I posted a fix a few posts above yours in case you missed it. I don't remember what exactly was wrong but it was something really simple. Just compare them.[/QUOTE] You removed the layer that controls the needle movement. So now it just stays in the same spot instead of moving to the right when looking at a building. Well it would do that if I fixed the animations.
[QUOTE=Timberman;44554807][IMG]http://i.imgur.com/XWpXTzu.png[/IMG] A quick paint over. Just trying to emulate some sultan wear. Opens up some other design options in the back or just leave it plain.[/QUOTE] you cant really do this, because demoman's vest isn't body-grouped and cannot be opened.
Huh. I've been working on an Arabian thing, too (well... pseudo-Arabian, as in stage magician): [img]http://i.imgur.com/CktATqc.jpg[/img]
[t]http://i.imgur.com/6Vu9OZE.png[/t] Iced tea on red team, lemonade on blu team. I can't get the ice cubes to look right, they're too transparent.
[QUOTE=Game Zombie;44551715] That might be related to how I did the original Huntsman fix since it used two sets of arms. I'll see about fixing those and finding out if the sniper rifles actually crash the game.[/QUOTE] The SCA Plus I packed together has a huntsman fix. It uses the original two sets of arms. Took a bit to get working because they were also invisible. The only issue is when playing client-side the fire-rate of the huntsman takes a few extra seconds after the reload animation for no reason. You try to fire and there is a clicking sound but eh. Works on servers for some reason as well.
[QUOTE=kibbleknight;44555380]you cant really do this, because demoman's vest isn't body-grouped and cannot be opened.[/QUOTE] There are some parts of the paintover that aren't 100% realistic, but it does give me some potential ideas to work with as an alternative to the triangles. Though it cannot be opened, I technically could model an opened vest on top of the closed one. The largest difficulty I've had with getting that center part to look good is the fact that his entire torso pivots right between two bones there. This means that anything in that area is contorted pretty bad, and the odd placement of the triangles were an attempt to mitigate the contortion. I'll play around with the mesh, rigging, and texture to see if I can find an improvement to its current state. The general consensus appears to be to salvage the middle part, so I'll see what I can do with it this evening.
[QUOTE=Josher;44555489]Iced tea on red team, lemonade on blu team. I can't get the ice cubes to look right, they're too transparent.[/QUOTE] Try a more opaque texture for the ice cubes, the Spy-cicle is ice but it's completely opaque, so perhaps textured but semi-transparent cubes would be a better route to go? Also, the slices look just a little too close together, but it might just be me. They damn well better be jiggleboned either way.
[QUOTE=Josher;44555489][t]http://i.imgur.com/6Vu9OZE.png[/t] Iced tea on red team, lemonade on blu team. I can't get the ice cubes to look right, they're too transparent.[/QUOTE] Check the "Additive" box in the importer, and use an RGB [128,128,128] diffuse for the ice cubes, then something like RGB [75,75,75] diffuse for the pitcher (may need slight tweaking). Additive ignores the alpha layer, and uses the brightness of the diffuse to determine the transparency of the texture. I find it easiest to use when dealing with glass, not to mention 'additive' doesn't have that weird transparency layering issue.
I've been trying Nvidia's new HBAO in various games, and I came across this visual glitch while trying it in Garrysmod: [T]http://puu.sh/8adQx.jpg[/T] It worked as a mirror, but it reflected everything with Nvidia's ambient occlusion only. I want to take some comparision shots of how it looks in TF2, but I can't find a way to turn an entire map into (fullbright) greyscale. Do I have to replace every single model and brush texture into something white, or is there a command or way to turn your view into greyscale? (mat_fullbright 2 can't be used in this occasion)
[QUOTE=Blaco;44551542]Try completely deleting your shape keys to see if it will allow export then. Also make sure you have the most up to date version of the tools, I know that's kind of a standard help response to give someone but older versions of the tools have DMX export problems that have since been fixed so just make sure. I used to get errors like that all the time until I updated. If it still doesn't work then try it from Blender 2.69[/QUOTE] I updated Blender and the Importer/Exporter tool to the latest version, no succsess. Suddenly I managed to export the model as a .dmx file ( I have no idea why there was this file in the folder even though these errors was still appearing) Anyway, I put it into the TF2 Importer and I got this error: [IMG]http://i.imgur.com/FdVOahK.png[/IMG]
PS the item looks great so far. I'd recommend making the lemon/orange eyes' texture a little more organic. As much as my OCD would enjoy it, the segments inside the fruit aren't perfectly aligned into 10 exactly equal segments. [editline]15th April 2014[/editline] [QUOTE=Rotzloeffel;44555631][IMG]http://i.imgur.com/FdVOahK.png[/IMG][/QUOTE] [URL="http://steamcommunity.com/groups/BlenderSourceTools/discussions/0/630799997254612923/"]Try this thread.[/URL]
[QUOTE=Josher;44555489][t]http://i.imgur.com/6Vu9OZE.png[/t] Iced tea on red team, lemonade on blu team. I can't get the ice cubes to look right, they're too transparent.[/QUOTE] Oooh yeah. Anyway, I feel like the lemon slices are too, thin. I'm not sure why but they look off somehow. Heh, you should have the slices for RED be green limes, then it can be a bloody mary. For the ice cubes why not do what Valve did for the Syringegun's glass? Have a foggy white texture and make it slightly transparent? If that doesn't work you could try making the ice cubes solid white and have gentle paintable areas on them to emulate transparency yet keep the icy solidity look of the cubes. I'll shut up now. I really like.
So, I... Uh... Did a... thing. I guess. [IMG]http://i.imgur.com/tyvpdOq.png?1[/IMG] [URL="http://i.imgur.com/uSvcLun.png?1"]Alternate version[/URL] with different colors for the head. I was thinking of making the head one item and the hands and feet another one. I'm open to suggestions for a third item.
I had an idea for a skin to the MVM cash Animate the burnt parts on it so then it would look more like fire
[QUOTE=Omninerd;44555809]So, I... Uh... Did a... thing. I guess. [IMG]http://i.imgur.com/tyvpdOq.png?1[/IMG] [URL="http://i.imgur.com/uSvcLun.png?1"]Alternate version[/URL] with different colors for the head. I was thinking of making the head one item and the hands and feet another one. I'm open to suggestions for a third item.[/QUOTE] I thought the head was a whistle until I scrolled down. I like it though the hands seem like they'd be difficult without making them enormous. Hm, a whistle head with steam coming from it. Neat. Choo-choo.
[QUOTE=Omninerd;44555809]So, I... Uh... Did a... thing. I guess. [IMG]http://i.imgur.com/tyvpdOq.png?1[/IMG] [URL="http://i.imgur.com/uSvcLun.png?1"]Alternate version[/URL] with different colors for the head. I was thinking of making the head one item and the hands and feet another one. I'm open to suggestions for a third item.[/QUOTE] As "cute"(?) as this is, there are no leg or arm body groups for this to work out. As in the items can't be smaller than his existing legs, and hands.
[QUOTE=HelmoChipChop;44555839]I thought the head was a whistle until I scrolled down. I like it though the hands seem like they'd be difficult without making them enormous. Hm, a whistle head with steam coming from it. Neat. Choo-choo.[/QUOTE] I've had a alternate idea for [URL="http://i.imgur.com/fbKLixh.png"]this concept[/URL] I made where the side part of the mask would have a whistle with the gentel smoke effect, instead of a exhaust. The whistle head doesn't sound like a bad idea either. [editline]15th April 2014[/editline] [QUOTE=dolphin;44555841]As "cute"(?) as this is, there are no leg or arm body groups for this to work out. As in the items can't be smaller than his existing legs, and hands.[/QUOTE] Wait, so we can't have pyro shoes replacements? I think I should email the team about that. A lot of classes have these, right?
[QUOTE=Omninerd;44555905]I've had a alternate idea for [URL="http://i.imgur.com/fbKLixh.png"]this concept[/URL] I made where the side part of the mask would have a whistle with the gentel smoke effect, instead of a exhaust. The whistle head doesn't sound like a bad idea either. [editline]15th April 2014[/editline] Wait, so we can't have pyro shoes replacements? I think I should email the team about that. A lot of classes have these, right?[/QUOTE] The TF2 team seems pretty unwilling to add more bodygroups, as sniper and medic still lack glasses bodygroups.
I remember a story on that. Apparently the last time they tried to add bodygroups they fucked up and the model stretched across the entire map, they haven't tried since. Obviously not true, but still funny to think of.
Did anyone say arabian [B]night[/B]? [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-3.steampowered.com/ugc/3317208035098029746/AEDBF02DDCB96E004E2135C9DC418CF0CD0C726D/[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-2.steampowered.com/ugc/3317208035098059130/5C3FE51A8D630087CE4F90B98CDC087BBA7609C7/637x358.resizedimage[/img][/url]
[QUOTE=JPRAS;44556006]Did anyone say arabian [B]night[/B]? [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-3.steampowered.com/ugc/3317208035098029746/AEDBF02DDCB96E004E2135C9DC418CF0CD0C726D/[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-2.steampowered.com/ugc/3317208035098059130/5C3FE51A8D630087CE4F90B98CDC087BBA7609C7/637x358.resizedimage[/img][/url][/QUOTE] that's some pretty brushstroke-heavy cloth there, boyo
took forever to debug and redo the uvws but this is finally going to get textured by OneFourth! [t]http://i.imgur.com/imruXJF.png[/t] oh and there are seven others that are completed now.. don't think anyone wants to see those but i wouldn't mind someone textureing them just the same.
[QUOTE=Void Skull;44556018]that's some pretty brushstroke-heavy cloth there, boyo[/QUOTE] Spark made me do the normals from his highpoly :v: Edit: updated the turbant to make it less noisy.
[QUOTE=JPRAS;44556006]Did anyone say arabian [B]night[/B]? [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-3.steampowered.com/ugc/3317208035098029746/AEDBF02DDCB96E004E2135C9DC418CF0CD0C726D/[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=249620238][img]http://cloud-2.steampowered.com/ugc/3317208035098059130/5C3FE51A8D630087CE4F90B98CDC087BBA7609C7/637x358.resizedimage[/img][/url][/QUOTE] mod release but with separate versions (as in hat only, beard only, that kind of stuff)?
[QUOTE=Vincentor;44555626]I've been trying Nvidia's new HBAO in various games, and I came across this visual glitch while trying it in Garrysmod: [T]http://puu.sh/8adQx.jpg[/T] It worked as a mirror, but it reflected everything with Nvidia's ambient occlusion only. I want to take some comparision shots of how it looks in TF2, but I can't find a way to turn an entire map into (fullbright) greyscale. Do I have to replace every single model and brush texture into something white, or is there a command or way to turn your view into greyscale? (mat_fullbright 2 can't be used in this occasion)[/QUOTE] If you take a screenshot with just mat_fullbright turned on, and then enable your Nvidia AO and take another screenshot, you should be able to layer the two images in Photoshop and change the channels to isolate just the AO. [img]https://dl.dropboxusercontent.com/u/19306897/howtogetAO.png[/img]
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