• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=TheRealFierce;44675962]If it is the exact same setup as before the steam pipe, check the old tf2 directory under steamapps/your username, it probably compiled the model there.[/QUOTE] just checked there, nothing in that directory either unfortunately.
when your compiling a model with studiomdl it usually says where it compiled the model, something like "writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\weapons\c_models\weapon.mdl" does it say that anywhere? Alternatively, you can just use the Crowbar compiler. It's more up to date compared to studiomdl.
[QUOTE=TheRealFierce;44676044]when your compiling a model with studiomdl it usually says where it compiled the model, something like "writing C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\models\weapons\c_models\weapon.mdl" does it say that anywhere? Alternatively, you can just use the Crowbar compiler. It's more up to date compared to studiomdl.[/QUOTE] ok we're getting closer to the solution here *phew* i found out its chucking the compiled mdl files into my documents the hecks going on with that? i found them in "my documents/player/items/pyro/ghost_aspect.mdl" no joke! how do i make them compile into the correct directory?
got bored, made olde Soldier red: [img]https://dl.dropboxusercontent.com/u/900111/redoldsoldier.jpg[/img] will do the rest soon enough Did try brown cap, to match default Soldier's hat. But it was too much brown when combined with his gloves so I'm leaving it red.
[QUOTE=dongalator;44673321]Here ya go. [URL="https://docs.google.com/uc?export=download&id=0BzAddcjwZiphZ3dhX3Y3N2tRZ1U"][IMG]http://i.imgur.com/8fVl4ew.png[/IMG][/URL][/QUOTE] Nice! 1 down, 107 more to go :suicide: I went through another 40 pages and added about 40 more
alternatively, some that match the default colour palettes better: [img]https://dl.dropboxusercontent.com/u/900111/redoldsoldier-2.jpg[/img] Guess this would be a separate option in the eventual mod release?
[QUOTE=Vincentor;44675125]I had made rigs for the scout and soldier, they had working eyes and even had viewmodels for both. The soldier had such unusually small feet though, some of you may remember this image: [T]https://dl.dropboxusercontent.com/u/65113316/screenies/models/1850soldier_6.jpg[/T][/QUOTE] i in my ver i moved a few things around so that it would fit a few of the default soldier's orientations better, oh, and this guy's chest is frikken huge neo those look awesome, though personally i like the first one but the second would be pretty cool for an alt
[QUOTE=Flubbman;44656430]Reposting from bottom of last page.[/QUOTE] Hey, still needing some help? I would like to try texturing, is my first time working on something like this so some tips, do's and don't's would be good
[QUOTE=NeoDement;44676260] [t]https://dl.dropboxusercontent.com/u/900111/redoldsoldier.jpg[/t] [t]https://dl.dropboxusercontent.com/u/900111/redoldsoldier-2.jpg[/t] Guess this would be a separate option in the eventual mod release?[/QUOTE] Those are lovely.
I wonder if someone actually made the old Commando concept adapted to some class, like Heavy or Soldier which are the most fitting in my opinion
[QUOTE=NeoDement;44676260]alternatively, some that match the default colour palettes better: [img]https://dl.dropboxusercontent.com/u/900111/redoldsoldier-2.jpg[/img] Guess this would be a separate option in the eventual mod release?[/QUOTE] the gradient looks stronger than the default soldier but maybe that's just because it's not shaded yet
If someone does finish up these, i hope you make a version with only blu models changed. it would be neat to have red be the actual tf2 team vs the blu 1850s
That's not possible though, is it? Unless you're talking about mean MvM robots.
[QUOTE=Punchy;44678902]If someone does finish up these, i hope you make a version with only blu models changed. it would be neat to have red be the actual tf2 team vs the blu 1850s[/QUOTE] Don't think you can do it with the human classes since only the textures change from red to blu, but you could try for mvm Edit: really interesting stuff, seems like my original statement was wrong
[QUOTE=Colteh;44679173]Don't think you can do it with the human classes since only the textures change from red to blu, but you could try for mvm[/QUOTE] It's possible just flexes and cosmetics would be the most annoying part.
[QUOTE=Colteh;44679173]Don't think you can do it with the human classes since only the textures change from red to blu, but you could try for mvm[/QUOTE] joe made[URL="http://tf2.gamebanana.com/tuts/11290"] something about it,[/URL] dunno if it matters here
[QUOTE=Punchy;44678902]If someone does finish up these, i hope you make a version with only blu models changed. it would be neat to have red be the actual tf2 team vs the blu 1850s[/QUOTE] Someone make that happen. [editline]29th April 2014[/editline] I will give all my money
[URL="https://dl.dropboxusercontent.com/u/11945129/mods/Holo_Head.zip"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/HoloHeadMod.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=252986738"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/11945129/mods/Poachers_Trophy.zip"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/The%20Poacher%27s%20TrophyMod.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=214941163"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/11945129/mods/Tin_Can.zip"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/TinCan.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=246226598"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/11945129/mods/Sputnik_Slevees.zip"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Sputnik_Slevees.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=246225685"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] [URL="https://dl.dropboxusercontent.com/u/11945129/mods/Lunar_Landers.zip"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Lunarlanders.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=246224208"][IMG]https://dl.dropboxusercontent.com/u/11945129/mods/Workshop%20Promo%20Extention.png[/IMG][/URL] Lots o' mods, most are untested so beware.
So I came across something in the workshop, and it bothers me. Don't know why, it just does. Apparently some people swipe concepts from here, make them, and then upload. They either do not credit the one who did it, or only credit them in the descriptions. Shouldn't the guy who first drew up the plans and concept get a piece of that proverbial pie? Not only be listed under the Created By, but also get a percentage? Not everyone does that, but it's just gut wrenching every time I do see someone do it.
[QUOTE=Punchy;44678902]If someone does finish up these, i hope you make a version with only blu models changed. it would be neat to have red be the actual tf2 team vs the blu 1850s[/QUOTE] it is completely possible, take my gibbed player model replacement for example and the original rendition of my zombies, issue is that flexes would be a horrible pain in the butt, and i doubt that the vta file format will support enough vertexes for 2 seperate faces with different flexes for each, i might be wrong tho, but other than that it is possible [b]Edit:[/b] i looked up the vta format in the vdc wiki no more than 10,000 verticies can be moved in any given frame the default soldier has 2169 verts and the 1850's version has 1972 so its possible, even if every vertex moved in a single frame, only other issue is getting 4 eyes to work while two are hidden at any given time
[IMG]http://i.imgur.com/MJgqta0.png[/IMG] just wanted to make some thing vaguely space related. still touching it up
I was just reminded on Steam to update my emporium "Mod Log". I figured I probably should since I've been incredibly lazy, and it comes up in the Google results when you search "TF2 Emporium". [t]http://emporium.thedalokohsclub.com/EmporiumList.png[/t] [url]http://emporium.thedalokohsclub.com[/url] It is now up to date as of this thread for anyone that uses it for whatever reason.
[QUOTE=Svdl;44133605]So anyway, here's the sort of stuff I had in mind with the pants paint. I think there is room here for a lot of interesting combinations that could look nice that would not be possible with subtler or nonexistent paint. Also if you're the sort of person who would want to paint it lime or pink, you too can have a good time. [img]https://dl.dropboxusercontent.com/u/6526556/pantloadouts.jpg[/img][/QUOTE] (Yes I am aware how old this post it) Perhaps you can release this as a mod soon, or if it gets rejected then release it as a mod, either way I hate to see this go to waste
[QUOTE=Sparkwire;44672420][URL]https://dl.dropboxusercontent.com/u/4569541/1850/1850 heavy rigged.zip[/URL] heres the rigged heavy files. eyes are set up too i think, so it'd just need facial flexes[/QUOTE] Having trouble compiling this with Crowbar; [code]Compiling... qdir: "c:\users\dudebro\desktop\1850 heavy\smds\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\" g_path: "heavy_high_hlmv.qc" Building binary model files... Working on "heavy_high_hlmv.qc" ERROR: c:\users\dudebro\desktop\1850 heavy\smds\heavy.qci(10): - could not load file '../parts/dmx/heavy_morphs_high.dmx' ERROR: Aborted Processing on 'custom\heavy.mdl' WARNING: Leaking 1 elements ...Compiling finished. Check above for any errors.[/code] [code]Compiling... qdir: "c:\users\dudebro\desktop\1850 heavy\smds\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\" g_path: "heavy_low_hlmv.qc" Building binary model files... Working on "heavy_low_hlmv.qc" SMD MODEL 1850heavy.smd SMD MODEL 1850heavy_fists.smd Error opening C:\Users\Sparkwire\Documents\3dsMax\scenes\HATS\1850 PLAYER MODELS\heavy\smds/TF_animation_rules/ruleshierarchy.qci ...Compiling finished. Check above for any errors.[/code]
[QUOTE=cadavercreek;44680098][IMG]http://i.imgur.com/MJgqta0.png[/IMG] just wanted to make some thing vaguely space related. still touching it up[/QUOTE] *Destroys sapper* [I]"I'm sorry Spy, I'm afraid I can't let you do this..."[/I] Now seriously, just my two cents here, but it would be awesome if it was just one (slightly) bigger eye in the middle of the mask. You can even keep the part around it as an out circle, I guess.
Nawh, I reckon that Pyro head is amazing just as it is now. The HAL reference is right there, with the single smaller eye and the oval-shaped midsection, only on a horizontal axis. Adding in another bigger eye would ruin it.
[QUOTE=Journe;44680585]Having trouble compiling this with Crowbar; [code]Compiling... qdir: "c:\users\dudebro\desktop\1850 heavy\smds\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\" g_path: "heavy_high_hlmv.qc" Building binary model files... Working on "heavy_high_hlmv.qc" ERROR: c:\users\dudebro\desktop\1850 heavy\smds\heavy.qci(10): - could not load file '../parts/dmx/heavy_morphs_high.dmx' ERROR: Aborted Processing on 'custom\heavy.mdl' WARNING: Leaking 1 elements ...Compiling finished. Check above for any errors.[/code] [code]Compiling... qdir: "c:\users\dudebro\desktop\1850 heavy\smds\" gamedir: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\" g_path: "heavy_low_hlmv.qc" Building binary model files... Working on "heavy_low_hlmv.qc" SMD MODEL 1850heavy.smd SMD MODEL 1850heavy_fists.smd Error opening C:\Users\Sparkwire\Documents\3dsMax\scenes\HATS\1850 PLAYER MODELS\heavy\smds/TF_animation_rules/ruleshierarchy.qci ...Compiling finished. Check above for any errors.[/code][/QUOTE] do you have the animation rules folder set up?
[t]http://i.imgur.com/9OKfX7e.png[/t] forgot I was remaking this are the pouches a better size this time? I haven't checked if they clip when he moves so I might have to trip them down a bit again. Also even though there's only three on his chest now, they're higher poly to the point I don't have any to spare for the grenade, so I'm concerned if just having the torch makes it too one-sided and if I should make the pouches one item and the torch/grenade/belt buckle another?
Lol I've never seen such a sophisticated looking Heavy before!
[QUOTE=DrPyspy;44680759]do you have the animation rules folder set up?[/QUOTE] Oh. I believe that's still in my old Source SDK folder that resides under my Steam username folder. D'oh! EDIT: Wait, so do I pop the SMD folder from the download into C:\Program Files (x86)\Steam\steamapps\<username>\sourcesdk_content\tf\modelsrc\player\heavy
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