[QUOTE=Colteh;43002904]welp, was testing out my pyro jacket with animations in hlmv, found this
[IMG]http://puu.sh/5viuw.jpg[/IMG]
[I]what is that[/I][/QUOTE]
It's a headshot animation where the force of the shot hitting pyros head makes him do an instant backflip before falling dead
example
[url]http://www.youtube.com/watch?v=J89IADCVikA[/url]
[QUOTE=Colteh;43002904]welp, was testing out my pyro jacket with animations in hlmv, found this
[IMG]http://puu.sh/5viuw.jpg[/IMG]
[I]what is that[/I][/QUOTE]
pyro trying to be a headcrab.
[QUOTE=Simski;43003049]It's a headshot animation where the force of the shot hitting pyros head makes him do an instant backflip before falling dead
example
[url]http://www.youtube.com/watch?v=J89IADCVikA[/url][/QUOTE]
oh yeah, i'm just wondering what's going on with those feet
[QUOTE=Colteh;43003143]oh yeah, i'm just wondering what's going on with those feet[/QUOTE]
The stretched feet adds the illusion of motion blur, which TF2 doesn't have. Not per object, anyway. Lots of cartoons use this technique as well.
Also, here's a better version of my friend's concept from last page.
[t]http://i.imgur.com/8WeVb3S.jpg[/t]
If you want his contact info, its on my post on the last page.
Also, my friend insists that I tell you that this drawing is by [URL="http://steamcommunity.com/id/FlamioHotman/"]Dask[/URL].
will there ever be an update for the diliquents downvest that makes paint more.....noticeable? lits kinda saddening when you save up for balcaves paint and its ends up looking looking like OO/after8/lack of hue etc.....just this light black t-shirt
[QUOTE=zipziggy;43003259]will there ever be an update for the diliquents downvest that makes paint more.....noticeable? lits kinda saddening when you save up for balcaves paint and its ends up looking looking like OO/after8/lack of hue etc.....just this light black t-shirt[/QUOTE]
Test your paints before buying
Hey, guys. I got my usual payment from Valve yesterday and noticed the amount was greater than the previous month's despite the fact that I haven't made any new items in a good while. That means it's likely that someone listed me as a service provider on their item(s), basically gifting me 5% of Valve's cut from the sales. Unfortunately, Valve doesn't provide any direct information to service providers so I have no way of knowing who might have listed me or how many items I was listed on.
So, if it was anybody here who marked me on one of their Halloween items, I just want to say thanks. I really appreciate it a lot.
(˘⌣˘)و ̑̑
[QUOTE=Vincentor;42989041]Doing something
[IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/models/headgibs/heavyhead_01.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/models/headgibs/heavyhead_02.jpg[/IMG]
[IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/models/headgibs/heavyhead_03.jpg[/IMG]
[sp]Meet The Soldier styled head gibs for all classes[/sp]
Also, anyone has a fixed link to this?
[IMG]http://www.majhost.com/gallery/RandomRebelSoldier/Facepunch/neckchop.png[/IMG][/QUOTE]
Progress?
Any texture/model crits?
[IMG]http://i.imgur.com/T619qpy.png[/IMG]
While I'm at it, still looking for a hand with these:
[QUOTE=TheJukebox;42994247]Too many puffy jackets. Try some slimming flannel.
[t]http://i.imgur.com/AkTh3an.png[/t]
[t]http://i.imgur.com/S1vjUVH.png[/t]
Looking for someone to help with the rigging though, has some clipping issues.
Edit: Now has buttons![/QUOTE]
[QUOTE=TheJukebox;42991048]You want a weapon? Take a weapon.
[t]http://i.imgur.com/fB7Gjsy.png[/t]
Looking for someone to texture it.[/QUOTE]
Just got online today and saw 3 different concepts of engi showing off his chest
brb
When I decompiled a super old custom player model, and got a "UnknownModelName.smd", which is just the bones of the model.
I'm supposed to do something with that file? Like fix it or something?
it's used for blank bodygroups, the QC equivalent is:
$bodygroup spyMask
{
blank
studio "whatever.smd"
}
Here's some promo art WIP for those P.J's that Bapaul's making .
[IMG]http://i.imgur.com/2PQ9mvnl.jpg[/IMG]
[QUOTE=Zero_;43003786]When I decompiled a super old custom player model, and got a "UnknownModelName.smd", which is just the bones of the model.
I'm supposed to do something with that file? Like fix it or something?[/QUOTE]
Just use Crowbar, it actually knows how to handle bodygroups.
Granted, it thinks $models are bodygroups too, but it's still better than mdldecompiler.
[IMG]http://puu.sh/5vqV9.jpg[/IMG]
pretty much done with this, expect a workshop release soon!
[QUOTE=SergerantJoe;43003831]Just use Crowbar, it actually knows how to handle bodygroups.
Granted, it thinks $models are bodygroups too, but it's still better than mdldecompiler.[/QUOTE]
It works much better ^^
Thanks mate.
[QUOTE=Mnemosynaut;43003371]Hey, guys. I got my usual payment from Valve yesterday[/QUOTE]
I just got my first payment today (was late getting my tax form in for october). I wasn't really sure how to estimate the final amount based on stats.tf figures, ended up being a fair bit off. Kinda wish they'd send the relevant data to see how it's determined. Anyone have a good way of estimating that stuff based on stats.tf data?
errur killed Bot01 with shotgun_soldier.
Ignoring unreasonable position (-11957.603516,-298.569031,-16761.818359) from vphysics! (entity tf_ammo_pack)
Any reason a weapon model I made does this? I'm not sure why it's happening, I'm fairly certain everything is skinned to the right bone. I also can't find the model in hlmv, it's far off screen somewhere.
[QUOTE=sergiuung;43004257]I also can't find the model in hlmv, it's far off screen somewhere.[/QUOTE]
Use your reference mesh instead of ragdoll.smd.
Is there an extra step in modifying the bones of a player model, other than merging the new bones with the mesh?
Because I have the .smd with updated bones (the custom model is super old), but when I compile it, they disappear.
[QUOTE=SergerantJoe;43004288]Use your reference mesh instead of ragdoll.smd.[/QUOTE]
That worked. Thanks!
Made a mangler skin
[t]http://puu.sh/5vu6r.jpg[/t]
[QUOTE=Zero_;43004516]Because I have the .smd with updated bones (the custom model is super old), but when I compile it, they disappear.[/QUOTE]
Bones get deleted if they have nothing rigged to them. Try using definebone option in studiomdl and then pasting the output into your QC. That will explicitly tell the compiler "hey, this bone is here, don't delete it".
[URL="https://developer.valvesoftware.com/wiki/$definebone"]https://developer.valvesoftware.com/wiki/$definebone[/URL]
EDIT: scratch that, while the above is certainly true, it's not the correct solution for this case.
[QUOTE=SergerantJoe;43004575]Bones get deleted if they have nothing rigged to them. Try using definebone option in studiomdl and then pasting the output into your QC. That will explicitly tell the compiler "hey, this bone is here, don't delete it".
[URL="https://developer.valvesoftware.com/wiki/$definebone"]https://developer.valvesoftware.com/wiki/$definebone[/URL][/QUOTE]
Uh, I think they are already rigged, if I think that's what it means.
In pose mode, when I rotate a bone, the mesh moves along the bone.
Alright, just making sure. I thought you were referring to the canteen bone and all that.
Is there any actual downside to just using $bonemerge instead of the extremely specific $definebone stuff? Definebone is so tedious and tends to randomly not work, whereas bonemerge is perfect but I suspect has a minor performance hit.
[QUOTE=SergerantJoe;43004609]Alright, just making sure. I thought you were referring to the canteen bone and all that.[/QUOTE]
I'm also referring to that.
The custom spy model was made before MvM, so it doesnt have the canteen bone.
I replaced the old bones with the ones of the current spy model.
And I link (that's what rigging means, right?) them together, so when I rotate the leg bone, the leg rotates.
I just cant test it with the canteen bone, as nothing rotates when I rotate it.
[QUOTE=Zero_;43004663]I just cant test it with the canteen bone, as nothing rotates when I rotate it.[/QUOTE]
Well there you go. Is that the one getting deleted?
EDIT: Wait wait wait, I just realized, I'm stupid. Forget the definebone, put '$bonemerge mvm' into the QC. Or better yet just use [URL="http://tf2.gamebanana.com/tools/5422"]this[/URL], it has all the merges pre-installed.
Prepare yourselves for lots of stuff!
(Also I did stuff!)
A ridiculous amount of item releases, pretty much everything I haven't yet released that's at all worth releasing. Made possible by Bang's amazing ItemToast program, and a really cool php script written by Smashman (linked at the bottom of this post)
[url=http://tf2.jennybur.net/mods/Hats/JawEnforcement/][img]http://tf2.jennybur.net/mods/Hats/JawEnforcement/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/TearJerkers/][img]http://tf2.jennybur.net/mods/Hats/TearJerkers/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Weapons/CrowdControl/crowdcontrol_paintrain.zip][img]http://tf2.jennybur.net/mods/Weapons/CrowdControl/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/BeatWalkers/][img]http://tf2.jennybur.net/mods/Hats/BeatWalkers/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/DumbLittleHat/][img]http://tf2.jennybur.net/mods/Hats/DumbLittleHat/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/ChainReaction/][img]http://tf2.jennybur.net/mods/Hats/ChainReaction/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/CommandingOfficer/][img]http://tf2.jennybur.net/mods/Hats/CommandingOfficer/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/BrazenBlazer/][img]http://tf2.jennybur.net/mods/Hats/BrazenBlazer/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/ColossalCranium/][img]http://tf2.jennybur.net/mods/Hats/ColossalCranium/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/LabPracticum/][img]http://tf2.jennybur.net/mods/Hats/LabPracticum/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/WallyPocket/][img]http://tf2.jennybur.net/mods/Hats/WallyPocket/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/DiveBomber/][img]http://tf2.jennybur.net/mods/Hats/DiveBomber/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/SplashDamage/][img]http://tf2.jennybur.net/mods/Hats/SplashDamage/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Weapons/SuperbSoaker/superbsoaker_righteousbison.zip][img]http://tf2.jennybur.net/mods/Weapons/SuperbSoaker/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/DoggyBag/][img]http://tf2.jennybur.net/mods/Hats/DoggyBag/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/NapoleonComplex/][img]http://tf2.jennybur.net/mods/Hats/NapoleonComplex/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/GeneralAttire/][img]http://tf2.jennybur.net/mods/Hats/GeneralAttire/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/Clompers/][img]http://tf2.jennybur.net/mods/Hats/Clompers/minipromo.png[/img][/url]
[url=http://tf2.jennybur.net/mods/Hats/AlienNoggin/][img]http://tf2.jennybur.net/mods/Hats/AlienNoggin/minipromo.png[/img][/url]
[url=https://github.com/Smashman/mod_release_website/archive/master.zip][img]http://smash.mn/s/mod_release_website_minipromo.png[/img][/url]
I would appreciate it if the OP could place my "Automatic Mod Release Page" beneath itemtoast, as it works in conjunction with itemtoast and uses the schema, so will work indefinitely.
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