• TF2 Emporium 58: We put the PRO in procrastinate
    14,247 replies, posted
[QUOTE=kidsingrul;43172711]I think you accidentally un ticked the grenades bodygroup.[/QUOTE] I did it on purpose.
So, if i'm planning on "redoing" everything, should i delete that submission?
Anyone want to make a Fun Item ? [IMG]http://i42.tinypic.com/24gu8pk.png[/IMG] It´s Chester from Don´t Starve
Pretty certain there would be no way to make him follow you on the ground without clipping into things EVERYWHERE
[QUOTE=Simski;43173367]Pretty certain there would be no way to make him follow you on the ground without clipping into things EVERYWHERE[/QUOTE] Give him a jetpack, jetpacks make everything cool. Also bow ties.
[QUOTE=Simski;43173367]Pretty certain there would be no way to make him follow you on the ground without clipping into things EVERYWHERE[/QUOTE] True, thats why it shoud be a fun item
[QUOTE=Ona;43171193]Unfortunately, the tilted hat clips horrendously with every single glasses item ever. That wouldn't have been an issue... If my new set didn't have a pair of glasses with it.[/QUOTE] i honestly don't think the glasses and bandanna add anything to the set, if you were try to look inconspicuous like the set seems to suggest, you wouldn't wear shady glasses and a mask, that would just draw unwanted attention.
[img]http://i.imgur.com/57EiWCq.png[/img] Is this too much/garish/silhouette-breaking? I was gonna add a strap or two so it looks secured to his backpack, like the Hurdler or Boom Bringer
[QUOTE=DeRosaJ;43173454][img]http://i.imgur.com/57EiWCq.png[/img] Is this too much/garish/silhouette-breaking? I was gonna add a strap or two so it looks secured to his backpack, like the Hurdler or Boom Bringer[/QUOTE] Add some straps. I also think you should make the guitar more smooth on the edges
I think it depends entirely on the color scheme in mind honestly.
[QUOTE=Ona;43169505]I had something else in mind: [IMG]http://puu.sh/5Lhs7.jpg[/IMG][/QUOTE] I would ditch the bandana. It just doesn't work, especially with the cigarette clipping. [B]Edit:[/B] I'm a bit late.
[IMG]http://puu.sh/5LBmF.jpg[/IMG] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=203577625"]First Generation Kit[/URL] -3LOD -jigglebones for head and arms -paintable Votes are appreciated =]
Is it still impossible to gold star weapons with this shitty importer because I've got a remodel of one pretty much finished. Or at least maybe a way to mimic the setup that the importer makes so it can make SOME sense when submitting?
[QUOTE=Reagy;43174023]Is it still impossible to gold star weapons with this shitty importer because I've got a remodel of one pretty much finished. Or at least maybe a way to mimic the setup that the importer makes so it can make SOME sense when submitting?[/QUOTE] nope I've been told that as long as there's the source files and a compiled version, they'll handle the rest if they're interested.
[QUOTE=Reagy;43174023]Is it still impossible to gold star weapons with this shitty importer because I've got a remodel of one pretty much finished. Or at least maybe a way to mimic the setup that the importer makes so it can make SOME sense when submitting?[/QUOTE] yes no
[QUOTE=Reagy;43174023]Is it still impossible to gold star weapons with this shitty importer because I've got a remodel of one pretty much finished. Or at least maybe a way to mimic the setup that the importer makes so it can make SOME sense when submitting?[/QUOTE] Submitting them the old way is you're best shot because if you use the importer in weapons the result would have coding for a misc/hat rather that a weapon and you'll only make valve's job harder and you're chances of getting it in slimmer.
Well, shit. Guess I'll just try my best.
[QUOTE=Cosa8888;43172729]Nah, it was the wonders of itemtest, and the sfm shots were not made by me, so w/e [t]http://i.imgur.com/CmOVcqI.png[/t] Does this look better?[/QUOTE] Maybe you should take a look at the Lumbricus Lid's eyebrows. [t]http://wiki.teamfortress.com/w/images/thumb/2/2c/Lumbricus_Lid_Helmet.png/662px-Lumbricus_Lid_Helmet.png?t=20111126184523[/t]
I'm gonna try to make one more xmas hat before next week [img]http://i.imgur.com/OC0ITcO.jpg[/img] inspired by Little Match Girl
[QUOTE=Game Zombie;43164950][url=https://dl.dropboxusercontent.com/u/31115055/TF2/seperated_c_animations.rar][img]https://dl.dropboxusercontent.com/u/31115055/TF2/seperate_c_animations.png[/img][/url] SMDs and QCs: [url]https://dl.dropboxusercontent.com/u/31115055/TF2/Backup/SCA.rar[/url] Updated the Cow Mangler animations so the handle moves again, fixed the name for the tool box animations, and cleaned up a lot of the random shit in the files. Also made it use a folder instead of a VPK so that means you'll have to delete the VPK but this'll make it so a you don't have to create a VPK every single time you compile an animation for it. [url]https://dl.dropboxusercontent.com/u/31115055/TF2/Kiyoshi_SCA.rar[/url] Edited Kiyoshi's animations to work with it and it some what shows how to use it now. Just go into the files and delete any of the animations you don't want to replace and choose between the LnL and GL animations. Just get two pictures one with a black background and white and then blend them as difference.[/QUOTE] Seeing as your forte seems to be animations, do you know if it's possible to swap out the Spy's crit-knife animation for the default melee swing like he gets on no-crit servers?
[QUOTE=DoctorQ;43174317]Seeing as your forte seems to be animations, do you know if it's possible to swap out the Spy's crit-knife animation for the default melee swing like he gets on no-crit servers?[/QUOTE]You can't make it randomly use one of the three swings like it does in no-crit servers but it can be done easily.
[QUOTE=Game Zombie;43174397]You can't make it randomly use one of the three swings like it does in no-crit servers but it can be done easily.[/QUOTE] The normal horizontal that goes from left to right would be sufficient enough (though the "poke" might be more appropriate) Would you mind sending me a PM with a little rundown of how I could go about accomplishing this for myself?
I can see what your basing that off of, despite the fact that its based off of a WWII Russian Medic uniform to correspond with the Heavy and his Russian background. In addition that hat is not only Russian, but it is German because it was used in the battle of Stalingrad, which also corresponds with the Medic's heritage. Sorry if this reply is a bit late... Just wanted to inform you...[QUOTE=kidsingrul;43172786]Medic looks like a full on nazi with this set (but maybe it's just me). But anyways, nice work![/QUOTE]
[QUOTE=NeoDement;43172358]SUUUUUUUUUUUUCH a bad attitude.[/QUOTE] Ah, so this is why I have 6 "dumb" ratings on my post. Was wondering why that was. Either way, I don't see how it's a bad attitude: It's nearing the end of the year and our end goal is to get this set finished before then. Changing the buckle and/or belt means rolling back our progress on the hat by several steps. It would need to go back into the model studio on my end, get modified, be sent back to Flubbman (because my SMD export and compile tools are broken and I don't have time to fix them yet) for re-LOD'ing and re-compile. Then go back into the texturing phase because we'd need to modify the belt UV at very least as right now the small details on it prevent it from using the current UV without noticeable stretching, which in turn may affect the rest of the unwrap due to the sizes everything is at right now. In order to make a noticeable change we might have to re-do the texture again from scratch to keep it looking good. And we would need to do all of this on top of making sure everything works right on the revolver, the knife and the mask/glasses combo, which has flexes to deal with. We're already likely to run into larger issues on the way and I'd rather keep time for those so that we can have a 2013 release if possible. If, at the end of it all, we have time. Then maybe changing the belt and buckle is feasible. Maybe if my export/compile tools were miraculously fixed in a matter of minutes, maybe if we miss our 2013 chance, we'll cool off a little and have time to change the belt and buckle. But right now? I really don't see how it is too big of a deal. I honestly don't think such a minor change merits pushing ourselves back so much. So sorry if that comes across as a bad attitude or "dumb" as some of you seem to think. But that's just my creative decision right now. If somebody else on the team I'm working with wants to do it, then by all means. But right now I'm in charge of most of the major modelling and texturing, and I'd rather focus on getting things [I]finished[/I] over minor polishing details.
[QUOTE=Ona;43174646]Ah, so this is why I have 6 "dumb" ratings on my post. Was wondering why that was. Either way, I don't see how it's a bad attitude: It's nearing the end of the year and our end goal is to get this set finished before then. Changing the buckle and/or belt means rolling back our progress on the hat by several steps. It would need to go back into the model studio on my end, get modified, be sent back to Flubbman (because my SMD export and compile tools are broken and I don't have time to fix them yet) for re-LOD'ing and re-compile. Then go back into the texturing phase because we'd need to modify the belt UV at very least as right now the small details on it prevent it from using the current UV without noticeable stretching, which in turn may affect the rest of the unwrap due to the sizes everything is at right now. In order to make a noticeable change we might have to re-do the texture again from scratch to keep it looking good.[/QUOTE] It literally takes 10 minutes to make the buckle bigger, you don't have to worry about the UV being proportionally smaller for such a tiny detail, and who cares about the LOD being slightly different. The importer accepts smd, dmx and fbx. If you can't export to that, it would be a good idea to fix it, but if that takes too much time, it can't take more than 5 minutes to send to someone, export as smd, and send it back. [QUOTE=Ona;43174646]But right now I'm in charge of most of the major modelling and texturing, and I'd rather focus on getting things [I]finished[/I] over minor polishing details.[/QUOTE] If the update is today, it's too late anyway. If it's next week, you have plenty of time.
Going for less moss, and it actually looks kind of good. [img]http://puu.sh/5LNLA.jpg[/img] Should I make the beard and mustache two distinct parts, with less smoothing between the two than there is now. As in, they don't smooth together near the end of the mustache. Here's a quick change, but I'd change it more than that to get the full effect. [img]http://puu.sh/5LNZK.jpg[/img]
Made another style for the pocket Reindeer idea I made, Santa clothing. [IMG]http://i.imgur.com/xWmKl22.png[/IMG] [URL="http://imgur.com/a/sYOSv"]Album from the previous post[/URL]
[QUOTE=Segab;43174881]It literally takes 10 minutes to make the buckle bigger, you don't have to worry about the UV being proportionally smaller for such a tiny detail, and who cares about the LOD being slightly different. The importer accepts smd, dmx and fbx. If you can't export to that, it would be a good idea to fix it, but if that takes too much time, it can't take more than 5 minutes to send to someone, export as smd, and send it back.[/QUOTE] It certainly can when both people operate on different sides of the globe and are both working on other things, both online and offline. As for the buckle, due to the hat design, it'd take a little longer than just five minutes. I'd need to edit the size of not only the belt, but the top section of the hat and perhaps even the brim in order to accommodate the new belt. Perhaps it wouldn't need a new UV, but there's a chance it would if the current normal map and diffuse don't want to play nice with any model changes. As for my tools, I have no idea what's wrong with them. I've re-installed the SMD export tool like 3 times now and it doesn't seem to do them properly. I get saddled with empty files or files with missing faces and/or strange exponent normals. The issue seems to be to do with my computer or 3Ds Max and I'm not in a frame of mind to fix it right now. The compile issues I don't even know where to begin. I had the whole thing working a few months ago but since then I've needed to reformat my computer and I lost whatever system I had that was working before. Now no matter what I try, things don't compile properly. EIther it fails outright or it comes up with weird errors down the line. Again, the issue seems to have something to do with my own system and I am not keen on digging through my files to find out what it is right now. All in all, I maintain that such a small change isn't worth the potential problems it might cause right now. As I said, if I can get everything else done and dusted with no issues and time to spare, or if somebody else on the team wants to have a crack at it, then by all means, we'll make it bigger. But when I said "more work than it's worth" - I was talking about the myriad of issues I've already needed to deal with for such a simple item in the first place. Perhaps I should have included more context ahead of time, but there you go. I didn't really think I needed to go into depth about my own creative decisions.
How do you attach partice effects in sfm? I want to attach smoke to the cockswain chops and can't figure out how to get it to work right. Have actually fast internet and I can't get steam to launch so I can upload my valkyrie. So you nerds have to imagine that I have uploaded it and give me hats and junk.
[QUOTE=Ona;43174979]As for the buckle, due to the hat design, it'd take a little longer than just five minutes. I'd need to edit the size of not only the belt, but the top section of the hat and perhaps even the brim in order to accommodate the new belt. Perhaps it wouldn't need a new UV, but there's a chance it would if the current normal map and diffuse don't want to play nice with any model changes.[/QUOTE] Ah, you fucked up then, there's no reason for the buckles to be welded to the hat. also what normal map? [t]http://puu.sh/5LtAv.jpg[/t] [QUOTE=Ona;43174979]I didn't really think I needed to go into depth about my own creative decisions.[/QUOTE] Isn't that the reason anyone is posting here? To get feedback on our own creative decisions? People are agreeing that the buckles are too thin and you come up with excuses to not change it.
Sorry, you need to Log In to post a reply to this thread.