I know this is late but could someone please re-rig the ward, i think its a great item but it looks so muffed up with the way it is now :/
[QUOTE=SergerantJoe;43004699]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.[/QUOTE]
Ohhh, I get it now; you have to not only merge the new bones with the mesh, you also need to declare the new bones in the QC, right?
So I just need to put all the $bonemerge lines from the 2013 SDK playermodels files spy QC into the custom QC, right?
Should I use the lines from there, or from the normal spy in the game VPKs? Because that one has more $bonemerge lines.
Wait, I don't understand. Did you decompile the current spy model? If so then there shouldn't be any bone deletion in the first place.
[QUOTE=SergerantJoe;43004853]Wait, I don't understand. Did you decompile the current spy model? If so then there shouldn't be any bone deletion in the first place.[/QUOTE]
I decompiled the current spy model to compare the QC with the QC from the link you posted.
From which QC I should copy the $bonemerge lines for the custom spy model? The current QC, or the one from the link?
The current one is the best bet. I really should update mine.
[QUOTE=NeoDement;43004741]Dumb Little Hat - Ridiculous[/QUOTE]
I actually planned on making a similarly tiny tophat, jiggle-boned to bounce up and down as the character jumps / runs :v: (eventually)
edit: eh, made the model a while ago, maybe it's time I texture and rig the thing.
Getting all my hats in easy to install mod form has actually made me see why a bunch of them haven't been added, and shouldn't ever really be. The Spy boots take way too much attention and throw off Spy's balance. The General Attire makes Spy's torso looks really long. The Splash Damage on Scout completely throws off his balance, really doesn't go well with his backpack. Wally Pocket looks too real for the TF2 world, in proportions and texture detail. Colours are off too. Lab Practicum is sloppy, but I do plan to remake that. Brazen Brazer's gloves should probably be made some sort of dark brown by default, and remove the paintability. They look real bad in light colours. The whole Soldier/Demoman set doesn't draw the eye at all.
So in conclusion I need to test items ingame more often, and not just look at them in the item test tool and decide they look cool.
ON THE OTHER HAND they released that Akira Sniper and Medic coat that makes Sniper have super wide shoulders, and Medic have a weird massive chest so maybe I'm overthinking that.
If valve were that scrutinizing I don't think they'd have added cosmetics in the first place, those are really minor issues
Especially "take way too much attention and throw off balance" because hats automatically do that by nature
They went from carefully designing a balanced gradient to the middle where the weapons are, to allowing you to have blazing green particles on your head and adding gameplay changing items to the feet which are the least noticable part.
[QUOTE=Venezuelan;43005196]If valve were that scrutinizing I don't think they'd have added cosmetics in the first place, those are really minor issues
Especially "take way too much attention and throw off balance" because hats automatically do that by nature[/QUOTE][url]https://dl.dropboxusercontent.com/u/900111/scoute.PNG[/url]
[url]https://dl.dropboxusercontent.com/u/900111/spyset.PNG[/url]
[url]https://dl.dropboxusercontent.com/u/900111/wtff.PNG[/url]
these all look realllly odd to me
I dunno.
Well there's always room for improvement, my point is "shouldn't be added" is a major stretch.
The balloons do kinda look awkward but then again so does the boombox
[editline]28th November 2013[/editline]
Honestly I had to force myself to look at the spy boots so I think you're good there. The black tops could be lightened and made more neutral I suppose. If anything makes him look long it's the collar but I don't think it's an issue personally.
And yeah white tends to always suck so I'd make the gloves brown or tan
Maybe your "Dive Bomber", "Splash Damage" and "Super Soaker", can find their way tossed in with the new hinted at mysterious water-baloon "weapon" update.
Everything looks great by the way. Thanks for releasing this stuff. I really wanted that alien mask.
funny enough I think the gloves are the least problematic, the idea of scout "grenades" really doesn't sit too well though, and the spy boots aren't bad but the torso does indeed look long.
Is it possible to customize killstreak weapon sheens? It would be interesting to see mods for that.
This is a Valve game we're talking here, practically everything is moddable.
From what I've seen the sheens are controlled in the VMTs, you may want to look there for starters.
Got another problem. Sometimes when the weapon falls to the ground it becomes plain black.
[t]http://puu.sh/5vvEg[/t]
I'm guessing it's an issue with $illumposition. I copied the one from the stock rocket launcher over but I rotated the model 90 degrees in 3ds max. Here's my [url=http://puu.sh/5vAwi.txt]qc[/url]
[QUOTE=sergiuung;43005571]Got another problem. Sometimes when the weapon falls to the ground it becomes plain black.
[t]http://puu.sh/5vvEg[/t]
I'm guessing it's an issue with $illumposition. I copied the one from the stock rocket launcher over but I rotated the model 90 degrees in 3ds max. Here's my [url=http://puu.sh/5vAwi.txt]qc[/url][/QUOTE]
Doesn't MDLDecompiler mess with the illumpostion values of stuff when you decompile it? If you coped the one from the QC of the stock then that could be the issue
[QUOTE=Demon!;43005591]Doesn't MDLDecompiler mess with the illumpostion values of stuff when you decompile it? If you coped the one from the QC of the stock then that could be the issue[/QUOTE]
Thought so myself but how I get the right value then?
[QUOTE=sergiuung;43005628]Thought so myself but how I get the right value then?[/QUOTE]
Delete it completely.
[QUOTE=SergerantJoe;43005683]Delete it completely.[/QUOTE]
When I did that the weapon appeared way too dark though.
[QUOTE=dolphin;43002379]What ever happened to these beauties?
[IMG]http://puu.sh/5dYEA/7a711ee5eb.jpg[/IMG][IMG]http://puu.sh/5b5aN/d71ed07c97.png[/IMG][/QUOTE]
I could go without the fox thing personally, but i really want that suit and hat to be made/finished.
[QUOTE=sergiuung;43005762]When I did that the weapon appeared way too dark though.[/QUOTE]
If you dont have the line in the qc, when it is compiled an illum position is created. Pretty sure thats how it works
[QUOTE=sergiuung;43005762]When I did that the weapon appeared way too dark though.[/QUOTE]
Compile with $mostlyopaque and delete the illumposition
[IMG]http://tf2.jennybur.net/mods/Hats/ChainReaction/minipromo.png[/IMG]
now I have to find an Australian pipe launcher ;) bling bling style!
nice work though
Those are still pretty neat, Neo. I remember eyeballing the soldier/demo enforcer set when you first uploaded it to the workshop, thinking that they'd be accepted into the store no problem. Nothing a few scratches and dents can't solve!
Hey, could someone combine the HWM fingers mod and the medic's jiggleboned coat mod?
[QUOTE=NeoDement;43004741]
[URL="https://github.com/Smashman/mod_release_website/archive/master.zip"][IMG]http://smash.mn/s/mod_release_website_minipromo.png[/IMG][/URL][/QUOTE]
Well shit, maybe I should have talked about it earlier, but since I have more fixes & features to add to ItemToast from TFMV, I was holding this until next release.
[IMG]http://puu.sh/5vHwz/3b90a25b31.png[/IMG]
You will be able to set a dropbox folder so Itemtoast copies the mod zip file and generates the mod release image or manually upload yourself the zip mod and image to your FTP/Website and generate the code still.
[QUOTE=SergerantJoe;43004973]The current one is the best bet. I really should update mine.[/QUOTE]
It worked!! It finally worked!
Thanks a lot!
[QUOTE=BANG!;43006436]Well shit, maybe I should have talked about it earlier, but since I have more fixes & features to add to ItemToast from TFMV, I was holding this until next release.
[IMG]http://puu.sh/5vHwz/3b90a25b31.png[/IMG]
You will be able to set a dropbox folder so Itemtoast copies the mod zip file and generates the mod release image or manually upload yourself the zip mod and image to your FTP/Website and generate the code still.[/QUOTE]
Well that's 2 days down the drain. :suicide:
[img]http://i.imgur.com/TdrUDz6.png[/img]
I gave up on the violin being for the medic so I made it a Spyolin (final name, no exceptions). Anyone want to texture once it has LODs? If not I'll do it myself.
Edit: is that disagree to the idea or to it floating on his back?
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