• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=blueNES;45091778]I drew up a concept art[/QUOTE] What is that ? its really hard to tell. Try to draw it on Pyro [t]https://photos-2.dropbox.com/t/0/AAAXQ_tyvmvPCMGduEKFSnRlGgCFwXcBJgw3CZY5XSoQwA/12/210090200/png/32x32/3/1402664400/0/2/pyrothreefourthsclose.png/YfDMSFEhtqpOEPTiTSUqis0pVB0zOXhw2CeE5NjOcGQ?size=1280x960[/t]
[QUOTE=TheRealFierce;45091133]Crossposting this from MUS, looks like they updated the TF2 hlmv. You can now load multiple items, up to 12, without doing things with the registry, as well as all the items being unloaded when a different model is loaded. [IMG]http://i.imgur.com/d6PwJLi.png[/IMG] There's also the addition of a few other useful things like a option that shows the uvmap and a drop down menu for all the textures loaded, that sort of works in conjunction with the uvmap option, some things appear with a magenta and black checkerboard. [IMG]http://i.imgur.com/H9EYHwk.png[/IMG][/QUOTE] Finally! :D :D :D
[QUOTE=TheRealFierce;45091133]Crossposting this from MUS, looks like they updated the TF2 hlmv. You can now load multiple items, up to 12, without doing things with the registry, as well as all the items being unloaded when a different model is loaded. [IMG]http://i.imgur.com/d6PwJLi.png[/IMG] There's also the addition of a few other useful things like a option that shows the uvmap and a drop down menu for all the textures loaded, that sort of works in conjunction with the uvmap option, some things appear with a magenta and black checkerboard. [IMG]http://i.imgur.com/H9EYHwk.png[/IMG][/QUOTE] I updated [URL="http://facepunch.com/showthread.php?t=1276565&p=45083018&viewfull=1#post45083018"]TFMV [/URL]so it supports the new HLMV and also lets you attach up to 12 models now. If you haven't tried TFMV before, I strongly suggest you give it a try, you'll be way more productive to test items/paints and take screenshots, here's the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=158547475"]Steam guide[/URL].
[QUOTE=TheRealFierce;45091133]There's also the addition of a few other useful things like a option that shows the uvmap and a drop down menu for all the textures loaded, that sort of works in conjunction with the uvmap option, some things appear with a magenta and black checkerboard. [IMG]http://i.imgur.com/H9EYHwk.png[/IMG][/QUOTE] reminds me of jed's hlmv
Does this hlmv automatically switch texturegroups for blue on the equipped items as well? or is that still manual work
[IMG]http://imgur.com/JuD0bPA.jpg[/IMG] Ignore the bad colouring
[QUOTE=blueNES;45092107][IMG]http://imgur.com/JuD0bPA.jpg[/IMG] Ignore the bad colouring[/QUOTE] what is it
[QUOTE=Jake Steele;45089114]What do you guys think of making this? [IMG]http://i.imgur.com/dniPJUC.jpg[/IMG][/QUOTE] I actually have a version of the hat that I am "working" on. But I need to remake the texture and shiz. And refit some classes as mine is all class. But 2lazy.
[QUOTE=BANG!;45092072]I updated [URL="http://facepunch.com/showthread.php?t=1276565&p=45083018&viewfull=1#post45083018"]TFMV [/URL]so it supports the new HLMV and also lets you attach up to 12 models now. If you haven't tried TFMV before, I strongly suggest you give it a try, you'll be way more productive to test items/paints and take screenshots, here's the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=158547475"]Steam guide[/URL].[/QUOTE] I really wish I could use TFMV, but I always get that the sound.manifest file is missing. Can anyone help me?
TFMV 1.2.8b (beta) [URL="http://bonkboy.com/downloads/tf2/tools/tfmv/TFMV1.2.8b.zip"][IMG]http://www.bonkboy.com/downloads/tf2/tools/tfmv/tfmv_emppromo.png[/IMG][/URL] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=158547475"][IMG]http://www.bonkboy.com/downloads/tf2/tools/tfmv/tfmv_guide_icon.png[/IMG][/URL] [QUOTE][B][U]TFMV 1.2.8b Changelog[/U][/B] [U]Changes[/U] Adapted to new HLMV version. [U] New Features[/U] -Model in HLMV now loads automatically, you no longer need to press F5 or File>Load Recent model (note: in order to do this, TFMV copies the player model to tf/custom/TFMV/models/) -When a player class is selected its set as the main model in the textbox. -Up to 12 models can be attached to the character(main model), previously only 4. Note: while you can now load up to 12 attachments/items the paint manager will still only load the 4 first of the list, TFMV 1.5 might add support for loading all 12 item paints. [U]Fixed[/U] -Force HLMV anti-aliasing, should work on most graphics cards now (make sure you have "Force HLMV antialiasing" checked in the Settings tab).[/QUOTE]
[QUOTE=DrPyspy;45092457]what is it[/QUOTE] Sort of like one of those attachable scopes that you can strap to your head Kinda like this: [IMG]http://www.militaryandlaw.com.au/images/products/night_vision_pnp-m_mono_-_duo_head_harnesses.jpg[/IMG]
Made a crappy image of my dawn hat to test puush on mobile real quick. [img]http://puu.sh/9rKoz.jpg[/img] My version is a little less dawn atm, just in case I ever workshop it. It is also allclass, but I am way too lazy to make that image then transfer it to the phone so I can then puush it. Also, iirc the symbol is paintable.
[QUOTE=A_Guardian;45092709]Made a crappy image of my dawn hat to test puush on mobile real quick. [img]http://puu.sh/9rKoz.jpg[/img] My version is a little less dawn atm, just in case I ever workshop it. It is also allclass, but I am way too lazy to make that image then transfer it to the phone so I can then puush it. Also, iirc the symbol is paintable.[/QUOTE] would be better is the symbol was orange by default to prevent any issues, if someone wants it like dawn's they can paint it.
[QUOTE=kibbleknight;45092738]would be better is the symbol was orange by default to prevent any issues, if someone wants it like dawn's they can paint it.[/QUOTE] Its not accurate though. [img]http://puu.sh/9rL1X.jpg[/img] Which isnt to say I may not change it. Its just not accurate.
[QUOTE=UserNotFound;45075068]So he updates his thing and forgets my submission! And he stamps my previous post! I think he's just fucking with me now :v: Oi! Noize! You forgot something! [url=http://www.unfgaming.net/images/tf2_class_emblem_psd_v4.zip][img]http://www.unfgaming.net/images/ClassEmblemPromo.png[/img][/url] :suicide:[/QUOTE] Bringing this back up in hopes that Noize will actually add this to his expansion (if not maybe Frying Dutchman can add it to his)
[QUOTE=VariableAgent;45083360]My Byzantine Pyro concepts are up for grabs. [t]http://i.imgur.com/iyZa6rw.jpg[/t] Just to complete the set I added a shotgun with cosmetic crossbow parts, but that's totally optional. I don't have names for anything except the flamethrower/greek fire siphon, which is the Callinicus Contraption.[/QUOTE] Just going to add my sources since my drawing only shows so much [t]http://georgefitzhume.files.wordpress.com/2012/04/img_0652.jpg[/t][t]http://media.moddb.com/cache/images/mods/1/16/15292/thumb_620x2000/armadura.JPG[/t] (and if the lamellar doesn't look good, there's always this thing) [t]http://nmpnis.files.wordpress.com/2010/12/photo-1.jpg[/t] I really don't have the skill set to make this myself yet, so if anyone who does wants to help, I'd be very grateful.
Since I am puushing shiz anyway, have some wip wallpaper type things I am working on for my space items. [T]http://puu.sh/9rLO4.png[/t] [t]http://puu.sh/9rLWi.png[/t] And my personal favorite thus far. [t]http://puu.sh/9rM23.png[/t] May change a thing or 2 on the items (like maybe remove the antenna on the hat as it is planned to be a misc.), but other than that pretty done as I can't think of anything to add that would then make it better. They both have all their lods and whatnot, but cant find wifi to workshop them. Which is lame, but out of my control.
Is it possible to have a looping idle animation on weapons? If so would this be the correct string? $sequence idle "idle.smd" loop fps 30.00 It appears to play the loop on HLMV but not in the test level.
[QUOTE=RetroMike;45093449]Is it possible to have a looping idle animation on weapons? If so would this be the correct string? $sequence idle "idle.smd" loop fps 30.00 It appears to play the loop on HLMV but not in the test level.[/QUOTE] It needs the activity name to play while you're hosting a server. It might work when going to some random server but due to how it works you can't just add more frames to an animation and have it work while playing online without some extra commands.
[QUOTE=Game Zombie;45093486]It needs the activity name to play while you're hosting a server. It might work when going to some random server but due to how it works you can't just add more frames to an animation and have it work while playing online without some extra commands.[/QUOTE] I just figured it out. Turns out I needed to tack an autoplay function to the end of that line of QC. Thanks though :)
[IMG]http://i.imgur.com/IbKacMD.jpg[/IMG] Download coming soon.
[QUOTE=TheMooseman;45093835][IMG]http://i.imgur.com/IbKacMD.jpg[/IMG] Download coming soon.[/QUOTE] Can we have a MaxofS2D voice-pack as well?
[QUOTE=TheMooseman;45093835][IMG]http://i.imgur.com/IbKacMD.jpg[/IMG] Download coming soon.[/QUOTE] You plan on Having the baguette replace the spy's knife right?
[QUOTE=Inspecter;45093924]You plan on Having the baguette replace the spy's knife right?[/QUOTE] [QUOTE=Falkok15;45093881]Can we have a MaxofS2D voice-pack as well?[/QUOTE]
[QUOTE=A_Guardian;45092918]Since I am puushing shiz anyway, have some wip wallpaper type things I am working on for my space items. [T]http://puu.sh/9rLO4.png[/t] ...[/QUOTE] Select the pyro and then move the Playhead attribute all to the right to get rid of the motion blur. Also add more light from the front and less from the back, right now it's a little too dark. And finally move the pyro more to the center. You wanna promote your items not the font ;)
[QUOTE=Gadget | TF2M;45094085]Select the pyro and then move the Playhead attribute all to the right to get rid of the motion blur.[/QUOTE] Or, just tick off motion blur in the render options?
[QUOTE=Gadget | TF2M;45094085]Select the pyro and then move the Playhead attribute all to the right to get rid of the motion blur. Also add more light from the front and less from the back, right now it's a little too dark. And finally move the pyro more to the center. You wanna promote your items not the font ;)[/QUOTE] you can just untick motion blur in render settings i think opposite of lights, too many lights from the front just makes it shiny and hard to look at. try and stick with simple lighting all around and following rule of thirds i'd move him slightly to the middle, but notably still on the right, and add a planet or something to the left to fill that empty space. drop the FOV, too
[QUOTE=BANG!;45092578]TFMV 1.2.8b (beta) [URL="http://bonkboy.com/downloads/tf2/tools/tfmv/TFMV1.2.8b.zip"][IMG]http://i.imgur.com/5xB2lXB.png[/IMG][/URL] [/QUOTE]Getting this when I try to load things into HLMV. [img]http://imgur.com/aYe6GWR.png[/img] HLMV then opens with the attachments loaded but the character is replaced with the red error model. In the options, I have the TF2 Steampipe directory set to a different drive than the one Steam itself is on, and it shouldn't be looking for anything TF2 related on the C drive. This wasn't a problem with the previous version (1.2.6) that I used. Did I screw something up on my end or is it no longer possible to use TFMV without TF2 installed on the same drive as Steam? [t]http://imgur.com/5Qqdatj.png[/t]
So yeah, the Doombringer repurposed to be a gun for the punk/Bebop set I've got in the works. It's a bit gimmicky but I wanted to do something fun. It's got cassette tape in the back, speaker in the front and will be covered in stickers and stuff. Maybe once custom taunts are implemented he can even lift it to his shoulder like a Boombox. Still using the name Thumper for now unless people have better suggestions. I wanted to call it The BoomBringer (play on the original DoomBringer name) but the Scout already has the Boston Boom-Bringer. Maybe the Bass Beast? Thoughts? Fake ass stats: On deploy sick bass knocks back enemies (Huo-Long Heater radius), can't hear surroundings over the bass. :dance: [video=youtube;AfPx5wYZkBE]http://www.youtube.com/watch?v=ZeCt0rNWQvM[/video]
[QUOTE=RetroMike;45094330]So yeah, the Doombringer repurposed to be a gun for the punk/Bebop set I've got in the works. It's a bit gimmicky but I wanted to do something fun. It's got cassette tape in the back, speaker in the front and will be covered in stickers and stuff. Maybe once custom taunts are implemented he can even lift it to his shoulder like a Boombox. Still using the name Thumper for now unless people have better suggestions. I wanted to call it The BoomBringer (play on the original DoomBringer name) but the Scout already has the Boston Boom-Bringer. Thoughts? [/QUOTE] Remove s in https.
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