• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=Flubbman;45182208]Well, it'd have to look something like this. [IMG]http://puu.sh/9EYKh/49e14d3f71.jpg[/IMG] [IMG]http://puu.sh/9EYNB/40be3f16c7.jpg[/IMG] It just sticks out way too much.[/QUOTE] Maybe make the exposed centre of the collar into the undershirts collar like this: [IMG]http://puu.sh/9F4VY/d20c12d498.jpg[/IMG]
Started doing a pretty ordinary gun for the Shortstop. The animations almost work. [img]https://dl.dropboxusercontent.com/u/6526556/sstop1.jpg[/img] [img]https://dl.dropboxusercontent.com/u/6526556/sstop.jpg[/img]
[QUOTE=MilesPyrower;45182677]Maybe make the exposed centre of the collar into the undershirts collar like this: [IMG]http://puu.sh/9F4VY/d20c12d498.jpg[/IMG][/QUOTE]Currently trying to do something like this, but thanks anyway :)
I restored these old Level 3 Sentry Rockets so it replaces the Level 3 Sentry's current rockets, they are animated like the current rockets as well. [IMG]http://i.imgur.com/PgBA2jl.png[/IMG] One problem I have with it though, is that team colours don't work with it, it always defaults to red team. Is there anyway to fix this?
[QUOTE=Erfly;45182475]Here's a silly concept. [t]https://dl.dropboxusercontent.com/u/65370244/The%20absolutelyest%20%20greatest%20suggestions/NerdScout.png[/t] Up for grabs if anyone is a bad enough dude.[/QUOTE] i'l try and make it but the pulled up pants i don't think i'l be able to do because repeating valves textures to make it carry on is hard
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[QUOTE=TheRealFierce;45182721]I restored these old Level 3 Sentry Rockets so it replaces the Level 3 Sentry's current rockets, they are animated like the current rockets as well. [IMG]http://i.imgur.com/PgBA2jl.png[/IMG] One problem I have with it though, is that team colours don't work with it, it always defaults to red team. Is there anyway to fix this?[/QUOTE] i think it has something to do with the .qc texture families things. Maybe these can help you: [URL]http://tf2.gamebanana.com/tuts/10204[/URL] [URL="http://tf2.gamebanana.com/tuts/10204"]http://tf2.gamebanana.com/threads/151799[/URL]
CONGA SOUND MODS! [url=https://dl.dropboxusercontent.com/u/65113316/content/conga_safetydance.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_congasound_safetydance.png[/IMG][/url] [url=https://dl.dropboxusercontent.com/u/65113316/content/conga_stayinalive.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_congasound_stayingalive.png[/IMG][/url] [url=https://dl.dropboxusercontent.com/u/65113316/content/conga_thesaintswillnevercome.zip][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_congasound_thesaintswillnevercome.png[/IMG][/url] And here's a video of them all in order: [video=youtube;pnTxgXd2ZrA]http://www.youtube.com/watch?v=pnTxgXd2ZrA[/video]
[QUOTE=UserNotFound;45181935]Could someone provide me with the SFM leak containing the bread stuff so I can hex edit the textures and update the above ZIP file?[/QUOTE]
[QUOTE=Plaffy46;45182812]i think it has something to do with the .qc texture families things. Maybe these can help you: [URL]http://tf2.gamebanana.com/tuts/10204[/URL] [URL="http://tf2.gamebanana.com/tuts/10204"]http://tf2.gamebanana.com/threads/151799[/URL][/QUOTE] It's not the texture skin families, as the skins work fine in HLMV. I'm pretty sure it's a larger problem that involves the rockets being a projectile rather then a weapon or player model. Considering the original sentry rockets aren't team coloured, the problem was probably arisen from that. The engine probably doesn't recognize the two skins as team colours and ignores the second skin. Although the Demoman's grenades and stickies are team coloured, so I was wondering if it is still is possible to rectify this somehow.
[QUOTE=Svdl;45182685]Started doing a pretty ordinary gun for the Shortstop. The animations almost work. [img]https://dl.dropboxusercontent.com/u/6526556/sstop1.jpg[/img] [img]https://dl.dropboxusercontent.com/u/6526556/sstop.jpg[/img][/QUOTE] Stick in a C96 mag and you've got an upvote. [B]EDIT:[/B] Does the C96 have a magazine? I keep forgetting.
[QUOTE=Svdl;45182685]Started doing a pretty ordinary gun for the Shortstop. The animations almost work. [img]https://dl.dropboxusercontent.com/u/6526556/sstop1.jpg[/img] [img]https://dl.dropboxusercontent.com/u/6526556/sstop.jpg[/img][/QUOTE] pleaaaase have it replace the ugly-ass lugermorph too
[QUOTE=Vincentor;45182857]CONGA SOUND MODS![/QUOTE] I wonder what happen when 30 player do the conga with this sound mod
[QUOTE=dzoo11;45182946]I wonder what happen when 30 player do the conga with this sound mod[/QUOTE] The conga music usually collapses to one instance of the sound if there's multiple players doing it nearby.
[QUOTE=Dr. Lazlo;45182884]Stick in a C96 mag and you've got an upvote. [B]EDIT:[/B] Does the C96 have a magazine? I keep forgetting.[/QUOTE] You put the bullets in [url=http://upload.wikimedia.org/wikipedia/commons/3/38/Mauser_C96_M1916_Red_4.JPG]like this[/url], which is also why the gun is for the shortstop.
[QUOTE=Svdl;45183071]You put the bullets in [url=http://upload.wikimedia.org/wikipedia/commons/3/38/Mauser_C96_M1916_Red_4.JPG]like this[/url], which is also why the gun is for the shortstop.[/QUOTE]Oh, it's a "stripper" clip. I know that at least one version used conventional mags, must've confused one for the other.
[QUOTE=Sparkwire;45180276][B][U]The EX-Vermin 8R[/U][/B] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=274070688"][IMG]https://dl.dropboxusercontent.com/u/4569541/ExVermin8R/EMPORIUM PIC.jpg[/IMG][/URL] Another weapon from Rain and I :) as always, click through the pictures for the workshop! [/QUOTE] Why isn't anyone talking about how devastatingly awesome your teamwork with Rain is working out for weapons? Seriously, both of you were good before, but together you are just knocking it out of the park, both in concept and execution.
For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?
[QUOTE=blueNES;45183325]For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?[/QUOTE]Try removing the ".smd" from the QC. [IMG]http://puu.sh/9FbJw/16bc7aab43.jpg[/IMG] progress
[url="http://www.mediafire.com/download/xlmih77gu794v0c/Enhanced_Breadmonster_Throwables.vpk"][img]http://i.imgur.com/UemgBhe.png[/img][/url][url=http://steamcommunity.com/sharedfiles/filedetails/?id=274406617][img]http://bonkboy.com/downloads/tf2/models/Workshop_Promo_Extention.png[/img][/url] [t]http://i.imgur.com/IOVETDv.gif[/t] Original models in there as LOD's so don't use you aren't already playing on high. Click the workshop link for fancy SFM versions this is my quota for bread mods
Just curious, do you remove all the triangulation by hand when doing those things? Seems like a pain in the butt.
[QUOTE=blueNES;45183325]For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?[/QUOTE] Just as a note, you don't have to write '//Model uses material ****' in your QCs. The '//' part just means it's a comment, it's not a compile command or owt.
[img]https://dl.dropboxusercontent.com/u/39556064/SpaceHeavy2.jpg[/img] Some more detailing work and then it's probably done also, space sandvich: [img]http://puu.sh/9F8Y4/c71d7a1c68.jpg[/img]
[QUOTE=blaholtzen;45183652][img]https://dl.dropboxusercontent.com/u/39556064/SpaceHeavy2.jpg[/img] Some more detailing work and then it's probably done[/QUOTE] As amazing as that looks, i'd definitely suggest removing the sticks coming out of the helmet. I get that you're going with the sputnik thing but they look really over the top. Also perhaps make the colour of the helmet the same as the shoulders etc.
[QUOTE=donhonk;45183581]Just curious, do you remove all the triangulation by hand when doing those things? Seems like a pain in the butt.[/QUOTE] Blender has a setting to automatically convert tris to quads, its about 90% accurate, anything it doesn't convert right I fix manually but usually it doesn't take too long because of the auto function. What ends up taking a while is actually shaping the subsurf right and then removing all the unneeded edge loops that generated.
[QUOTE=blueNES;45183325]For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?[/QUOTE] Try replacing the sequence line with this [code]$sequence idle "coal_shovel.smd" fps 30.00[/code]
[QUOTE='[Square];45183727']As amazing as that looks, i'd definitely suggest removing the sticks coming out of the helmet. I get that you're going with the sputnik thing but they look really over the top. Also perhaps make the colour of the helmet the same as the shoulders etc.[/QUOTE] The antennas are the main thing with the helmet, I think it should be fine, with how thin they are they shouldn't really cause any issues, even making them shorter would ruin the look for me as for the color I think making it clean metal would result in too much of it, plus there would be no area to paint
[QUOTE=blueNES;45183325]For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?[/QUOTE] I know about this but the answer isn't coming to me and that is bugging the heck out of me....what was it....dammit.
Here's a concept of Old Medic strongly inspired by fat engineer items and my grandpa. [IMG]http://i.imgur.com/ekCvkRA.png[/IMG][IMG]http://i.imgur.com/FIjFrtF.png[/IMG] [t]http://i.imgur.com/O1aXq9r.png[/t] Goes with beard(+wrinkles) and shirts. [B]Edit : claimed by donhonk[/B]
[QUOTE=blueNES;45183325]For some reason, whenever I try to compile the work I've done on the Coal Shovel, this comes up [T]http://imgur.com/aThAy4o.jpg[/T] Here are my presets, btw: [T]http://imgur.com/zb3SaBz.jpg[/T] I do have the sequence in there as well Any help?[/QUOTE] Get rid of the $cd line at the start, it's useless unless your smds are in a different place to your QC. I'd rename the "tfc_sniperrifle" bit on the $model line to something like "coal_shovel", but that's not really necessary. Remove the $texturegroup line, it's utterly useless without any of the skin settings there. The "coal_shovel.vmt" line is useless as was said, as it's just a comment and isn't read by the compiler. If you still get problems despite all of that, try removing all the lines that start with $hbox, along with the $surfaceprop and $illumposition lines.
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