• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=blaholtzen;45183652] also, space sandvich: [IMG]http://puu.sh/9F8Y4/c71d7a1c68.jpg[/IMG][/QUOTE] I hope that there will be bitten version of it, which will look like something like this: [IMG]http://i.imgur.com/bAYnnGG.png[/IMG] @down And this is exactly why it should be this way.
[QUOTE=majan222;45183938]I hope that there will be bitten version of it, which will look like something like this: [IMG]http://i.imgur.com/bAYnnGG.png[/IMG][/QUOTE] that wouldnt rlly work like you drew it cuz you dont eat the metal part, just the paste :v:
Could someone make a team coloring mod for the BASE Jumper and its parachute? I was thinking Team Spirit for the Backpack and Crème Spirit colors for the parachute
[QUOTE=Omolong;45183928]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.[/QUOTE] Thank you so much! Removing the hbox helped the item! But since I removed the hbox, can I still position it to fit on his hand? Cause at the moment, it's like this: [T]http://imgur.com/jyOFvxX.jpg[/T]
This is probably not the right thread for this, but is the only one about mods i could find. [t]http://i.imgur.com/VT26wtL.jpg[/t] I stumbled across this image recently. Is this a real mod? I'd use it forever. Is it even possible to make a mod like this?
[QUOTE=MatheusMCardoso;45184067]This is probably not the right thread for this, but is the only one about mods i could find. [t]http://i.imgur.com/VT26wtL.jpg[/t] I stumbled across this image recently. Is this a real mod? I'd use it forever. Is it even possible to make a mod like this?[/QUOTE] Who the fuck would want that for a mod?
[QUOTE=MatheusMCardoso;45184067]This is probably not the right thread for this, but is the only one about mods i could find. [t]http://i.imgur.com/VT26wtL.jpg[/t] I stumbled across this image recently. Is this a real mod? I'd use it forever. Is it even possible to make a mod like this?[/QUOTE] It's okay. I wasn't planning on sleeping tonight anyway
[QUOTE=blueNES;45184055]Thank you so much! Removing the hbox helped the item! But since I removed the hbox, can I still position it to fit on his hand? Cause at the moment, it's like this: [T]http://imgur.com/jyOFvxX.jpg[/T][/QUOTE] The hitbox/hbox has nothing to do with how it fits his hand, that's all down to how it's rigged to the bone. I think it's just weapon_bone in this case, but I'm not to sure.
[QUOTE=MatheusMCardoso;45184067]This is probably not the right thread for this, but is the only one about mods i could find. [t]http://i.imgur.com/VT26wtL.jpg[/t] I stumbled across this image recently. Is this a real mod? I'd use it forever. Is it even possible to make a mod like this?[/QUOTE] to clarify this is not a real mod but it would be possible still horrifying though
[IMG]http://puu.sh/9Fk1s/f21b3c31fc.jpg[/IMG] [IMG]http://puu.sh/9Fk99/0db7e033c9.jpg[/IMG] [IMG]http://puu.sh/9FkbG/573e0dd057.jpg[/IMG] p̬͉̭͕̪̋̑̐̌̎͟o̡̱͉̼̹̱̹͔̯̟̐̋̐̋̌̂ͨ͌͘͟ơ̷̵͔͚͕̝͖̠̝ͮ̽̈̍̆ͣ̑̄t͔̰̞͌͒̈ͬ̍̒ͩ͞͝iͫ͗҉͎̱̙͉̜̩̱s͚̻̩̼̽ͬ̀ͬͅ.̗̟̜̬̣̝͕ͧ̿͊̿
[video=youtube;e2MhrScDkOA]http://www.youtube.com/watch?v=e2MhrScDkOA[/video] I tried merging animations with another model with a completely different bone structure without changing anything to the original sniper model/bones. This was the result.
[QUOTE=Vincentor;45184262][video=youtube;e2MhrScDkOA]http://www.youtube.com/watch?v=e2MhrScDkOA[/video] I tried merging animations with another model with a completely different bone structure without changing anything to the original sniper model/bones. This was the result.[/QUOTE] That works surprisingly well. Valve make Ka-Rate now.
[QUOTE=Vincentor;45184262][video=youtube;e2MhrScDkOA]http://www.youtube.com/watch?v=e2MhrScDkOA[/video] I tried merging animations with another model with a completely different bone structure without changing anything to the original sniper model/bones. This was the result.[/QUOTE] Them shins D:
Hey all, I haven't been here with an item in ages, but I got bored earlier so I decided to model a little something. [t]http://puu.sh/9Flm4/890f18e681.jpg[/t][t]http://puu.sh/9FlkX/17d39b08eb.jpg[/t] I'm not really sure {or bothered} if anything similar has been done, but my main issue currently is with my texture. I'm not really a texturer, so I'm here with two little questions: Firstly if anyone is interested in collaborating and doing the texture {of course for WS credit etc}, Secondly, if no one is interested, what I could do to improve the texture as it stands. My main bone to pick with it is how it's brandless, but I wasn't really sure whether that would be an issue or not, my second issue being a lack of a label (but you can't really see the back)
[QUOTE=LightFlock;45184401]Hey all, I haven't been here with an item in ages, but I got bored earlier so I decided to model a little something. [t]http://puu.sh/9Flm4/890f18e681.jpg[/t][t]http://puu.sh/9FlkX/17d39b08eb.jpg[/t] I'm not really sure {or bothered} if anything similar has been done, but my main issue currently is with my texture. I'm not really a texturer, so I'm here with two little questions: Firstly if anyone is interested in collaborating and doing the texture {of course for WS credit etc}, Secondly, if no one is interested, what I could do to improve the texture as it stands. My main bone to pick with it is how it's brandless, but I wasn't really sure whether that would be an issue or not, my second issue being a lack of a label (but you can't really see the back)[/QUOTE] make the brown a tad transluscent or add a lightwarp or something to give it the impression of being glass
Please leave some votes on paintability, thanks. [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] - Fully paintable [IMG]http://www.facepunch.com/fp/ratings/palette.png[/IMG] - Only bandana paintable [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] - Only shoes paintable [IMG_thumb]http://manschitz.com/projects/tf2/preview_pigheavy6.jpg[/IMG_thumb]
[QUOTE=LightFlock;45184401]Hey all, I haven't been here with an item in ages, but I got bored earlier so I decided to model a little something. [t]http://puu.sh/9Flm4/890f18e681.jpg[/t][t]http://puu.sh/9FlkX/17d39b08eb.jpg[/t] I'm not really sure {or bothered} if anything similar has been done, but my main issue currently is with my texture. I'm not really a texturer, so I'm here with two little questions: Firstly if anyone is interested in collaborating and doing the texture {of course for WS credit etc}, Secondly, if no one is interested, what I could do to improve the texture as it stands. My main bone to pick with it is how it's brandless, but I wasn't really sure whether that would be an issue or not, my second issue being a lack of a label (but you can't really see the back)[/QUOTE] It doesn't really look much like a real bottle at the moment, it looks more like a toy. Perhaps either raising the phong for that area or applying a light envmap on it could help? I'd also change the positioning of the bottles as well, they currently look like they'd just get in the way of the Pyro's movement. Perhaps rotate them so that the label is in line with the strap?
[IMG_thumb]http://i.imgur.com/ao3Nt1E.png[/IMG_thumb] another wip, but with new texture, haven't fixed the clip yet.
[QUOTE=UserNotFound;45181935]Hex edit the texture version from 7.x to 5.0. The numbers in HxD will be like "07 00", just change "07" to "05", they're right in the very first line. Once you've hex edited, simply click "Save" so it saves it as a VTF without breaking it. TF2 should be able to load up the VTF properly then. I had to do this using HxD Hex Editor for all the textures in the SFM leak so I could use the models from Meet the Medic/etc in TF2. I did ZIP everything up for public download: [url=http://unfgaming.net/public/downloads/TF2%20Beta%20%26%20Cut%20Content/SFM%20Props%20for%20TF2%20Mapping.zip]SFM Props for TF2 Mapping.zip @ UNFGaming.net[/url] Of course, some stuff in the SFM leak was versions 3.0 - 5.0 so I left those VTFs alone because they worked just fine. The main stuff that I needed to hex edit was anything used in Meet the Medic. Those VTFs had the same version as Portal 2 VTFs (7.something). TF2 (and older versions of VTF Edit) aren't built to properly read version 7.0 textures. 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] I already got it working. I just exported the textures as TGAs, then re-imported them with vtfedit. I need to get some comparison shots done, but tf2's model viewer claims that c_items doesn't exist so I cant load up any of the weapons.
Do you think TF2 will be sticking to a similar art style for the space update? For example the retro/futurism design which would be the space alternative of their Precisionism style of artwork. [T]http://3.bp.blogspot.com/_RVLJm9IHkZk/TG7SC7ZPIII/AAAAAAAACC8/5NtvSlwkX1g/s640/frank+r+paul+design+1933.jpg[/T] [T]http://1.bp.blogspot.com/-ntsdYiM7R7w/Tk1E-75yKlI/AAAAAAAABjI/d5vVzQgJ_wQ/s1600/Lewandowski_Gas%2BCompany.jpg[/T]
[QUOTE=Gadget | TF2M;45184454]Please leave some votes on paintability, thanks. [IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] - Fully paintable [IMG]http://www.facepunch.com/fp/ratings/palette.png[/IMG] - Only bandana paintable [IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] - Only shoes paintable [IMG_thumb]http://manschitz.com/projects/tf2/preview_pigheavy6.jpg[/IMG_thumb][/QUOTE] Styl... Volvo plz! [img]http://facepunch.com/fp/emoot/frown.gif[/img]
[QUOTE=BonJons;45184547]Do you think TF2 will be sticking to a similar art style for the space update? For example the retro/futurism design which would be the space alternative of their Precisionism style of artwork. [/QUOTE] I just had an idea, what if it had transfer tubes like in futurama when coming out of spawn, and they shoot you out into a low gravity arena?
[QUOTE=Omolong;45184466]It doesn't really look much like a real bottle at the moment, it looks more like a toy. Perhaps either raising the phong for that area or applying a light envmap on it could help? I'd also change the positioning of the bottles as well, they currently look like they'd just get in the way of the Pyro's movement. Perhaps rotate them so that the label is in line with the strap?[/QUOTE] I spent quite a while messing with them, and that's one of the few positions where it barely clips while you're crouching, and is still noticable. I'll go back over the positioning later anyway, maybe realism in favour of minor clipping. I'm assuming this is looking better: [t]http://puu.sh/9FnEs/ae10826d96.jpg[/t] However, I'm not sure how to get my alpha working so the label, bottle cap and glass show differently.
[QUOTE=Smashman;45184583]Styl... Volvo plz! [img]http://facepunch.com/fp/emoot/frown.gif[/img][/QUOTE] I'll never understand why they have difficulty integrating styles. i guess because of adding extra models potentially and stuff, but it seems like cake to add and only add a few minutes to their review of it. We've lost so many potentially great styles, with macho mann and red army robin and stuff
[QUOTE=Hogie bear;45184591]I just had an idea, what if it had transfer tubes like in futurama when coming out of spawn, and they shoot you out into a low gravity arena?[/QUOTE] I've been hoping they would do a space version of 2fort, like a catwalk in the middle and nuclear waste in the sewers. Also a big glass dome over-head.
Got Some Space Suits waiting There. But Still Need some helmets Spy: [IMG]http://i.imgur.com/xoiMcKU.jpg[/IMG] Sniper: [IMG]http://i.imgur.com/4OT0o5F.jpg[/IMG]
[QUOTE=LightFlock;45184604]I spent quite a while messing with them, and that's one of the few positions where it barely clips while you're crouching, and is still noticable. I'll go back over the positioning later anyway, maybe realism in favour of minor clipping. I'm assuming this is looking better: [t]http://puu.sh/9FnEs/ae10826d96.jpg[/t] However, I'm not sure how to get my alpha working so the label, bottle cap and glass show differently.[/QUOTE] The positioning makes the rest of the (belt? strap? bandolier? whatever) seem empty, maybe you could try something like this- [t]http://puu.sh/9Foe5/8405af4032.jpg[/t] ignore the ms paint quality, you should get the idea
Okay so I might need some help. I have an idea for a gun that'll probably fit space theme we got going on with a bunch of these items here. Only problem is I've never made a weapon before for TF2 and I might need advice on what to do with it when the time comes to try to get it in-game. My 3D modelling training from school trained me to make technical and functional drawings, so a gun will be easier to make than a hat for me, so that part won't be a problem. It'll just come down to detailing the damn thing and whatnot. But in any case, before I start, is there any advice anyone has to give me?
[QUOTE=Jesus Crits;45184512]I already got it working. I just exported the textures as TGAs, then re-imported them with vtfedit. I need to get some comparison shots done, but tf2's model viewer claims that c_items doesn't exist so I cant load up any of the weapons.[/QUOTE] I already did this sort of mod for my own personal use, and I already had everything open to make comparison shots, so here you go. [IMG]http://i.imgur.com/eBcpPTD.gif[/IMG]
[QUOTE=Punchy;45184607]I'll never understand why they have difficulty integrating styles. i guess because of adding extra models potentially and stuff, but it seems like cake to add and only add a few minutes to their review of it. We've lost so many potentially great styles, with macho mann and red army robin and stuff[/QUOTE] It's really not that hard, just nobody can be bothered to add skin support to the compiler. [code]"visuals" { "styles" { "0" { "skin" "0" "name" "#TF_BlightedBeak_Style1" } "1" { "skin" "1" "name" "#TF_BlightedBeak_Style2" } } }[/code] That's in the items_game. So literally all it needs is the ability to select numerous skins and compile them into the qc in the gold star thing.
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