• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=CBO0tz;45264941]If this was a Pyroland item, I'd just make the whole suit happy and fun. IMO the shotgun should be more Dr. Seuss-esque.. Like, instead of a black pump, make it more like a trombone slide. Maybe make the stock brass with a butt attached by a Rainbow-colored spring. I tried googling Dr. Seuss machines, but all that came up were things with hands sticking out of them. So i just decided to use the most recent depiction of the Dr.'s artstyle I've seen. Which so happens to be the Menstrual Cycle.-imagesnip-[/QUOTE] The set design is purposefully intended to be both pyroland and normal styled in a matter similar to design of Two-face from the Batman Forever movie. The suit is half and half, as well as the weapon to portray a split personality. [img]http://www.stargatecinema.com/images/magictoolbox_cache/3bf842518f40ca6b8a10b619b8e02daf/1/9/19586/thumb400x400/20650-04.jpg[/img]
[QUOTE=GetGrenade;45264992]You dont need to reflex, flexes transfers from 1st lod to others automatically while importing.[/QUOTE] thank god! that means I may publish it today. thanks
[QUOTE=TrevorTheJedi;45264982]not a fan of that collar.[/QUOTE] Haven't added one yet, that was just a quick thing to show the item.
[QUOTE=The Riet;45264903]joke's on you that's just a section label for training maps training_showdlg is your friend[/QUOTE] Yeah, I just figured that out by testing your HUD. Thanks for taking out that extra bit of functionality, really adds tons of value. I guess I could bind a key to that command but I guess I could just bind a key to every command so there's probably no point in having any buttons. Might as well cut those too.
[QUOTE=SGTNAPALM;45265258]Yeah, I just figured that out by testing your HUD. Thanks for taking out that extra bit of functionality, really adds tons of value. I guess I could bind a key to that command but I guess I could just bind a key to every command so there's probably no point in having any buttons. Might as well cut those too.[/QUOTE] Thanks to your constructive criticism I've went ahead and drafted out a new main menu, I hope you like it: [t]http://rietplaysgames.spindash.org/riethud/images/screenshot_yourenotclever.jpg[/t]
[QUOTE=The Riet;45265330]Thanks to your constructive criticism I've went ahead and drafted out a new main menu, I hope you like it: [t]http://rietplaysgames.spindash.org/riethud/images/screenshot_yourenotclever.jpg[/t][/QUOTE] Just tell people to have -console in the launch options and to figure it out themselves and you can make it just plain black. Sorry for being snarky it's just that I never understood why people needed to go out of their way to remove that button. It's not hurting anybody by being there so I don't understand the rationale. I don't understand what it's hurting.
[QUOTE=Old Hermit;45262018]Tried a borderless style. Dunno if I like it or not: [t]http://cloud-4.steampowered.com/ugc/597041094574230125/96DA03AE0C1CEDA68779E872D30CD11B16685EBA/[/t] Also, error prompts on the PDA are now the enemy/damage color from Fallout 3 and New Vegas. [t]http://cloud-2.steampowered.com/ugc/597041094574231212/CF9D08AE881957C622F15E5F4E20076F570AAFF4/[/t] Still heavily WIP, mind you[/QUOTE]Serious legibility problems afoot - that shade of brown combined with that common texture colour in the background renders the text very hard to read.
[QUOTE=The Kins;45265454]Serious legibility problems afoot - that shade of brown combined with that common texture colour in the background renders the text very hard to read.[/QUOTE] I'd say have it have a border, but make that border semi-transparent and kinda hologram styles so it looks like the screen prompt.
[URL="https://www.dropbox.com/s/skq2blbcu8bynd8/The_Mark_of_Intelligence.rar"][IMG]http://i.imgur.com/ALjNCDl.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=278060275&searchtext="][IMG]http://i.imgur.com/TJIHxMk.png[/IMG][/URL]
I'm working on a more detailed and varied version of the MtM map I did for Source Filmmaker. [IMG]http://i.imgur.com/EFMS1Vz.png[/IMG] I was wondering if you guys had any suggestions for areas or rooms that'd improve creativity for filmmakers? So far I've decided that most of the map will be unlit and empty, but that I'll include .dmx files with premade set ups like the office above. Maybe a reception area could be good? Any ideas?
finally done, thanks to your help votes are appreciated! [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=279561288"][IMG]http://cloud-3.steampowered.com/ugc/47602044578315298/470C5AD538F05FE2B943DC983283FDFC4997EB09/[/IMG][/URL]
Some days ago got the idea to make [B]Team Fortress Modifications Manager[/B]. That's what I made by far: [IMG]http://i.imgur.com/NmDMcsa.png[/IMG] List of stuff I've done already: - You can see list of your installed mods; - You can extract VPK to the foldier and vice versa; What is in the future: - Disabling/Enabling mods; - Installing/Deleting mods; - Adding description to the VPK file so you will remember what is it for; What do you guys think? Is it good idea? Do you need it? Or it's just wasting of time? (sorry for my english)
Darken that moustache, it blends in with the skin too much. The Danger has the same problem
[QUOTE=MrModez;45265964]Some days ago got the idea to make [B]Team Fortress Modifications Manager[/B]. That's what I made by far: [IMG]http://i.imgur.com/NmDMcsa.png[/IMG] List of stuff I've done already: - You can see list of your installed mods; - You can extract VPK to the foldier and vice versa; What is in the future: - Disabling/Enabling mods; - Installing/Deleting mods; - Adding description to the VPK file so you will remember what is it for; What do you guys think? Is it good idea? Do you need it? Or it's just wasting of time? (sorry for my english)[/QUOTE] [t]http://puu.sh/9SDiJ/3d685f09ce.png[/t] [URL="http://teamfortress.tv/thread/13401/?page=1"]someone on TFTV made one very similar to this called 4Plug, I highly recommend it![/URL] it creates a second folder to store uninstalled mods and HUDs in. it uses a file switching and renaming if/else statements to change options to enable and disable certain aspects of a mod. for example, i made one for all of chaofanatic's particles. [t]http://puu.sh/9SDld/5cc76c838f.png[/t] if you need any pointers on furthering your program, check out 4Plug!
I personally don't think TF2 is the kind of game that would require a mod manager. It's not as complex as something like Skyrim where you need to manage hundreds of mods that affect scripting, materials, meshes, etc. all at once where conflicts are a huge issue. TF2 is like, what, a couple of minor reskins, maybe a special HUD and a hitsound and nothing else?
[QUOTE=SGTNAPALM;45266126]I personally don't think TF2 is the kind of game that would require a mod manager. It's not as complex as something like Skyrim where you need to manage hundreds of mods that affect scripting, materials, meshes, etc. all at once where conflicts are a huge issue. TF2 is like, what, a couple of minor reskins, maybe a special HUD and a hitsound and nothing else?[/QUOTE] Oh boy you have not seen my mod folder
[QUOTE=Venezuelan;45265969]Darken that moustache, it blends in with the skin too much. The Danger has the same problem[/QUOTE] that's just the SFM poster lighting. its much more noticeable in-game. [t]http://cloud-4.steampowered.com/ugc/559885232983053294/EA1EDA1DDB26FD6687EC0BDA4764DEAC9B4F8B71/[/t]
[QUOTE=Venezuelan;45266148]Oh boy you have not seen my mod folder[/QUOTE] Yeah, and what scripting mods are you running in TF2 that would require meticulous management of load order to avoid crashes? What management do you need for reskins other than adding or removing a .vpk? Hell, TF2 doesn't even [I]support[/I] mods properly because the game will crash when changing levels on an sv_pure server, so even with the best mod manager playing modded TF2 is far more trouble than it's worth.
[QUOTE=mphayes97;45266069][URL="http://teamfortress.tv/thread/13401/?page=1"]someone on TFTV made one very similar to this called 4Plug, I highly recommend it![/URL][/QUOTE] OH NOES! I didn't know that this kind of stuff already exists. Welp, I don't know now, should I continue work on my project?
[QUOTE=MrModez;45266186]OH NOES! I didn't know that this kind of stuff already exists. Welp, I don't know now, should I continue work on my project?[/QUOTE] totally go for it!!! FOUR hasnt come out with an update in forever, so maybe you can make the facepunch version!
[QUOTE=SGTNAPALM;45266172]Yeah, and what scripting mods are you running in TF2 that would require meticulous management of load order to avoid crashes? What management do you need for reskins other than adding or removing a .vpk? Hell, TF2 doesn't even [I]support[/I] mods properly because the game will crash when changing levels on an sv_pure server, so even with the best mod manager playing modded TF2 is far more trouble than it's worth.[/QUOTE] It would greatly help with finding conflicting mods, which make the game crash but give no indication where the conflict is. Any time two mods change the same file this happens for me. Would also allow me to only load large MVM mods when I'm playing MVM, and what if I'm working on a mod that I don't want in the actual game because it's WIP and is only there for testing purposes? There are quite a few applications, I've found myself wishing there was something like this many times. Also, really? Who plays on sv_pure if they install mods?
[QUOTE=SGTNAPALM;45266172]Yeah, and what scripting mods are you running in TF2 that would require meticulous management of load order to avoid crashes? What management do you need for reskins other than adding or removing a .vpk? Hell, TF2 doesn't even [I]support[/I] mods properly because the game will crash when changing levels on an sv_pure server, so even with the best mod manager playing modded TF2 is far more trouble than it's worth.[/QUOTE] ... then wouldn't a mod manager work in benefit for those rare times people want to play on SV_pure servers by simply clicking a button to remove all the mods (sure you can just remove the whole folder) but often time mod managers only inject the mods into TF2 instead of the files needing to be IN the customs folder.
[QUOTE=SGTNAPALM;45266172]Yeah, and what scripting mods are you running in TF2 that would require meticulous management of load order to avoid crashes? What management do you need for reskins other than adding or removing a .vpk? Hell, TF2 doesn't even [I]support[/I] mods properly because the game will crash when changing levels on an sv_pure server, so even with the best mod manager playing modded TF2 is far more trouble than it's worth.[/QUOTE] A game doesn't have to be as complex as Skyrim to find a .vpk manager useful. I have nothing but graphic-update mods (TF2TIP, model fixes, etc) and nothing else so far, and yet I already have 25 .vpk files in my folder. Sure I could navigate to the custom folder, create a shortcut on my desktop and keep moving files around manually, but why do that if there's a program that'll do it all by unchecking and checking a box. Especially if I only want to temporarily disable them. Any game that has an active modding community constantly churning out interesting stuff on a regular basis can benefit from one. Plus, if Source games wouldn't benefit from a mod manager, L4D2 wouldn't have come with one.
Well, I got back my old files of the weapons I was in the middle of doing, but I cannot UV to save my life and I am not a very good texturer in the TF2 artstyle. Anyone else wanna take it over from here? Both of these are up for grabs. [url]http://p3d.in/vhc83[/url] [url]http://p3d.in/RNsoo[/url]
[QUOTE=GoldenBalls;45266562]A game doesn't have to be as complex as Skyrim to find a .vpk manager useful. I have nothing but graphic-update mods (TF2TIP, model fixes, etc) and nothing else so far, and yet I already have 25 .vpk files in my folder. Sure I could navigate to the custom folder, create a shortcut on my desktop and keep moving files around manually, but why do that if there's a program that'll do it all by unchecking and checking a box. Especially if I only want to temporarily disable them. Any game that has an active modding community constantly churning out interesting stuff on a regular basis can benefit from one. Plus, if Source games wouldn't benefit from a mod manager, L4D2 wouldn't have come with one.[/QUOTE] man...imagine TF2 with a addon manager... all those guns that dont make it in can just be addons...
[t]http://i.imgur.com/EKEYC5k.png[/t] NassimO just sent me this new header image, but I feel that the word 'mods' blends in too much. Do you guys agree?
shift the landscape up some, then shift it so the "f" isn't running over the line of the roof Ideally the whole logo would be in an area of uniform color, like in the trees the whole way through. This would also make the background centered and the foreground more balanced, as it's really heavy on the right side right now edit: like this [IMG]http://puu.sh/9SKlE/ff0ae12735.jpg[/IMG]
[QUOTE=Smashman;45266788][t]http://i.imgur.com/EKEYC5k.png[/t] NassimO just sent me this new header image, but I feel that the word 'mods' blends in too much. Do you guys agree?[/QUOTE] If you move the text just a tiny bit lower then it should look great
Well, after some internet issues I'm back, and I've continued work on my Hammer/Wrench project today. Even got a possible name for it now: The Missing Linkage I added some detail to the handle, put in some grippy teeth for the wrench section, swelled the wrench 'jaw' a bit and did some fine tuning to the hammer claw. [t]http://i.imgur.com/ciGEkg0.png[/t] [IMG]http://i.imgur.com/f3tvNFR.png[/IMG] [IMG]http://i.imgur.com/1ZYEsRU.png[/IMG] [IMG]http://i.imgur.com/aFQ3a64.png[/IMG] I think I'll curve out the jaw a bit more, add a hole at the bottom of the handle and possibly put a superfluous jaw size control screw in, as my original concept had it.
[QUOTE=Tyrranis;45266887]Well, after some internet issues I'm back, and I've continued work on my Hammer/Wrench project today. Even got a possible name for it now: The Missing Linkage I added some detail to the handle, put in some grippy teeth for the wrench section, swelled the wrench 'jaw' a bit and did some fine tuning to the hammer claw. -stop, hammer time- I think I'll curve out the jaw a bit more, add a hole at the bottom of the handle and possibly put a superfluous jaw size control screw in, as my original concept had it.[/QUOTE] All of these details look really small, maybe bulk everything up more so it fits better?
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