[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]
Will you be having a page of concepts? If not then i suggest you do.
People post a concept and someone could message the user and ask them to close the concept (but it still stays visible) and if the modeler gives up or doesn't respond in a few days the user can re-open the concept for someone else.
Much like tf2 outposts trade system.
[QUOTE=BonJons;45266935]Will you be having a page of concepts? If not then i suggest you do.
People post a concept and someone could message the user and ask them to close the concept (but it still stays visible) and if the modeler gives up or doesn't respond in a few days the user can re-open the concept for someone else.
Much like tf2 outposts trade system.[/QUOTE]
Cool idea.
I'll pop it on the 'great ideas that I would like to implement, but I still have loads to do on the core features' pile!
[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.
[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]
you realize you have a lot of tris to work with, weapons aren't limited to 1400 tris.
[IMG]http://puu.sh/9SKJw/5aa7ed2eb2.png[/IMG]
more stuff
[quote][img]http://i.imgur.com/X4vwAB2.png[/img]
or
[img]http://i.imgur.com/nv3UAPi.png[/img]?[/quote]
[QUOTE=Smashman;45266985][/QUOTE]
What's the difference?
The color of the dot
the dot should be orange since it's logically part of the web extension
[QUOTE=BonJons;45267027]What's the difference?[/QUOTE]
the dot
[QUOTE=TrevorTheJedi;45266973]you realize you have a lot of tris to work with, weapons aren't limited to 1400 tris.[/QUOTE]
[QUOTE=LightFlock;45266934]All of these details look really small, maybe bulk everything up more so it fits better?[/QUOTE]
Yeah, to be honest this one's probably the closest I've ever gotten to finishing a model. Still working out some details. I'll keep these things in mind though. Not going to worry about the tris for now, as when I switch it from quads to tris the poly count'll likely skyrocket.
[QUOTE=Venezuelan;45267036]The color of the dot
the dot should be orange since it's logically part of the web extension[/QUOTE]
How did i not notice, i was staring for 4 minutes.
[QUOTE=BonJons;45267045]How did i not notice, i was staring for 4 minutes.[/QUOTE]
Sorry, I should have said. :v:
Im not sure if VLEk shares his stuff here. If he doesnt, I just wanted to share his newest item. I personally think its pretty nice.
[IMG]http://cloud-4.steampowered.com/ugc/3244030610860149780/221EB7E22DCBCC23D4DA1E120E9CFC2B6C207344/[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=279276802&searchtext=[/url]
[QUOTE=Blaco;45264859]
Flexes are disabled after the first LOD anyway so there's that at least.[/QUOTE]
i'm so glad i read this.
Wip, I am looking for opinions on the logo.
[t]http://i.imgur.com/nhqstSC.jpg[/t]
[QUOTE=Rexic;45267106]Im not sure if VLEk shares his stuff here. If he doesnt, I just wanted to share his newest item. I personally think its pretty nice.
[IMG]http://cloud-4.steampowered.com/ugc/3244030610860149780/221EB7E22DCBCC23D4DA1E120E9CFC2B6C207344/[/IMG]
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=279276802&searchtext=[/url][/QUOTE]
Why has [I]nobody[/I] thought of that before..?
[QUOTE=Gangstahwezel;45267228]Wip, I am looking for opinions on the logo.
[t]http://i.imgur.com/nhqstSC.jpg[/t][/QUOTE]
disagree might look better with the circle around it
[URL="http://i.imgur.com/U0If0Jn.png"][IMG]http://i.imgur.com/U0If0Jnl.png[/IMG][/URL]
Terrible space blaster concept up for grubs. Avoid direct eye contact
[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.
[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]
Had a similar idea some time ago
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Nailbiter.jpg[/img]
[QUOTE=blaholtzen;45267354]Had a similar idea some time ago
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Nailbiter.jpg[/img][/QUOTE]
"that's not how it works... that's not how any of this works"
if i had to design a wrench hammer combo irl i'd let the hammer be the lower jaw. not sure how much emphasis you want to put on a durable look vs function.
i'd make the hammer head carry over to the bottom jaw, so that you can use it as a hammer when you close the jaws.
[QUOTE=Sparkwire;45267471]i'd make the hammer head carry over to the bottom jaw, so that you can use it as a hammer when you close the jaws.[/QUOTE]
or just extend both the lower jaw and the hammer head that when the top half is lowered, it acts as a whole hammer head.
[QUOTE=Sparkwire;45267471]i'd make the hammer head carry over to the bottom jaw, so that you can use it as a hammer when you close the jaws.[/QUOTE]
Any chance of releases for your newest weapons? Because hot damn, they are gorgeous.
[QUOTE=Folseh;45267515]or just extend both the lower jaw and the hammer head that when the top half is lowered, it acts as a whole hammer head.[/QUOTE]
thats what i meant! :)
[QUOTE=krten_2x 4b;45267340][URL="http://i.imgur.com/U0If0Jn.png"][IMG]http://i.imgur.com/U0If0Jnl.png[/IMG][/URL]
Terrible space blaster concept up for grubs. Avoid direct eye contact[/QUOTE]
Looks interesting I might have a go its its still up for grabs.
[QUOTE=Venezuelan;45266263]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]
You say that like we have a choice, as if there's a way to figure out if a server is sv_pure before you join.
Because if there is a way I need for you to tell me right now so I can reinstall all my mods.
[QUOTE=SGTNAPALM;45267561]You say that like we have a choice, as if there's a way to figure out if a server is sv_pure before you join.
Because if there is a way I need for you to tell me right now so I can reinstall all my mods.[/QUOTE]
I just save any good pure 0 server to my favorites, I haven't had to find a new server in a very long time
[QUOTE=Venezuelan;45265969]Darken that moustache[/QUOTE]
there you go
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=279561288"][IMG]http://cloud-3.steampowered.com/ugc/47602044578315298/470C5AD538F05FE2B943DC983283FDFC4997EB09/[/IMG][/URL]
[QUOTE=blueNES;45264586][T]http://imgur.com/iaEHzJ4.jpg[/T]
[T]http://imgur.com/pHJicOQ.jpg[/T]
Any imporvements on this Old 70's styled computer before I upload it to the workshop?[/QUOTE]
...sharp edges? noticing a lack of these in your submissions.
You know that weapon idea that pops every once in a while about Spy disguising as a dispenser? So, I had an idea for a taunt based on this.
[IMG]http://i.imgur.com/0BD256l.gif[/IMG]
I call it [B]"Le Baguette Distributeur"[/B] :v:
Claimed by SediSocks
[sp]those noises at the end are supposed to be the Spy mimicking dispenser noises with his mouth.[/sp]
Seems I had the unfortunate of being a page peasant a few days ago. I'll post this again to see if anybody knows anything.
[QUOTE=Gamemaster1379;45260076]Not sure if I"m all aboard the late train or what, but I"m having a problem.
My animating partner contacted me a little while ago about adding some new taunts into the game. I was recently given the source files and managed to get all the VCDs together and ready for compilation. Everything is saved and ready to go...but it appears that now, when using faceposer, trying to rebuild scenes.image does absolutely nothing. I checked my custom directories, my common\Team Fortress 2\tf\scenes directory, and even went as far as my username pre-steampipe directory for tf2. The file doesn't appear to be in any of them. Has there been a found method to recompiling scenes.image for TF2 or did Valve fuck up once more?[/QUOTE]
[B]tl;dr[/B]: I'm trying to compile scenes.image and it isn't working through the hlfaceposer binary included with SteamPipe TF2. How do?
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