• TF2 Emporium 59:
    7,636 replies, posted
[URL="http://tf2.gamebanana.com/skins/134159"][IMG]http://i.imgur.com/ZsVBjEf.png[/IMG][/URL] Click to open your brand new toy!
[QUOTE=Portunes;44783750]Ok, been trying to get an answer at the general discussion with no answer and I don't know where exactly to ask this but here goes [quote][B]Question:[/B] Is there code, a mod, plugin or such that allows, on the client side, to have different models for classes for each team? Such as fempyro on Blu and Muscle Pyro on Red? Closest I've found would be the command "mp_usehwmmodels" which changes between he SFM HQ quality of the class models[/quote][/QUOTE] Use the LOD's replacemodel stuff in the QC file I think. I remember something in the last emporium about this and there's a GameBanana submission about using two different helmet models for the Soldier depending on his team. [url=http://tf2.gamebanana.com/tuts/11290]Ahh, here it is![/url] [thumb]http://files.gamebanana.com/img/ss/tuts/519870c51e7cb.jpg[/thumb] [b]EDIT:[/b] After taking a look, I think I understand how it works. You combine two models so they occupy the same space but are both rigged to the same bones, then in the QC file you'd combine their materials and such, and then add the "$no_draw" variable to specific VMTs. For example the BLU Fem Pyro and RED Muscle Pyro; You'd have the $no_draw thing in the BLU Muscle Pyro's VMTs so that the model is hidden when you're on BLU and only the BLU Fem Pyro shows through, and then you'd have the RED Fem Pyro's materials using $no_draw to hide it when you're on the RED team so only RED Muscle Pyro shows through. It's really quite ingenious.
I tried to make a thing for myself like ElderLolz, and after some help from him, I got it to work! [t]http://i.imgur.com/ySg7hRP.jpg[/t] Partially... Still need to get used to the resizing.
[QUOTE=UberMunchkin;44784169]Hey guys, [url=http://imgur.com/a/ZI2lR]I've made a bunch of inconsistent, silly Halloween concepts[/url]. So if you want to secure yourself a future in the [I]~GRAVE OF AMAZING PEOPLE~[/I], you best start claiming them![/QUOTE] Haha, holy shit. That Scout Archimedes one is good.
[QUOTE=ikes;44783808]I think the answer is somewhere in this emporium but it might be in the last one[/QUOTE] Appreciate it. Now to search through pages and pages! or use the search function!
[QUOTE=Portunes;44784191]Appreciate it. Now to search through pages and pages! or use the search function![/QUOTE] Psst....scroll up, I posted the answer for you!
Wip: [IMG]http://puu.sh/8ID6O.jpg[/IMG]
[QUOTE=Journe;44784199]Psst....scroll up, I posted the answer for you![/QUOTE] Ah! Yay! Thank you very much! Ill definitely study it!
[QUOTE=Portunes;44784213]Ah! Yay! Thank you very much! Ill definitely study it![/QUOTE] No problem, friend! :v: [b]EDIT:[/b] If the community ever works on/finishes the other 1850's TF2 player models, we could potentially use that method at the top of this page to have a clientside "TF2 vs 1850's TF2" thing going on. We could probably even replace the MvM bots with the 1850's characters! Obviously the Engineer wouldn't work though, what with the massive amount of re-rigging needed to make it work properly. Speaking of 1850's TF2, anything from Neodement yet? I'm desperately wanting that BLU Heavy skin so I can make the invuln textures for it.
[QUOTE=TheJukebox;44783455] I think burnt in patterns might look better than colored paint.[/QUOTE] Oh man, that was an excellent suggestion! Thank you! [IMG]https://dl.dropboxusercontent.com/u/37546036/TheMartialArtOfJarateIsStillPracticedByTribesmen.png[/IMG]
[QUOTE=Grandzeit;44784187]Haha, holy shit. That Scout Archimedes one is good.[/QUOTE] [t]http://cloud-3.steampowered.com/ugc/595851247910918979/7A2C45A5F0046056B8FFFF27CC1C66668BF88152/637x358.resizedimage[/t] bangs first workshop entry
[QUOTE=one free man;44784234]Oh man, that was an excellent suggestion! Thank you! [IMG]https://dl.dropboxusercontent.com/u/37546036/TheMartialArtOfJarateIsStillPracticedByTribesmen.png[/IMG][/QUOTE] That is sexy as hell.
[QUOTE=Journe;44784221]No problem, friend! :v:[/QUOTE] The thing is that I wanted to have the male mercs vs the female mercs (or the 1860s mercs when more are released) so now that I see this, I'll definitely work on them! You know, last I heard about such an idea, everyone just said how there were restrictions in the code that prevents this unless you place very heavy plugins and on the server. But this trick? Wow, so simple! I was going to retrofit some of the code from the VS Saxton Hale but this is just genius.
[QUOTE=one free man;44784234]Oh man, that was an excellent suggestion! Thank you! [IMG]https://dl.dropboxusercontent.com/u/37546036/TheMartialArtOfJarateIsStillPracticedByTribesmen.png[/IMG][/QUOTE] paint definitely looked better, the burning isn't as cool. also some of the details are too small. also the wood could use some better colors and variation
[QUOTE=Hogie bear;44784146]I tried to make a thing for myself like ElderLolz, and after some help from him, I got it to work! [t]http://i.imgur.com/ySg7hRP.jpg[/t] Partially... Still need to get used to the resizing.[/QUOTE] I think that beard should be the grizzled growth or scotch saver rather than a beard that belonds to another class.
[QUOTE=Journe;44784221]No problem, friend! :v: [b]EDIT:[/b] If the community ever works on/finishes the other 1850's TF2 player models, we could potentially use that method at the top of this page to have a clientside "TF2 vs 1850's TF2" thing going on. We could probably even replace the MvM bots with the 1850's characters! Obviously the Engineer wouldn't work though, what with the massive amount of re-rigging needed to make it work properly. Speaking of 1850's TF2, anything from Neodement yet? I'm desperately wanting that BLU Heavy skin so I can make the invuln textures for it.[/QUOTE] lol we had the same idea! Last I heard, Neo finished the rigging on the Billy the Kid!Scout. But yeah, I would definitely want to work on this project; first, I'd like to work with the female mods (tho, I have no modelling experience at all and I hear all these things about the Chemicalalia models being very anti-user friendly) but yeah, I want to do this!
[QUOTE=Portunes;44784279]The thing is that I wanted to have the male mercs vs the female mercs (or the 1860s mercs when more are released) so now that I see this, I'll definitely work on them! You know, last I heard about such an idea, everyone just said how there were restrictions in the code that prevents this unless you place very heavy plugins and on the server. But this trick? Wow, so simple! I was going to retrofit some of the code from the VS Saxton Hale but this is just genius.[/QUOTE] Valve definitely put restrictions in, though it was only on attachables such as custom weapon models/custom hats. Obviously people found ways to get around that (like that MasterXykon idiot who went around publicly leaking a fixed Visweps plugin [b](side note: i actually downloaded it before he removed it, but i'm not going to be doing anything with it for fear of Valve breaking sourcemod even more)[/b], or the fact that you can create fake unusuals with just the base TF2Items Manager plugin's config file), but Valve definitely does still allow custom player models. You could definitely do it via a SourceMod plugin. Hook into events such as the player spawning, changing class, touching a resupply locker, dying, etc. Use a switch based system to change the player's model based on their class, then when they die I believe there's code you can use from a Be the HHH plugin that will drop a ragdoll version of the custom model instead of their real model. And you'd need to precache models and materials, have clients download them all, etc. Also, if hats don't look proper on the custom models you'd have to take code from the TF2 Model Manager plugin to hide cosmetic items completely. It would be a semi-heavy plugin, but definitely doable. This method for clientside though is much simpler if you've got the knowledge of how to do it in Blender/3DS Max/etc (of which I don't because I'm not a modeller whatsoever).
[QUOTE=UberMunchkin;44784169]Hey guys, [url=http://imgur.com/a/ZI2lR]I've made a bunch of inconsistent, silly Halloween concepts[/url]. So if you want to secure yourself a future in the [I]~GRAVE OF AMAZING PEOPLE~[/I], you best start claiming them![/QUOTE] I like the spy knife in the back one, could i claim it?
Someone should make lego weapons with LDD or LDraw and then import them to TF2. We could then have Lego Fortress 2. :v:
[QUOTE=Tomix;44784351]Someone should make lego weapons with LDD or LDraw and then import them to TF2.[/QUOTE] I can try, I did make the new LEGO brick hat on Gamebanana.
[QUOTE=Bapaul;44784208]Wip: [IMG]http://puu.sh/8ID6O.jpg[/IMG][/QUOTE] I hope you make those kneepads big enough to cove the Hurt Lochers. Would be weird having two pairs of kneepads clipping through each other.
As much as I sometimes want to do everything myself, I realize that I can't. I am looking for someone who can help me fix up the rigging on this jacket because I just can't get it right. [t]http://i.imgur.com/LbLuB6o.png[/t] Includes, but not limited to, lots of clipping around the shoulders... I'm also still looking for someone willing to texture [URL="http://facepunch.com/showthread.php?t=1391270&p=44773698&viewfull=1#post44773698"]this[/URL] sniper rifle, because I suck with colors.
[QUOTE=TheMooseman;44784355]I can try, I did make the new LEGO brick hat on Gamebanana.[/QUOTE] In my opinion you should bake them. While they look alright now, I think it would be a good idea to bake the textures just so it looks better.
something I made using the leaked grenade textures [url="https://dl.dropboxusercontent.com/u/107103062/TF2/mods/dp_gasrade.zip"][img]http://i.imgur.com/gNgsFbk.png[/img][/url]
[QUOTE=R.M.T.B.;44781973]The LED sentry mod I think[/QUOTE] Yup, It's gonna be raining blood tonight. I mean seriously, it's not like I'm impossible to get in touch with, I mean, I've got a billion year old GB account as well.
[QUOTE=DrPyspy;44784446]something I made using the leaked grenade textures [url="https://dl.dropboxusercontent.com/u/107103062/TF2/mods/dp_gasrade.zip"][img]http://i.imgur.com/gNgsFbk.png[/img][/url][/QUOTE] Will the Beta Bots with bodygroups ever rise from the dead?
[QUOTE=Journe;44784116]Use the LOD's replacemodel stuff in the QC file I think. I remember something in the last emporium about this and there's a GameBanana submission about using two different helmet models for the Soldier depending on his team. [url=http://tf2.gamebanana.com/tuts/11290]Ahh, here it is![/url] [thumb]http://files.gamebanana.com/img/ss/tuts/519870c51e7cb.jpg[/thumb] [b]EDIT:[/b] After taking a look, I think I understand how it works. You combine two models so they occupy the same space but are both rigged to the same bones, then in the QC file you'd combine their materials and such, and then add the "$no_draw" variable to specific VMTs. For example the BLU Fem Pyro and RED Muscle Pyro; You'd have the $no_draw thing in the BLU Muscle Pyro's VMTs so that the model is hidden when you're on BLU and only the BLU Fem Pyro shows through, and then you'd have the RED Fem Pyro's materials using $no_draw to hide it when you're on the RED team so only RED Muscle Pyro shows through. It's really quite ingenious.[/QUOTE] yep, i think the first instance this was used was in neodement's disguisekit mod where for each disguise it had a different model based on the class it was being used for, i used something similar before i knew about it using a blank alpha texture vmt/vtf neo's $nodraw way is how id approach something like a fem vs men mod, or something similar, issue is keeping everything straight in your own files plus getting facial animations to work using the default tf2 vta's, then combining them with the original mod's versions
[QUOTE=Inspecter;44784470]Will the Beta Bots with bodygroups ever rise from the dead?[/QUOTE] heavy and medic are on my old comp that I don't have access to at the moment, I'll have to dropbox them when I get the chance
[QUOTE=DrPyspy;44784446]something I made using the leaked grenade textures [url="https://dl.dropboxusercontent.com/u/107103062/TF2/mods/dp_gasrade.zip"][img]http://i.imgur.com/gNgsFbk.png[/img][/url][/QUOTE] Hate to tell you this, but the Gas Grenade is for Spy. Non-canonical! :v:
[QUOTE=NeoDement;44784072]hmm I wanna do that some point if nobody else has done by then some generic military boots might look cool with it too as a seperate item[/QUOTE] sure
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