[QUOTE=scotty-furs;45296593]to be fair it has as much a chance of getting in as that buff pyro item.[/QUOTE]
I'm pretty sure that was a playermodel replacement, this is an item
[QUOTE=blueNES;45294742][T]http://imgur.com/5GESYQK.jpg[/T][/QUOTE]
I immediately recognized that pose from the early Human Medic concept.
[t]http://wiki.teamfortress.com/w/images/7/79/Human_medic_concept.jpg[/t]
[QUOTE=-=NARH=-;45296781]I'm pretty sure that was a playermodel replacement, this is an item[/QUOTE]
Well obviously the analogy is a bit off, but the point is that showing substantially more skin on a character whose design is based around ambiguity won't sit well with the TF2 team.
So like what's the technical reason as to why self illum and paint can't be used together?
[QUOTE=hugthebed2;45292038]There's a huge pitch difference, they're really low and deep now.[/QUOTE]
I don't know if this is important or anything, but I think it's a filter applied over the sounds now. I have a replacement for the Tomislav that includes sounds, and the custom sounds are now slower and deeper.
About the spy mask, you could just pretend it's a very convincing silicone head mask instead of the Spy actually being unmasked, or him sadistically tearing off his victim's skin like Leatherface.
He could've just used a device that copies the facial structure of his victims into a wearable mask, similar to that of the Face Maker in Mission Impossible.
"I'm sorry, but I need to borrow your face."
[video=youtube;LyQs3T3pbQI]http://www.youtube.com/watch?v=LyQs3T3pbQI&feature=youtu.be[/video] Working on a idea I had in my head, thoughts?
I promise I'll do something serious when I get done being a huge weaboo.
[IMG]http://i.imgur.com/Xt5eMmc.png[/IMG]
What would be the best program to skin this to as much shit as possible atm?
[IMG]http://puu.sh/9Xri3/4e48ccdd65.jpg[/IMG]
up for texturing.
[editline]4th July 2014[/editline]
[QUOTE=Mellowbloom;45293314]Redo of an idea I had last halloween, inspired mostly by the Deerhaunter from Timesplitters.
[t]http://i.imgur.com/4NXlcCT.png[/t]
You have no idea how proud of the name 'Roadkill Revenant' I am.
Up for grabs. More halloween sets when I think of them.[/QUOTE]
gotta love timesplitters.
best fps ever probably
can i claim this? a lot of projects of mine are on hold due to stuff (read:I suck at clothing textures) so I have nothing really to work on other than making LODs for that rocket launcher.
[IMG]http://puu.sh/9XnR4/3198929919.png[/IMG]
Need texture suggestions to make it feel less plain
[QUOTE=Colteh;45297190][IMG]http://puu.sh/9XnR4/3198929919.png[/IMG]
Need texture suggestions to make it feel less plain[/QUOTE]
Keep it as it is. It looks damn good to me.
Updated the bill nye hitsound mod to include a crit hitsound. will upload new download and video in the next day or so. maybe earlier. youtube is super slow idk. happy 4th everyone.
[QUOTE=BonJons;45293468]I'd do it if i could rig or flex, i don't know what it's called but i can't do it.[/QUOTE]
You can always ask to see if anyone is willing to rig. And, depending on what program you use, complex rigging may be relatively easy to learn.
has anyone made an allclass boner yet
-sniplate-
[QUOTE=FiveEyes;45296942]So like what's the technical reason as to why self illum and paint can't be used together?[/QUOTE]
You can use them together, you just have to make sure $blendtintbybasealpha is set to 0 (eg, the entire texture is painted/selfillum). Basically the limitation is that you're restricted to a solid white alpha channel.
To make that limitation a bit more usable, you can assign the glowing/painted parts to a seperate material group from the rest of the model. However the importer will allow max 2 textures (texture01, texture02), or max 2 textures per team (red01, red02, blu01, blu02).
Example:
A metal box with a lightbulb mount in texture_A1 - it will have no glowing bits, normal alpha, paintable
The lightbulb itself is in texture_A2 - this will have only the glowing bits, all alpha, paintable
[QUOTE=EArkham;45297299]You can use them together, you just have to make sure $blendtintbybasealpha is set to 0 (eg, the entire texture is painted/selfillum). Basically the limitation is that you're restricted to a solid white alpha channel.
To make that limitation a bit more usable, you can assign the glowing/painted parts to a seperate material group from the rest of the model. However the importer will allow max 2 textures (texture01, texture02), or max 2 textures per team (red01, red02, blu01, blu02).
Example:
A metal box with a lightbulb mount in texture_A1 - it will have no glowing bits, normal alpha, paintable
The lightbulb itself is in texture_A2 - this will have only the glowing bits, all alpha, paintable[/QUOTE]
I've known about the second option, but I don't think for what the item I'm doing really needs it.
[t]https://i.imgur.com/ox0gFgK.jpg[/t]
I'll try the first option you suggested. Or maybe I'll just get rid of paintablity all together.
[QUOTE=DrPyspy;45297256]has anyone made an allclass boner yet[/QUOTE]
I was making one for Spy with a new pair of legs, But anytime I touch it... Things get worse...
how much of a faux-pas is it to re-rig items that have been submitted by other users? Namely, revolvers?
[IMG]http://puu.sh/9XucG/dc3f2df3a1.png[/IMG]
kill me now
Mod release. This time I didn't fuck up and forget my name.
[URL="http://tf2.gamebanana.com/skins/135215"][IMG]https://i.imgur.com/DdUbwpR.png[/IMG][/URL]
Has two styles. Naked and Half Naked.
[QUOTE=FiveEyes;45297514]Mod release. This time I didn't fuck up and forget my name.
[URL="http://tf2.gamebanana.com/skins/135215"][IMG]https://i.imgur.com/DdUbwpR.png[/IMG][/URL]
Has two styles. Naked and Half Naked.[/QUOTE]Blind Demos will rule the galaxy.
Alright, I fixed the issue with the tomislav sounds.
[URL="http://tf2mods.net/download.php?id=933"][IMG]http://i.imgur.com/j62Zsrk.png[/IMG][/URL]
Hope you enjoy...
I know decalable items are kind of dead, but I want to beat the dead horse with the Woolie hat. I want to make the buttons decalable. Would that require a different texture from the main hat texture, or how would I go about doing that?
Did that Medic and Archimedes taunt ever get a proper release
[QUOTE=ZombiPlastiClok;45297818]I know decalable items are kind of dead, but I want to beat the dead horse with the Woolie hat. I want to make the buttons decalable. Would that require a different texture from the main hat texture, or how would I go about doing that?[/QUOTE]
different texture iirc
[QUOTE=DrPyspy;45297902]different texture iirc[/QUOTE]
Is that compatable with the tf2 item importer?
[QUOTE=FiveEyes;45297514]Mod release. This time I didn't fuck up and forget my name.
[URL="http://tf2.gamebanana.com/skins/135215"][IMG]https://i.imgur.com/DdUbwpR.png[/IMG][/URL]
Has two styles. Naked and Half Naked.[/QUOTE]
Unless you redid them, that will fuck up the flexes tho
[QUOTE=NapyDaWise;45298035]Unless you redid them, that will fuck up the flexes tho[/QUOTE]
I beg to differ.
[t]http://i.imgur.com/ELXkRaz.png[/t]
They work just fine. Granted, they look fine on everyone [I]else[/I] but you as flexes are fucked on the client only for some stupid reason, but I assure you that all the flexes work.
[IMG]http://puu.sh/9XAW7/a1bbd576a6.jpg[/IMG]
WIP Honey coated beard in case Mellowbloom don't allow me to take that sick-ass deerhaunter concept. separated materials so i can tell color differences in blender. they will be merged when i finish the model.
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