[QUOTE=Sparkwire;44854527]just throw him ingame right now to see what you've got, it cant hurt to check for any errors before you start rigging[/QUOTE]
Err, I'm going to sound pretty silly here. I've never actually done any compiling myself. I'm still new to this, do you know what I should do to test the model out?
[I]The Achilles' Heels[/I]
[T]http://i.imgur.com/jKIeaB9.png[/T]
I wished I had a tablet, thought about this after listening to the Kid Icarus ost and went towards [I]possibly accurate greek sandals[/I]? I gave up on the Toga after realizing how hard it would be to implement. Could have a alternate style as the winged sandals of Hermes. And possibly someone done this already.
[img]http://i.imgur.com/8YBRYdO.png[/img]
small update on them medic plate armor boots
[QUOTE=AbioFlesh;44855289]Err, I'm going to sound pretty silly here. I've never actually done any compiling myself. I'm still new to this, do you know what I should do to test the model out?[/QUOTE]
if you want i can walk you through it, or there is a tutorial here: [url]https://developer.valvesoftware.com/wiki/Compiling_a_model[/url]
since its just a test for now, you could decompile a weapon model or something and edit the file paths
What was that trick to getting a metal phong highlight in the importer again, and does it still work?
[QUOTE=DeRosaJ;44855404][img]http://i.imgur.com/8YBRYdO.png[/img]
small update on them medic plate armor boots[/QUOTE]
Still looks weird how the knee covering is attached to the least solid section of his legs. That's just bunched-up cloth right above the boot.
[t]http://i.imgur.com/cdj97FR.jpg[/t]
[t]http://i.imgur.com/viOQ0u6.jpg[/t]
woo! skyboxes!
I'm actually having a lot of fun making this map. i have a buncha screenshots [URL="http://imgur.com/a/GbjiI#cdj97FR"]here[/URL] And i got the skybox working! also shown is my effort to include engineer in the map design. currently all that is finished is the center cap room (still, ike? jesus.")
I've decided to take a different approach with the map and instead of a flatland im going to do a slightly wet ravine that doubles as a mine. I'm not sure though if minecarts would be good for the map, or just regular trains.
if there are any minecarts that would work for this map, let me know.
with that out of the way, rainbows for minecarts, wrenches for trains. rate it with your choice pls :^))
[QUOTE=Pfysicyst;44855878]Still looks weird how the knee covering is attached to the least solid section of his legs. That's just bunched-up cloth right above the boot.[/QUOTE]
What's with the disagrees and dumb rating? The supposedly rotating joint of the knee covering is attached only to the puffiest part of his pants. There's nothing else holding it up. It's got as much support as an iron-on patch. I'm looking it all over and I can't see what makes you say I'm wrong.
[QUOTE=Snowshoe;44855127]hawf's tasty lightwarp, mod emporium 46
i remember it by heart because it's objectively the best lightwarp in existence next to valve's own[/QUOTE]
I'm glad you guys are still fond of it
[QUOTE=one free man;44850680]Guys, it's happening
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=261526199"][IMG]https://dl.dropboxusercontent.com/u/37546036/PretentiousHipsterBullshit.jpg[/IMG][/URL]
Clicky. Votes are [I]very[/I] much appreciated!
And a mod release because I'm on the ball
[URL="https://dl.dropboxusercontent.com/u/37546036/Didgeridoom_V1.zip"][IMG]https://dl.dropboxusercontent.com/u/37546036/ItsReleased_FinallyICanDie.png[/IMG][/URL]
Phew.
This is the quickest TF2 item I've ever made
Oh no wait, not that
[IMG]https://dl.dropboxusercontent.com/u/37546036/That'sLessThanAYearAfterIFirstSTARTEDModelling.png[/IMG][/QUOTE]
I really love this
[QUOTE=AbioFlesh;44854410][IMG]http://24.media.tumblr.com/fe5fdcaa91c04b32a1a40aea9dc7a205/tumblr_n5ubr71DVr1smtahgo1_1280.png[/IMG]
Almost there.. Anything I should fix?
And when he's done, which merc should go next?
[IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] Sniper
[IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] Medic
[IMG]http://www.facepunch.com/fp/ratings/funny2.png[/IMG] Heavy
[IMG]http://www.facepunch.com/fp/ratings/winner.png[/IMG] Soldier
[IMG]http://www.facepunch.com/fp/ratings/zing.png[/IMG] Demoman
[IMG]http://www.facepunch.com/fp/ratings/information.png[/IMG] Scout
[IMG]http://www.facepunch.com/fp/ratings/heart.png[/IMG] Pyro
[IMG]http://www.facepunch.com/fp/ratings/wrench.png[/IMG] Engineer[/QUOTE]
Maybe include a faint blue tint to his camo? Of course Red for the red variant.
[QUOTE=Hawt Koffee;44856300]I'm glad you guys are still fond of it[/QUOTE]
Totally archived, dude. That thing is the best compromise between the cartoony and stock TF2 lightwarps without being terrible Gamebanana quality.
I remember looking all over for that and not knowing where to find it, which inspired me to do archiving of TF2 improvement mods.
[editline]20th May 2014[/editline]
[QUOTE=ikes;44855121]send me this lightwarp. must have.[/QUOTE]
[url]http://dotbsp.com/file_download/11/hawfs-lightwarp.vpk[/url]
Someone give the Heavy Misha's hair and a Yamaku uniform
[QUOTE=wauterboi;44857728]-snip-[/QUOTE]
mat_picmip -10 Revival Pack was made by Filipianosol, allow me to confirm it.
[URL="http://facepunch.com/showthread.php?t=1276235&p=42877616&viewfull=1#post42877616"]http://facepunch.com/showthread.php?t=1276235&p=42877616&viewfull=1#post42877616[/URL]
[QUOTE=WnR;44855796]What was that trick to getting a metal phong highlight in the importer again, and does it still work?[/QUOTE]
trick? I just try different lightwarps, personally I think the ambassador one normally has the best metallic look
[QUOTE=TheJukebox;44855056]Thoughts?
Rain's gonna do the texture.
[t]http://puu.sh/8TjbO.png[/t]
Original concept:
[t]http://puu.sh/8LBFg[/t]
Added the vest part to make it look like padded cloth like an actual astronaut suit. Leg parts will also use normals to get their pads. Dome isn't pictured. Seam on the hat is only in blender.
Edit:
Vote on where the dome helmet goes.
Rainbows for with the snoopy hat:
[t]http://puu.sh/8TksS.png[/t]
Clocks for with the suit:
[t]http://puu.sh/8Tkws.png[/t][/QUOTE]
What are the two raised circles on the vest for? I can't figure out what they're meant to be, dials maybe? perhaps some sort of small control pad thing with buttons on might be better.
[QUOTE=nightlord;44858118]What are the two raised circles on the vest for? I can't figure out what they're meant to be, dials maybe? perhaps some sort of small control pad thing with buttons on might be better.[/QUOTE]
Additional tube-connection points, my guess.
[QUOTE=ikes;44856070][t]http://i.imgur.com/cdj97FR.jpg[/t]
[t]http://i.imgur.com/viOQ0u6.jpg[/t]
woo! skyboxes!
I'm actually having a lot of fun making this map. i have a buncha screenshots [URL="http://imgur.com/a/GbjiI#cdj97FR"]here[/URL] And i got the skybox working! also shown is my effort to include engineer in the map design. currently all that is finished is the center cap room (still, ike? jesus.")
I've decided to take a different approach with the map and instead of a flatland im going to do a slightly wet ravine that doubles as a mine. I'm not sure though if minecarts would be good for the map, or just regular trains.
if there are any minecarts that would work for this map, let me know.
with that out of the way, rainbows for minecarts, wrenches for trains. rate it with your choice pls :^))[/QUOTE]
Gonna be honest, it's a nice start but the best way to make a map is not to fill in a box. Boxes limit yourself height-wise, and can end up giving you a [i]very[/i] flat map. Without them you can easily change the height of the ground, join into big buildings etc. Unless you plan to keep the outside like that (which is very open and flat and I'd not suggest it).
The tiny windows in the middle room seem really weird too, I'd either open them up completely or just have them flat wall.
[QUOTE=ikes;44856070][t]http://i.imgur.com/cdj97FR.jpg[/t]
[t]http://i.imgur.com/viOQ0u6.jpg[/t]
woo! skyboxes!
I'm actually having a lot of fun making this map. i have a buncha screenshots [URL="http://imgur.com/a/GbjiI#cdj97FR"]here[/URL] And i got the skybox working! also shown is my effort to include engineer in the map design. currently all that is finished is the center cap room (still, ike? jesus.")
I've decided to take a different approach with the map and instead of a flatland im going to do a slightly wet ravine that doubles as a mine. I'm not sure though if minecarts would be good for the map, or just regular trains.
if there are any minecarts that would work for this map, let me know.
with that out of the way, rainbows for minecarts, wrenches for trains. rate it with your choice pls :^))[/QUOTE]
for the love of god turn off texture lock when doing world textures... only use it for specific purposes like working with overlays or duplicating something's exact X/Y texture pos. i know it doesnt matter since they are orange textures, but its a habit you need to get into
also I hope you are using func_detail on those pillars and other small things.
[QUOTE=Timezbrick;44850227]I had an idea for a Aviator uniform based on the Luftwaffe uniform for the medic. But I guess thats impossible since the medic wears a coat heh[/QUOTE]
Not exactly impossible , me and Tribily are working on this:
[t]https://i.imgur.com/jA3ZNBp.png[/t]
So in a way, it could be possible.
Edit: Also, I suck at drawing cargo pants and this is not a skirt!
[T]https://i.imgur.com/NSNU798.png[/T]
[QUOTE=Snowshoe;44858538]for the love of god turn off texture lock when doing world textures... only use it for specific purposes like working with overlays or duplicating something's exact X/Y texture pos. i know it doesnt matter since they are orange textures, but its a habit you need to get into
also I hope you are using func_detail on those pillars and other small things.[/QUOTE]
i dont understand. explain.
i read about it on the wiki, and im still a little confused. are detail brushes solid? as in will they stop the players movement?
Is it possible to decompile a model in a way that lets you view its jigglebone settings? I want to recreate the jiggling of the Stockbroker's Scarf, but I don't know what settings to use.
[QUOTE=NeoDement;44858003]trick? I just try different lightwarps, personally I think the ambassador one normally has the best metallic look[/QUOTE]
I was thinking that at some point someone got $PhongAlbedoTint to work in the importer.
[QUOTE=Flubbman;44859032]Is it possible to decompile a model in a way that lets you view its jigglebone settings? I want to recreate the jiggling of the Stockbroker's Scarf, but I don't know what settings to use.[/QUOTE]
There's a jiggle bone decompiler somewhere. Not sure if it was [URL="http://facepunch.com/showthread.php?t=561952"]this one[/URL] since I'm not at home and can't check my files.
[QUOTE=Gadget | TF2M;44859215]There's a jiggle bone decompiler somewhere. Not sure if it was [URL="http://facepunch.com/showthread.php?t=561952"]this one[/URL] since I'm not at home and can't check my files.[/QUOTE]Worked perfectly, thanks!
[QUOTE=LightFlock;44858254]Gonna be honest, it's a nice start but the best way to make a map is not to fill in a box. Boxes limit yourself height-wise, and can end up giving you a [i]very[/i] flat map. Without them you can easily change the height of the ground, join into big buildings etc. Unless you plan to keep the outside like that (which is very open and flat and I'd not suggest it).
The tiny windows in the middle room seem really weird too, I'd either open them up completely or just have them flat wall.[/QUOTE]
I plan on morphing the world when i need to, but for now im keeping the box and finishing everything that's on one level for testing purposes, because the black void in-game gives me a headache.
also i really dont know what to do with the windows. i want them to not be able to be moved through but it needs to look reasonable for that to happen. any suggestions?
-snip-
[QUOTE=Gadget | TF2M;44859215]There's a jiggle bone decompiler somewhere. Not sure if it was [URL="http://facepunch.com/showthread.php?t=561952"]this one[/URL] since I'm not at home and can't check my files.[/QUOTE]
I think it'd better to use [url=http://steamcommunity.com/groups/CrowbarTool]Crowbar[/url]. It's the most up to date decompiler, and it supports bodygroups and jigglebones properly. I think it supports the more recent versions of Source models too, without you having to edit the files.
[QUOTE=Mellowbloom;44857914]Someone give the Heavy Misha's hair and a Yamaku uniform[/QUOTE]
Wahaha~!
is anyone willing to update this fix pack? [URL="https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE"]https://docs.google.com/document/pub?id=1URgEtYCsqdpFdbWPMNqNJIZngSbUUCCtSQ03AuHrcBE[/URL]
it seems to have been dead since january or so
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