• TF2 Emporium 59:
    7,636 replies, posted
[IMG]http://i.imgur.com/NKnusU6.png[/IMG] 3D view: [url]https://skfb.ly/A6rL[/url] Made the hat for the space medic set. Any changes you guys think I should make before I unwrap?
[QUOTE=VariableAgent;44928221][IMG]http://i.imgur.com/c2dj5w0.png[/IMG] Grabbed a model that was easier to rig than the overcoat but I still managed to fuck it up :v: Any idea how to fix it? It's aligned properly in 3DS Max[/QUOTE] you need to edit your envelopes and use the weighting table.
I have an idea for an item for this moonbase update: It's a floating, swirling portal and coming out of the portal is an alien hand holding a freakishly large anal probing device. The tip of the anal probing device is attached to each classes butt, so it looks like an alien is giving an anal probe through a wormhole. I know, bad idea, will never make it ingame....I still think someone should make it and workshop it any way. Who knows, Valve might actually (accidentally) add it ingame. (ooh, artistic rating! the doctor always said I was borderline artistic :v:)
[QUOTE=UserNotFound;44923596]Sweet jesus, I need these. I'm using a mixture of the stock killicons and Neodements (with permission from Neo of course) on my HLStatsX page. I even coded a custom plugin up to change the logclassnames of things like certain killing taunts with certain weapons (i.e. Saxxy Fencing, Spy-Cicle Backstab). Check out the weapons part of my HLStats: [URL="http://www.ungfamomg.net/hlstats"]www.ungfamomg.net/hlstats[/URL] I made my own Medic Shield killicon but it's weird looking (a dual-colored red/blue shield shape over top of an electrified little guy). It'd be nice to have a shield killicon for each medigun (except botkillers/festives because I don't track those separately) because I want to make a medic shield plugin modification using the plugin from alliedmods and make it use a different logclassname based on the players equipped medigun (i.e. shield_medigun, shield_kritzkrieg)[/QUOTE] New killicons \o/, yay. If you're interested in adding them in-game "manually", I can do it. I already released a killicons tracker 3 months ago on AlliedModders website: [URL]https://forums.alliedmods.net/showthread.php?p=2122806[/URL], with things like Sentry buster killicon, scorch taunt blahblah, would be cool if I had more killicons to implement. Headshots explosion kills are doable, medic shield killicon does not require plugins in itself but that must be pretty easy to edit the logclassname depending of what type of medigun the player is using (shield_kritz thing) , but tank crush seems to be a little bit more complicated.
[QUOTE=Hell-met;44923719]2 and 4 have potential. What about using the normal headshot icon, but replacing the tracer and the bullet with a yellow zap? either way, the bleed inflicted by the attack is what's causing the kill. I'm not sure how valve could implement it :S[/QUOTE] gave it a go [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_6.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_7.png[/IMG]
[QUOTE=Plaffy46;44930183]New killicons \o/, yay. If you're interested in adding them in-game "manually", I can do it. I already released a killicons tracker 3 months ago on AlliedModders website: [URL]https://forums.alliedmods.net/showthread.php?p=2122806[/URL], with things like Sentry buster killicon, scorch taunt blahblah, would be cool if I had more killicons to implement. Headshots explosion kills are doable, medic shield killicon does not require plugins in itself but that must be pretty easy to edit the logclassname depending of what type of medigun the player is using (shield_kritz thing) , but tank crush seems to be a little bit more complicated.[/QUOTE] I know of you then, my friend (and "plugin developer" for my steam group) abrandnewday took your plugin because it was much better coded than the one I made (with his help) and we recoded it and even added our own stuff to it. Oddly enough, I get an error from the bottle/Handshake broken/unbroken check where it's trying to check if "tf_weapon_shotgun" is broken. I'm debating on adding in Festive, Botkiller and Australium checking. and just re-using the standard killicons for each, but adding a secondary little icon (like a snowflake or a robot head or a gold brick) to the right of the killicon to indicate that it's a Festive/Botkiller/Australium kill. If I do this, I'm going to have to track each individual weapon kill (like a normal flamethrower kill) and then use if statements that check the item ID to determine which normal flamethrower it was (Botkiller, Festive, Australium). Lot o' work for such indepth tracking. Oh, to the person doing killicons: Can you do a Consistent Killicons' styled Fortified Compound kill icon? Here's the Huntsman for comparison [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/tf_projectile_arrow.png[/img]. I also added tracking for the "stab" taunt for doing it with the Huntsman and the Compound, but I'm not sure of how the killicon would look different between the two bows.. Also, here's my extremely crappy Medic Shield killicon that I talked about a few posts back: [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/entity_medigun_shield.png[/img] [b]EDIT:[/b] Actually I may be able to do a Fortified Compound icon myself using HLMV and Photoshop....it'll look like crap but I could probably do it....shit, I gotta leave for work.
[QUOTE=UserNotFound;44930232]I know of you then, my friend (and "plugin developer" for my steam group) abrandnewday took your plugin because it was much better coded than the one I made (with his help) and we recoded it and even added our own stuff to it. Oddly enough, I get an error from the bottle/Handshake broken/unbroken check where it's trying to check if "tf_weapon_shotgun" is broken. I'm debating on adding in Festive, Botkiller and Australium checking. and just re-using the standard killicons for each, but adding a secondary little icon (like a snowflake or a robot head or a gold brick) to the right of the killicon to indicate that it's a Festive/Botkiller/Australium kill. If I do this, I'm going to have to track each individual weapon kill (like a normal flamethrower kill) and then use if statements that check the item ID to determine which normal flamethrower it was (Botkiller, Festive, Australium). Lot o' work for such indepth tracking. Oh, to the person doing killicons: Can you do a Consistent Killicons' styled Fortified Compound kill icon? Here's the Huntsman for comparison [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/tf_projectile_arrow.png[/img]. I also added tracking for the "stab" taunt for doing it with the Huntsman and the Compound, but I'm not sure of how the killicon would look different between the two bows.. Also, here's my extremely crappy Medic Shield killicon that I talked about a few posts back: [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/entity_medigun_shield.png[/img] [b]EDIT:[/b] Actually I may be able to do a Fortified Compound icon myself using HLMV and Photoshop....it'll look like crap but I could probably do it....shit, I gotta leave for work.[/QUOTE] well i might have it done for you when you get back ;D
[QUOTE=UserNotFound;44930232]I know of you then, my friend (and "plugin developer" for my steam group) abrandnewday took your plugin because it was much better coded than the one I made (with his help) and we recoded it and even added our own stuff to it. Oddly enough, I get an error from the bottle/Handshake broken/unbroken check where it's trying to check if "tf_weapon_shotgun" is broken. I'm debating on adding in Festive, Botkiller and Australium checking. and just re-using the standard killicons for each, but adding a secondary little icon (like a snowflake or a robot head or a gold brick) to the right of the killicon to indicate that it's a Festive/Botkiller/Australium kill. If I do this, I'm going to have to track each individual weapon kill (like a normal flamethrower kill) and then use if statements that check the item ID to determine which normal flamethrower it was (Botkiller, Festive, Australium). Lot o' work for such indepth tracking. Oh, to the person doing killicons: Can you do a Consistent Killicons' styled Fortified Compound kill icon? Here's the Huntsman for comparison [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/tf_projectile_arrow.png[/img]. I also added tracking for the "stab" taunt for doing it with the Huntsman and the Compound, but I'm not sure of how the killicon would look different between the two bows.. Also, here's my extremely crappy Medic Shield killicon that I talked about a few posts back: [img]http://unfgaming.net/hlstats/hlstatsimg/games/tf/weapons/entity_medigun_shield.png[/img] [b]EDIT:[/b] Actually I may be able to do a Fortified Compound icon myself using HLMV and Photoshop....it'll look like crap but I could probably do it....shit, I gotta leave for work.[/QUOTE] Well, if you or your friend encounter difficulties when recoding it, don't forget me. I like to help people in need. [t]http://www.facepunch.com/fp/ratings/heart.png[/t]
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[QUOTE=Flubbman;44930857][IMG]http://puu.sh/94DTg/bbb6d48246.jpg[/IMG] Working on a Halloween item based on a concept drawn by my friend Arvid. [IMG]http://puu.sh/94DUz/19f7955ad1.jpg[/IMG][/QUOTE] It would probably be a good idea to have more progress before posting WIPs. There isn't really much to crit, however I'm not sure why you changed it from the concept so much, leaving out the main shapes that make it seem more like a cyborg implant rather than a mecha eye-patch.
I'm going to work the eyepatch into the design, turning the straps into cables. I will be adding the details so that it actually connects to his head. You have a point, I should've waited with this.
[QUOTE=UserNotFound;44930116]I have an idea for an item for this moonbase update: It's a floating, swirling portal and coming out of the portal is an alien hand holding a freakishly large anal probing device. The tip of the anal probing device is attached to each classes butt, so it looks like an alien is giving an anal probe through a wormhole. I know, bad idea, will never make it ingame....I still think someone should make it and workshop it any way. Who knows, Valve might actually (accidentally) add it ingame. (ooh, artistic rating! the doctor always said I was borderline artistic :v:)[/QUOTE] What do you guys think about new particle effects? [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/particle_effects/effect_editor_screenie.jpg[/IMG]
[QUOTE=ElderLolz;44923329]Honestly I would do something like this [IMG]http://puu.sh/93uxh.png[/IMG] It keeps the 3D-effect of the shield without making it too complex[/QUOTE] I agree, this looks better. I'm glad you used the less detailed medigun icon but more emphasis needs to be put on the shield in the picture. [QUOTE=Lexar;44923534]tryed many different things. used the electric blue from spy sapper icons. [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_2.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_3.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_4.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_5.png[/IMG] sorry for all the kill icon spam. This is just so fun =D[/QUOTE] For reasons Hell-met mentioned, I'd suggest using the second or fourth icons. It looks like every kill was a separate headshot otherwise.
[QUOTE=Lexar;44930231]gave it a go [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/sniper_mvm/sniper_explosive_6.png[/IMG] [/QUOTE] this one is perfect imo it doesn't have to be a real "explosion" regardless of the effect name
Might just dump my nights work here. If any of you want these, feel free to pm me for them. Fortified Compund (as a request from 404) [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/fortified_compound/fortified.png[/IMG] [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/fortified_compound/detailed.png[/IMG] all the different medigun icons. Stock: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/medigun.png[/IMG] Kritz: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/kritz_kreigh.png[/IMG] Quickfix: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/quickfix.png[/IMG] Vaccinator: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/vaccinator.png[/IMG] And just because, i will chuck in a detailed vaccinator [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/vaccinator_base_flat.png[/IMG] quickfix and vaccinator were done while i was drowsy so their quality may need to be improved. i'll fix them later if need be.
Could someone please provide a link to the loose cannon sound fix mod that was on here at some point? I saw it but didn't download it, and now I can't find it again. I think it sped up the charge sound so it actually matched the time you have to fire.
[t]http://i.imgur.com/7iBH7J8.png[/t] concept by cobalt [t]https://dl.dropboxusercontent.com/u/7666502/flug.png[/t] [t]https://dl.dropboxusercontent.com/u/7666502/BP.png[/t] [sp]worth a post? ya know, for kritz and whatnot?[/sp]
[QUOTE=Lexar;44932545]Stock: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/medigun.png[/IMG] Kritz: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/kritz_kreigh.png[/IMG] Quickfix: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/quickfix.png[/IMG] Vaccinator: [IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/kill_icons/medic_mvm/vaccinator.png[/IMG][/QUOTE] I think the shield should not have an outline in the icon, and maybe have a horizontal gradient.
Alright, I think I got most of the critiques on my hat fixed. The color scheme is more saturated, the band thicker, the top rim is smoother, and I tried to make the rim smoother but I can't seem to make it better than it is. The rim does look a bit smoother in the TF2 preview at least. In any case, have a look! Besides maybe needing some slight more smoothing on the rim, I'd say the hat's near completion. Let me know what you think. Also, I am planning on making the hat paintable as well. [IMG]http://i646.photobucket.com/albums/uu184/colin9102/287efa4a-dd67-4d59-85d0-61b9e17dc25c.jpg[/IMG]
has spankwire made something magnificent recently or i can still hate him for asshattery
[QUOTE=Rebbe;44934485]has spankwire made something magnificent recently or i can still hate him for asshattery[/QUOTE] yes maybe
[QUOTE=Insaneicide;44933670][t]http://i.imgur.com/7iBH7J8.png[/t] concept by cobalt [t]https://dl.dropboxusercontent.com/u/7666502/flug.png[/t] [t]https://dl.dropboxusercontent.com/u/7666502/BP.png[/t] [sp]worth a post? ya know, for kritz and whatnot?[/sp][/QUOTE] what is that plate in the middle suposed to be? body armor?
wouldn't that be almost unoticeable ingame though?
Does anyone know where the clean ubersaw texture is? I can't find it anywhere
[QUOTE=Ascar;44935596]Does anyone know where the clean ubersaw texture is? I can't find it anywhere[/QUOTE] Probably only in the German version of TF2. Edit: Why did I get a zing. That was a legitimate reply.
Got bored. Started working on some space suit thing for pyro. [img]http://puu.sh/95pw4/1ce8d21640.jpg[/img][img]http://puu.sh/95pOa/e58b7a7154.jpg[/img][img]http://puu.sh/95pWV/c58b0c8de7.jpg[/img] I want to do something with the pants to make it distinct, and worth the faces to replace the pants, but I can't think of anything. I also have the arm bands mirrored, so the pyro symbol is backwards on the left arm. May rework it so its not mirrored, or I may just remove it. The hat thing is a separate item, which I kinda want to make a misc. And the hood and arm bands are paintable. Everything is still wip though. The texture being the big issue.
So how would I dispute it as they did say if I think it was taken down wrongfully to contact them, yet this. [t]http://i.imgur.com/tN7CUPI.png[/t]
hey fellas! just wanted to say i love all y'all's items and stuff! I'm real close to posting some concepts i've been putting off till now sometime soon. also I finished my high school graduation just hours ago so i'm in a real good mood :dance:
[QUOTE=ImACrocketMan;44936389]hey fellas! just wanted to say i love all y'all's items and stuff! I'm real close to posting some concepts i've been putting off till now sometime soon. also I finished my high school graduation just hours ago so i'm in a real good mood :dance:[/QUOTE] Congrats, man! I expect to see your concepts soon.
Anyone happen to have the current promo PSD(s)? I'm hating how they aren't linked to in the OP anymore. [QUOTE=Ascar;44935596]Does anyone know where the clean ubersaw texture is? I can't find it anywhere[/QUOTE] Looking for these? :v: [i](Right click, "Save link as", save it as VTF to wherever)[/i] [url=http://unfgaming.net/public/downloads/TF2%20Beta%20%26%20Cut%20Content/materials/models/weapons/c_items/c_axtinguisher.vtf]Clean Axtinguisher[/url] [url=http://unfgaming.net/public/downloads/TF2%20Beta%20%26%20Cut%20Content/materials/models/weapons/c_items/c_ubersaw.vtf]Clean Ubersaw[/url] [i](I was asking for the promo PSD so I could surprise you with a proper promo'd release, but what the hell, I'll give 'em to you now anyway.)[/i]
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