• TF2 Emporium 59:
    7,636 replies, posted
[QUOTE=ImACrocketMan;44936389]also I finished my high school graduation just hours ago so i'm in a real good mood :dance:[/QUOTE] Aw snap, i'm bout to graduate tomorrow.
Same here! Except that's on friday.
[QUOTE=coolaida14;44936761]Aw snap, i'm bout to graduate tomorrow.[/QUOTE] Me too! Holy shiiiiiii
I graduated back in 2007. I feel so old (I'm 26) :suicide:
[QUOTE=UserNotFound;44936848]I graduated back in 2007. I feel so old (I'm 26) :suicide:[/QUOTE] Don't worry, it just means that when we get shipwrecked you'll be one of the first eaten.
those are very emporium related posts
Was there ever a Buzz Axe (Borderlands 2, Krieg) weapon replacement that was finished?
[QUOTE=Punchy;44936887]those are very emporium related posts[/QUOTE] We've gone the ways of the train in Uncharted 2. I vow to stop here.
[QUOTE=UserNotFound;44936744]Anyone happen to have the current promo PSD(s)? I'm hating how they aren't linked to in the OP anymore.[/QUOTE] Still looking for the promo PSDs people. Many blowjobs to whomever provides the PSDs.
[url]http://facepunch.com/showthread.php?t=1276235[/url] they're at the bottom of this OP [url=http://dl.dropbox.com/u/39556064/ModPromo.zip][img]http://dl.dropbox.com/u/39556064/PromoSources.png[/img][/url]
[QUOTE=UserNotFound;44937198]Still looking for the promo PSDs people. Many blowjobs to whomever provides the PSDs.[/QUOTE] [url="https://dl.dropboxusercontent.com/u/8581927/Mod%20Releases/Emporium%20Mod%20Release%20Promos.zip"][img]http://i.imgur.com/5WyVhlX.png[/img][/url] they're kinda on the front page actually
[QUOTE=UserNotFound;44937198]Still looking for the promo PSDs people. [B]Many blowjobs to whomever [/B]provides the PSDs.[/QUOTE] [QUOTE=NeoDement;44937212][url]http://facepunch.com/showthread.php?t=1276235[/url] they're at the bottom of this OP [url=http://dl.dropbox.com/u/39556064/ModPromo.zip][img]http://dl.dropbox.com/u/39556064/PromoSources.png[/img][/url][/QUOTE] good luck with that
[QUOTE=DrPyspy;44937227][url="https://dl.dropboxusercontent.com/u/8581927/Mod%20Releases/Emporium%20Mod%20Release%20Promos.zip"][img]http://i.imgur.com/5WyVhlX.png[/img][/url] they're kinda on the front page actually[/QUOTE] [QUOTE=NeoDement;44937212][url]http://facepunch.com/showthread.php?t=1276235[/url] they're at the bottom of this OP [url=http://dl.dropbox.com/u/39556064/ModPromo.zip][img]http://dl.dropbox.com/u/39556064/PromoSources.png[/img][/url][/QUOTE] How the fuck did I miss these? Oh wait, I didn't look at the bottom. Damn me to hell. Now I gotta give blowjobs to you two :suicide: [QUOTE=Punchy;44937230]good luck with that[/QUOTE] I get it, cause Neodement is a girl (I think, no offense if you're not)
Neo's a girl? What else was I not told?
[QUOTE=Falkok15;44937279]Neo's a girl? What else was I not told?[/QUOTE] hitler did nothing wrong
[QUOTE=Falkok15;44937279]Neo's a girl? What else was I not told?[/QUOTE] The tooth fairy is real, and is a 46 year old man from Brooklyn who breaks into your house at night, steals your teeth (often right out of your mouth) and brings them back to his low rent apartment in the ghetto to add them to the pile that he lays on top of while touching himself.
How is that one gib mod doing? Its been a long time since I've seen any screenshots of it. I am getting really tired of these very ugly gibs.
[QUOTE=Druidlyclean;44937357]How is that one gib mod doing? Its been a long time since I've seen any screenshots of it. I am getting really tired of these very ugly gibs.[/QUOTE] I think it went into mod oblivion because the guy who was making them fell off the face of the earth.
[QUOTE=ElderLolz;44935111]Yoyo, I did a thing with the shield again Medigun: [IMG]http://puu.sh/95gPV/ee3eb91bd5.png[/IMG] Kritz: [IMG]http://puu.sh/95gMT/04b66bd524.png[/IMG] Quickfix: [IMG]http://puu.sh/95gRc/0c0b1c2d30.png[/IMG] Vaccinator: [IMG]http://puu.sh/95gS5/794ac98db8.png[/IMG] <2[/QUOTE] Will vector these better new shields up. infact, i'll upload both shield versions for all 4. is there anything i need to know about the kill icons for them to work? like transparency... alpha channels... that sorta thing. [editline]29th May 2014[/editline] Wait, never mind. i found out they are a kill icon sheet with alpha channels applied. will be releasing both negative and normal kill icons sheets.
Okay I figured out what my models are doing. Somehow they're shrinking somewhere in the conversion so that when I take a look at them in TF2, they're slightly smaller than they should be. What the hell.
[QUOTE=Falkok15;44937279]Neo's a girl? What else was I not told?[/QUOTE] We found the Higgs Boson. I know, shocking.
I love how i got rated late when that was the joke
EDIT: just tested this on a more complex model, and it isn't as good as the other one. Probably should've tested more models first >_> whatever, im still leaving this here since it took forever to type out EDIT2: turns out i was using the wrong blender version. used the new one and its much better Ok, so I know that one reason why some people don't use blender is because of the way that it handles smoothing groups when transferring the model file to people who use 3ds max. But, the test version of 2.71 has an updated FBX exporter that seems to add the sharp edges in blender as normal smoothing groups! Usually when you export something from blender with the sharp edges, its splits them. That's a bit of a weird way of making it so the model has proper shading, but when you import it into max, you either have to leave it with the split edges, or remove the double vertices and re-do the smoothing, which can be a pain. But with this new version, I managed to export a model as FBX and got it to have smoothing groups based on the regular way of doing it in blender. It isn't perfect, but its a lot better than redoing the groups or having split edges. Here's how I did it (I hope this isn't old news): 1. Download the test version of Blender 2.71 here [url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71#Blender_2.71_Release_Notes[/url] 2. Make sure your 3DS Max FBX importer is up to date [url]http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694994[/url] 3. Make your model with sharp edges like normal in blender 4. Export it as FBX with these settings [IMG]http://i.imgur.com/q8aeVck.png[/IMG] Make sure "Apply Modifiers" is off and "Smoothing" is set to "Edge". 5. Import your FBX in max with these settings [IMG]http://i.imgur.com/nb3zLYd.png[/IMG] Check "Smoothing Groups" in "Geometry" and un-check "Animation" in "Animation". Having animation checked got me some weird looking bones. 6. Click ok and this is what I had. [IMG]http://i.imgur.com/OD6nMkI.png[/IMG] [IMG]http://i.imgur.com/NaZRuvH.png[/IMG] As you can see, I can move a vertex on the border of a smooth group without it disconnecting, as it would normally do, due to the split edges. [IMG]http://i.imgur.com/yQiCh1J.png[/IMG][IMG]http://i.imgur.com/Ew5Zm79.png[/IMG] It also has regular, editable smoothing groups. And that's how I did it. Again, it's not perfect. Some groups aren't exactly how I wanted them, and there were still a few doubled vertices that I had to remove, but it seems a lot easier than re-doing all of them. Let me know if this works for you guys too!
Howdy, it's been over a year already. Anyway, here went my last night. Did anyone make it before? [img]http://i.imgur.com/wt8b0bK.jpg[/img] ps: You can't see it in the picture but the blade has a pulse (I finally had an occasion to make use of "Proxies"{"Sine"{}} Does Facepunch support webm? I'll see if I can make one to show you,
[QUOTE=dongalator;44939176]EDIT: just tested this on a more complex model, and it isn't as good as the other one. Probably should've tested more models first >_> whatever, im still leaving this here since it took forever to type out EDIT2: turns out i was using the wrong blender version. used the new one and its much better Ok, so I know that one reason why some people don't use blender is because of the way that it handles smoothing groups when transferring the model file to people who use 3ds max. But, the test version of 2.71 has an updated FBX exporter that seems to add the sharp edges in blender as normal smoothing groups! Usually when you export something from blender with the sharp edges, its splits them. That's a bit of a weird way of making it so the model has proper shading, but when you import it into max, you either have to leave it with the split edges, or remove the double vertices and re-do the smoothing, which can be a pain. But with this new version, I managed to export a model as FBX and got it to have smoothing groups based on the regular way of doing it in blender. It isn't perfect, but its a lot better than redoing the groups or having split edges. Here's how I did it (I hope this isn't old news): 1. Download the test version of Blender 2.71 here [url]http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.71#Blender_2.71_Release_Notes[/url] 2. Make sure your 3DS Max FBX importer is up to date [url]http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694994[/url] 3. Make your model with sharp edges like normal in blender 4. Export it as FBX with these settings Make sure "Apply Modifiers" is off and "Smoothing" is set to "Edge". 5. Import your FBX in max with these settings Check "Smoothing Groups" in "Geometry" and un-check "Animation" in "Animation". Having animation checked got me some weird looking bones. 6. Click ok and this is what I had. As you can see, I can move a vertex on the border of a smooth group without it disconnecting, as it would normally do, due to the split edges. It also has regular, editable smoothing groups. And that's how I did it. Again, it's not perfect. Some groups aren't exactly how I wanted them, and there were still a few doubled vertices that I had to remove, but it seems a lot easier than re-doing all of them. Let me know if this works for you guys too![/QUOTE]Unrelated, but I have a pretty important question. I read a few pages back that future versions of Blender would allow editing vertex normals. Is this present in this version?
neat [vid]https://dl.dropboxusercontent.com/u/33846352/hl2%202014-05-29%2010-33-30-98.webm[/vid] ps: for the people here who don't know where it comes from [media]http://www.youtube.com/watch?v=RT55lch6y_U[/media]
[QUOTE=Flubbman;44939389]Unrelated, but I have a pretty important question. I read a few pages back that future versions of Blender would allow editing vertex normals. Is this present in this version?[/QUOTE] It's in "stage 1", so it apparently only works in the 3D view and rendering, but not exporting. And I'm not sure how to access it, so I'm not completely sure on that.
[QUOTE=Deity Link;44939428]neat [vid]https://dl.dropboxusercontent.com/u/33846352/hl2%202014-05-29%2010-33-30-98.webm[/vid] ps: for the people here who don't know where it comes from [media]http://www.youtube.com/watch?v=RT55lch6y_U[/media][/QUOTE] I hope it's going to have voice lines from the sword.
[QUOTE=Ax3l;44939520]I hope it's going to have voice lines from the sword.[/QUOTE] Oh boy this is genius. I forgot about all the "heads heads headsss...." lines of the eyelander, I could just replace them. Now, all I need is a bunch of clean lines from the narrator. sadly we can't extract them from the game to my knowledge. I'll have to record them manually.
My new map is finally released! It's a training map where you can fight the AI bots inside an arena. Walkway bots run in a straight line, these ones really try to emulate players. They may have retarded gamesense and teamwork, but in 1v1 situations they can be worthy opponents if you have no one else to play with. You can get more info by clicking this: [url=http://forums.tf2maps.net/showthread.php?t=22584][img]http://i.imgur.com/JBtDWa3.png[/img][/url] [t]http://i.imgur.com/rkEDLNF.jpg[/t] [t]http://i.imgur.com/9ZuoZmf.jpg[/t] [t]http://i.imgur.com/NdGrDXt.jpg[/t]
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