(It's about time I got back to this) I figured out how to compile the spy model, I do need to fix the textures, but how do I get him into the game as a replacement player model?
[QUOTE=Stiffy360;45006455]It's the way lightmaps work. I guess just try to have the displacements barely intersect would be best. or just disable them from casting shadows?[/QUOTE]
that would make sense, the bottom displacement cuts under the hill about 6 feet or so.
[I]The Unlucky Landing
[/I]
[t]http://cloud-2.steampowered.com/ugc/776056901489197178/8DA5B6C67A626A7E2D4185D942ED045CDA52CB57/[/t]
[URL]http://steamcommunity.com/sharedfiles/filedetails/?id=267579432[/URL]
An item collab between me and Sedimentary Socks.
[QUOTE=ikes;45004594][IMG]http://puu.sh/9fO6m/f964f3726c.jpg[/IMG]
is there any way to disable these shadows/ambient occlusion in hammer? at the top where two displacements meet there is none, but there is this annoying shadow at the bottom.[/QUOTE]
sew your displacements. if they overlap eachother, they will still generate shadows in the lightmaps and thus you get this bad effect.
Due to the ethos of the Emporium, I figured it only right that I share progress upon mods.tf.
I will also make it 100% open source when development starts in earnest.
But for now, behold the first pass of the database design!
[t]http://smash.mn/s/1401995907.png[/t]
The most complicated system I've designed to date. Should be fun.
If anyone has any suggestions of additional fields, or tables that I should add; feel free to let me know!
Hey guys. Since I'm fairly new to weapon texturing, I have a quick question
I read Swizzle's guide on texturing, but do I need to set my brush strokes / edge highlights to a certain setting, to give them a "worn out" look?
[IMG]http://imgur.com/Uwbqm5F.jpg[/IMG]
Also, will editing the Opacity / Fill do me any good?
[IMG]http://imgur.com/FYzcmIo.jpg[/IMG]
can a mod have multiple users? eg wouldnt you want uploaded_by in mod_image so you know who uploaded what image
Congrats to Sexy Robot and Square for getting featured on the blog :)
[QUOTE=blueNES;45008988]Hey guys. Since I'm fairly new to weapon texturing, I have a quick question
I read Swizzle's guide on texturing, but do I need to set my brush strokes / edge highlights to a certain setting, to give them a "worn out" look?
[IMG]http://imgur.com/Uwbqm5F.jpg[/IMG]
Also, will editing the Opacity / Fill do me any good?
[IMG]http://imgur.com/FYzcmIo.jpg[/IMG][/QUOTE]
nope, shouldn't be touching any of those for the brush strokes/edge highlights layers
you can play with the opacity if you want though, if you notice a layer is too strong near the end and want a quick fix.
[QUOTE=Kwaq;45009001]can a mod have multiple users? eg wouldnt you want uploaded_by in mod_image so you know who uploaded what image[/QUOTE]
Very good idea.
Made a change.
[t]http://smash.mn/s/1401997118.png[/t]
It seems Sims_doc's wrenches are now in the workshop. I personally like the wooden one, even though its shape is way too similar to the stock wrench.
[QUOTE=Flubbman;45009014]Congrats to Sexy Robot and Square for getting featured on the blog :)[/QUOTE]
Sounds an awful lot like Soldier might get a parachute secondary. That sounds super fun.
[QUOTE=Smashman;45008979]Due to the ethos of the Emporium, I figured it only right that I share progress upon mods.tf.
I will also make it 100% open source when development starts in earnest.
But for now, behold the first pass of the database design!
The most complicated system I've designed to date. Should be fun.
If anyone has any suggestions of additional fields, or tables that I should add; feel free to let me know![/QUOTE]
Oh man, this is taking me back to my database class that I didn't do so well in. :/
!!!!!!!!!!
Now I want this knife as a mod. Would be great if valve surprised us with this as a new melee for soldier.
[t]http://cloud-2.steampowered.com/ugc/848078277496473919/30E5D5337EAAEBCA7875D758ADF2C3B35F9C9E8B/[/t]
[QUOTE=TheJukebox;45009233]Oh man, this is taking me back to my database class that I didn't do so well in. :/[/QUOTE]
Thankfully, I did do well in database!
[QUOTE=dolphin;45009283]!!!!!!!!!!
Now I want this knife as a mod. Would be great if valve surprised us with this as a new melee for soldier.
[t]http://cloud-2.steampowered.com/ugc/848078277496473919/30E5D5337EAAEBCA7875D758ADF2C3B35F9C9E8B/[/t][/QUOTE]
Wait, the parachute was part of the set that contained the Cloud Crasher?
Oh boy, here's me hopping that they add weapons from the Fashionable Megalomaniac set, too.
[QUOTE=Omninerd;45009654]Wait, the parachute was part of the set that contained the Cloud Crasher?
Oh boy, here's me hopping that they add weapons from the Fashionable Megalomaniac set, too.[/QUOTE]
Plus Neo's flamethrower from that cosmetic set.
Anyone have an alternate link to Ritz's Remastered Items?
I get this [url]https://dl.dropboxusercontent.com/u/13972822/Team%20Fortress%202/Remastered%20Items/Mod%20Release/Ritz_Remastered_Items.zip[/url]
[QUOTE=Snood_1990;45009765]Plus Neo's flamethrower from that cosmetic set.[/QUOTE]
Or any of those medic weapons from svdl's hazmat medic set.
[IMG]http://i.gyazo.com/6d70e4557ae0d36e6e087c69fa71497f.png[/IMG]
wip textures by smasters :smile:
[QUOTE=Snood_1990;45009765]Plus Neo's flamethrower from that cosmetic set.[/QUOTE]
jinx'd it
I found some more time to work on this. I'm not going to add the ponytail to the mohawk, but I might add some detail to it. Other than that I'm pretty happy with the models.
The more I work on this, the more I want it to put it on the workshop. Think it would survive on the workshop or is it to close for comfort? The clothing is pretty generic for the most part and several key details are missing. Perhaps if I remove the turtle shells and add more generic pauldrons?
[IMG]http://img.photobucket.com/albums/v170/DarkTwist/Bebop2_zpsb161e063.png[/IMG][IMG]http://img.photobucket.com/albums/v170/DarkTwist/tmntbebop_zps544b1c0c.jpg[/IMG]
Made a Jacket Hoodie Concept for Heavy
[img]http://i.imgur.com/H3HEC3D.png[/img]
Any Suggestions how to improve ?
If not, its for grabs
[QUOTE=RetroMike;45011059]I found some more time to work on this. I'm not going to add the ponytail to the mohawk, but I might add some detail to it. Other than that I'm pretty happy with the models.
The more I work on this, the more I want it to put it on the workshop. Think it would survive on the workshop or is it to close for comfort? The clothing is pretty generic for the most part and several key details are missing. Perhaps if I remove the turtle shells and add more generic pauldrons?
[IMG]http://img.photobucket.com/albums/v170/DarkTwist/Bebop2_zpsb161e063.png[/IMG][IMG]http://img.photobucket.com/albums/v170/DarkTwist/tmntbebop_zps544b1c0c.jpg[/IMG][/QUOTE]
go for generic pauldrons, I say.
I would really want those shoes at least, Maybe do change the shoulder guards into something generic and keep the turtle shells one as a mod or whatnot.
Remember that old Abe Lincoln concept I did long ago? Well let's just say I removed the whole Lincoln aspect and made it into something silly.
[t]http://i.imgur.com/dzRakZ8.png[/t]
Also this item is up for grabs. Pm me if you want to grab it, or post here.
Don't worry they'll be more serious concepts coming soon.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=267693214][img]http://cloud-4.steampowered.com/ugc/487826525344162933/C8AB2D200D80D61740DDAAD2D842688F3F6DADA4/[/img][/url]
probs not the best scout shirt out there but hey
[QUOTE=DeRosaJ;45011679][url=http://steamcommunity.com/sharedfiles/filedetails/?id=267693214][img]http://cloud-4.steampowered.com/ugc/487826525344162933/C8AB2D200D80D61740DDAAD2D842688F3F6DADA4/[/img][/url]
probs not the best scout shirt out there but hey[/QUOTE]
i rlly like its simplicity
[QUOTE=DeRosaJ;45011679][url=http://steamcommunity.com/sharedfiles/filedetails/?id=267693214][img]http://cloud-4.steampowered.com/ugc/487826525344162933/C8AB2D200D80D61740DDAAD2D842688F3F6DADA4/[/img][/url]
probs not the best scout shirt out there but hey[/QUOTE]
I like it, looks like it could go well with a lot of hats.
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