• TF2 Emporium XXI
    5,003 replies, posted
[QUOTE=kevlar jens;23834152]Blocking in the base colors, no detail yet apart from some AO. [img_thumb]http://imgur.com/Hzhiq.jpg[/img_thumb] Please tell me what you think.[/QUOTE] Is there supposed to be a gap between the bottom flap and the top cap? 'cause it's pretty obvious from the side.
Yup.
Hecates, your Icons look really great, but many people like me have hard times with scripts. I don't feel comfortable with this icon pack alongside Neo's icons, and I won't be using them...
[QUOTE=ArsonBoy5996;23835423]Hecates, your Icons look really great, but many people like me have hard times with scripts. I don't feel comfortable with this icon pack alongside Neo's icons, and I won't be using them...[/QUOTE] This. I just want my Improved Sniper Rifle Icon...
I'm still working on an installer for my icons. It will support custom icons too. Then there'll be no reason not to use them both. [editline]01:16AM[/editline] [QUOTE=kevlar jens;23834657]Are you talking about the rimlighting (which I have toned down now) or the tan color itself?[/QUOTE] I think the whole thing should be darker, and the tan colour itself should be even darker.
[QUOTE=kevlar jens;23832600]I'm just going to see how he did the shades.[/QUOTE] If you're into shades that are made out of cardboard than that's a good idea. Otherwise, use Sniper's shades as a base.
[QUOTE=ArsonBoy5996;23835423]Hecates, your Icons look really great, but many people like me have hard times with scripts. I don't feel comfortable with this icon pack alongside Neo's icons, and I won't be using them...[/QUOTE] Come on, it's not that complicated. [QUOTE=AkujiTheSniper;23835716]This. I just want my Improved Sniper Rifle Icon...[/QUOTE] Couldn't make it work or didn't give it a try? Just paste: [code] --- "d_sniperrifle" { "file" "HUD/NewKillIcons/d_NewKillIcons" "x" "0" "y" "256" "width" "115.5" "height" "32" } "dneg_sniperrifle" { "file" "HUD/NewKillIcons/dneg_NewKillIcons" "x" "0" "y" "256" "width" "115.5" "height" "32" } --- [/code] on the end of the script. There is your new sniperrifle.
I'm having fucking zero luck with these scripts. God dammit.
[QUOTE=Zebus;23831106]PMs people. and also no, but unless she is an engineer skin, not relevant. [/QUOTE] well... it's an engineer... that probably was taken from rule63... am i right?
Ashton says there was a Panzerfaust model and or idea floating around awhile ago, anyone ever heard of it
[QUOTE=Left4Meds;23838231]Ashton says there was a Panzerfaust model and or idea floating around awhile ago, anyone ever heard of it[/QUOTE] No, I said the idea had been done a thousand times, Panzerfaust: [img]http://www.whq-forum.de/cms/uploads/pics/panzerfaust3-01.jpg[/img]
Penguin UV mapped and custom textured in Softimage Mod Tool. Still can't find out what went wrong with getting the textures in tf2 though. [img]http://img341.imageshack.us/img341/765/penguinuvmapped.png[/img] As a [b]dumb[/b] question, do I have to assign my texture to my model before I export it to an smd?
[QUOTE=Sir Hobo;23838303]Penguin UV mapped and custom textured in Softimage Mod Tool. Still can't find out what went wrong with getting the textures in tf2 though. [img]http://img341.imageshack.us/img341/765/penguinuvmapped.png[/img] As a [b]dumb[/b] question, do I have to assign my texture to my model before I export it to an smd?[/QUOTE] Yes.
When i am open Milshape to apply my model to v_model, and going to groups, o see this: [img]http://img830.imageshack.us/img830/8134/render2f.jpg[/img] Help me please.
[url=http://www.mediafire.com/?2yti522knfdb54q][img]http://img706.imageshack.us/img706/8/prawmo.png[/img][/url] There you go.
Okay seen as i have the day off work i i was thinking i would give compiling the rest of Norron's pack a shot so i got this [code]writing d:\program files\steam\steamapps\baronvonfail\team fortress 2\tf\models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl: Error opening d:\program files\steam\steamapps\baronvonfail\team fortress 2\tf\models/weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl! (Check for write enable)[/code] Where did i go wrong? [code] $cd "D:\My Documents\Downloads\Norron PolycountPack\Axplosion\Export" $modelname "weapons/c_models/c_axtinguisher/c_axtinguisher_pyro.mdl" $model "c_fireaxe_reference" "Axplosion.SMD" $cdmaterials "materials\models\weapons" $texturegroup skinfamilies { { "Axplosion_RED.vmt" } { "Axplosion_BLU.vmt" } } $hboxset "default" $hbox 0 "weapon_bone" -2.407 -7.223 -7.864 2.991 31.018 13.627 // Model uses material "Axplosion_RED.vmt" // Model uses material "Axplosion_BLU.vmt" $surfaceprop "metal" $illumposition 2.882 0.292 11.898 $sequence idle "idle" fps 30.00 $collisionmodel "Axplosion.SMD" { $mass 4.0 $inertia 1.00 $damping 0.00 $rotdamping 4.00 }[/code] Also this model have a spec map how do i include that into the model?
I'm no expert at compiling so NeoDement/Daimao/Royzo/Someotherexpert will probably say I'm wrong, but have you tried compiling it as a Half-Life 2 model, then move the compiled model into the original folder?
Hrmm. WOuld anyone kindly help me to apply my texture correctly to my model and export it to an smd? Ive tried it a lot, but my use of multiple modeling programs has made it impossible for me. [editline]05:58PM[/editline] If you wouldint mind, please pm me
[QUOTE=BaronVonFail;23842795] Where did i go wrong? Also this model have a spec map how do i include that into the model?[/QUOTE] The folders must be created before compiling. The compiler will not generate them.
[QUOTE=pedrus24;23843836]The folders must be created before compiling. The compiler will not generate them.[/QUOTE] Ah thank you kindly
[QUOTE=Kefirman;23841463]When i am open Milshape to apply my model to v_model, and going to groups, o see this: [img]http://img830.imageshack.us/img830/8134/render2f.jpg[/img] Help me please.[/QUOTE] I just deleted them, didn't seem to affect anything.
Really? Oh, you saved me.
This is definatly my favorite TF2 thread. :buddy:
Anyone know how much longer this emporiums going to last? I heard 100 pages, but it keeps going...
20 more pages I think.
post limit is 5000
[QUOTE=Omolong;23844284]20 more pages I think.[/QUOTE] You'd be correct.
[QUOTE=Reds;23844253]Anyone know how much longer this emporiums going to last? I heard 100 pages, but it keeps going...[/QUOTE] It's 126 pages or 5000 posts
Can anybody help me with compiling? I'm really dumb at it.
[QUOTE=Reds;23844253]Anyone know how much longer this emporiums going to last? I heard 100 pages, but it keeps going...[/QUOTE] It will never stop. Facepunch will be swallowed by it.
Sorry, you need to Log In to post a reply to this thread.