• TF2 Emporium XXI
    5,003 replies, posted
j/w, but has anyone tried working on a Heavy Gaga wig? [img]http://i649.photobucket.com/albums/uu217/zombisicles/ladygagababy.png[/img]
[QUOTE=masterem243;23935608]j/w, but has anyone tried working on a Heavy Gaga wig? [IMG]http://i649.photobucket.com/albums/uu217/zombisicles/ladygagababy.png[/IMG][/QUOTE] That is a horrible idea.
[QUOTE=ZuXer;23935617]That is a horrible idea.[/QUOTE] I beg to differ.
I sir, beg to differ more. It's a terrible idea.
I'm indecisive.
[QUOTE=Reds;23935822]I sir, beg to differ more. It's a terrible idea.[/QUOTE] I dunno, I think it's a good idea. Heavy would look silly with a Lady Gaga wig! I'm not saying it's in massive demand, but it wouldn't be overall hated, no matter who's opinion. [img]http://img806.imageshack.us/img806/5641/heavygaga.png[/img]
[QUOTE=masterem243;23935872]I dunno, I think it's a good idea. Heavy would look silly with a Lady Gaga wig! I'm not saying it's in massive demand, but it wouldn't be overall hated, no matter who's opinion. [img]http://img806.imageshack.us/img806/5641/heavygaga.png[/img][/QUOTE] Great. Thanks for giving me nightmares...
That's hawt I want that gaga wig.
[QUOTE=Reds;23935917]Great. Thanks for giving me nightmares...[/QUOTE] Well, it is based off the song. [url]http://www.youtube.com/watch?v=TKTIfXTd32M[/url]
Could someone be so kind and explain or offer a tutorial on how to make team colored hats?
[QUOTE=kevlar jens;23935961]Could someone be so kind and explain or offer a tutorial on how to make team colored hats?[/QUOTE] Have you tried decompiling a team colored hat. Like hotrod or football helmet?
[QUOTE=Sir Hobo;23933647]Progress! Larger coils to reduce tricount, because Im an idiot and dont know what normal maps are. [img_thumb]http://img12.imageshack.us/img12/2526/maya2010080915193500.png[/img_thumb] Do you think its better big or small coils? Im gonna work out what a normal map is now[/QUOTE] Smaller coils look better.
[QUOTE=Communist Cake;23926588]Holy shit that's awesome. But I can see why Valve dropped it. It's too distracting, but I'd use it anyway.[/QUOTE] Kinda stupid point that it's distracting though, I mean the Minigun's size obscuring the screen is more of an obstruction, you don't see them removing view models. Whoever player tested and made that point should die a horrible death, to bo honest I can see it being distracting due to it's awesomeness but once you get used to seeing it I hardly think it will be as such. Come to think of it when I first played the game there was a bunch of stuff that distracted me, I guess if you're used to it you want pay attention to that stuff.
Hey, Gerre down at polycount is making a Radigan model. I sure as hell like it. What do you guys think? [img]http://i33.tinypic.com/28ui5ax.jpg[/img] [img]http://i38.tinypic.com/2cmvocg.jpg[/img] [img]http://i33.tinypic.com/2rd81uh.jpg[/img]
Yeah I've seen this, I can't wait. He says he doesn't plan to do faceposing however.
I see a hellboy in the engy's future.
[QUOTE=NeoDement;23937308]Yeah I've seen this, I can't wait. He says he doesn't plan to do faceposing however.[/QUOTE] Gerre should do faceposing! That would definitely make the model.
[QUOTE=Phil5991;23936055]Have you tried decompiling a team colored hat. Like hotrod or football helmet?[/QUOTE] Yeah, edited my qc to fit the viking helmet's qc and made the additional vtf and vmt needed. Didn't work, so I'm guessing there's more to it.
show us the qc
qc [code]$cd "C:\Users\Jens\3D\tf2 stuff\lets do this\hats\siberian" $modelname "player\items\soldier\soldier_domination.mdl" $model "Body" "siberian.smd" $cdmaterials "\models\player\items\soldier\" $texturegroup skinfamilies { { "models/player/items/soldier/siberian.vmt" } { "siberian_red.vmt" } } $hboxset "default" $hbox 0 "bip_head" -4.712 -9.009 -5.734 4.712 0.007 4.244 // Model uses material "\models\player\items\soldier\siberia.vmt" // Model uses material "siberian_red.vmt" $surfaceprop "wood" $illumposition 0.349 0.000 80.672 $sequence idle "idle" fps 30.00[/code] and the vmt if it's to any interest [code]"VertexLitGeneric" { "$baseTexture" "models/player/items/soldier/siberian" "$bumpmap" "models\effects\flat_normal" "$detail" "effects/tiledfire/fireLayeredSlowTiled512.vtf" "$detailscale" "5" "$detailblendfactor" .01 "$detailblendmode" 6 "$yellow" "0" "$phong" "1" "$phongexponent" "25" "$phongboost" "2" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" "$phongfresnelranges" "[1.25 .5 2]" "$basemapalphaphongmask" "1" "$rimlight" "1" // To enable rim lighting (requires phong) "$rimlightexponent" "4" // Exponent for phong component of rim lighting "$rimlightboost" "2" // Boost for ambient cube component of rim lighting // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "AnimatedTexture" { "animatedtexturevar" "$detail" "animatedtextureframenumvar" "$detailframe" "animatedtextureframerate" 30 } "BurnLevel" { "resultVar" "$detailblendfactor" } "YellowLevel" { "resultVar" "$yellow" } "Equals" { "srcVar1" "$yellow" "resultVar" "$color2" } } } [/code]
Not sure why I didn't just paste this at you in the first place, but here's how it shoud look: [code]$texturegroup skinfamilies { { "hat" } { "hat_blue" } }[/code]
Cool, works now. Thanks for the help, Neo.
[QUOTE=Frostbite;23932418][URL=http://imgur.com/0rqYv.jpg][IMG]http://imgur.com/0rqYvl.jpg[/IMG][/URL] Well I'm trying to model the medieval helmet (or at least a variation of it), and learning Blender 2.5's UI and keyboard shortcuts. I can't find any smoothing options. I'm open to suggestions though. It's obviously not complete (Trying to get the little feather modelled correctly) I'll probably restart from scratch tomorrow.[/QUOTE] Currently blender 2.53 is unfit for content creation. It can be done, but there's no exporters that work, if I recall. For the most part, making edges sharp, and using the edgesplit modifier work the same as they did in 2.49.
GOt normal maps working :D A pic of it in-game [img_thumb]http://img836.imageshack.us/img836/5360/hl22010080922515335.png[/img_thumb]
[QUOTE=JoshuaC;23938426]Currently blender 2.53 is unfit for content creation. It can be done, but there's no exporters that work, if I recall. For the most part, making edges sharp, and using the edgesplit modifier work the same as they did in 2.49.[/QUOTE] [url]http://developer.valvesoftware.com/wiki/Blender#SMD_scripts[/url] And I meant making it smooth instead of showing it's ugly faces. Can't even find an option for it.
[QUOTE=Frostbite;23938658][url]http://developer.valvesoftware.com/wiki/Blender#SMD_scripts[/url] And I meant making it smooth instead of showing it's ugly faces. Can't even find an option for it.[/QUOTE] [quote]This script exports all bones with rotations of (0,0,0) and cannot handle animations.[/quote] Yeah, that would still mean it's unfit for making items. Just select your object, and on the left hand menu under shading hit smooth.
[QUOTE=Frostbite;23932418][URL=http://imgur.com/0rqYv.jpg][IMG]http://imgur.com/0rqYvl.jpg[/IMG][/URL] Well I'm trying to model the medieval helmet (or at least a variation of it), and learning Blender 2.5's UI and keyboard shortcuts. I can't find any smoothing options. I'm open to suggestions though. It's obviously not complete (Trying to get the little feather modelled correctly) I'll probably restart from scratch tomorrow.[/QUOTE] I love Queens of the Stone Age. /offtopic
[img]http://i199.photobucket.com/albums/aa211/pietony/Stickybomb1-1.png[/img] Sorry about this one, I'm feeling a bit uninspired and it seems to have been reflected onto my work. [editline]05:21PM[/editline] MEANWHILE, IN INSPIRED TOWN, THE PEOPLE WERE REJOICING. [img]http://i199.photobucket.com/albums/aa211/pietony/plunderbuss.png[/img]
[QUOTE=masterem243;23937258][img]http://i33.tinypic.com/2rd81uh.jpg[/img][/QUOTE] That's just amazing! I would like to see it in Gmod, in MY gmod :3. Could someone try make facepose'able ?
@Pie_Tony, would you mind if I modeled that, or are you working on it?
Sorry, you need to Log In to post a reply to this thread.