• TF2 Emporium XXI
    5,003 replies, posted
If you code it for me :v:
[QUOTE=NeoDement;23420792]What's wrong with it? Upside down or something[/QUOTE] The killicon's guitar is left-handed, the Engie's one is right-handed. So the pick guard would look like this - [IMG]http://i26.tinypic.com/zv1lyt.png[/IMG]
I just noticed the rifle and the bodyshot icon overlap. Yes, i'm aware it's a WIP.
So don't say anything.
[QUOTE=Boba_Fett;23381686]Someone should make a 40k power fist. [img]http://img801.imageshack.us/img801/2506/fist.jpg[/img] It's a classic, only being surpassed in age by Fisto's metal glove. [img]http://i103.photobucket.com/albums/m156/mwbworld/He%20Man%20and%20She%20Ra/fisto.jpg[/img][/QUOTE] If no one has done this yet, I'll try my hand at it. Alas, I have no 3dsmax at the moment, so it may take a while.
[QUOTE=swampie;23420672]damn when i uv map using unwrap pro 3d, i get this: [IMG]http://filesmelt.com/dl/howtofix.PNG[/IMG] and when i use any other settings, i get that or extreme smoothing errors[/QUOTE] anyone?
I tried with a heavy weave texture as suggested [IMG]http://img193.imageshack.us/img193/4391/hatoe.png[/IMG]
Hey Shugo, I'd really appreciate your help. I tried adding completely new sounds for the Frontier Justice. I edited the items_game.txt, and ingame the FJ doesn't use the Shotgun sounds anymore now, but it uses no sounds at all. I checked the console whether it gave me some errors or not, but there's no error. Here's the code from my items_game.txt [code]"visuals" { "sound_single_shot" "Weapon_Justice.Single" "sound_burst" "Weapon_Justice.SingleCrit" }[/code] The sounds are currently named [B]justice_shoot[/B] and [B]justice_shoot_crit[/B]. Got any ideas on what to do?
That's due to how sounds are handled. They're based on triggers for when the gun is shot, so i'd suggest looking in Model Viewer's last tab for some unused ones, such as the Tranquilizer.
[QUOTE=AlfieSR;23421252]That's due to how sounds are handled. They're based on triggers for when the gun is shot, so i'd suggest looking in Model Viewer's last tab for some unused ones, such as the Tranquilizer.[/QUOTE] What do you mean? I don't get your point right now.
Hey, sparkwire, i loled when i came across this... ...[url]http://sparkwire.thanez.net/404/404.htm[/url].
Guys, MDLdecompiler isn't working, the error message said that it couldn't find "gameinfo.txt", does MDLdecompiler have some issue with decompiling TF2 models?
[QUOTE=DatWut?;23421225]Hey Shugo, I'd really appreciate your help. I tried adding completely new sounds for the Frontier Justice. I edited the items_game.txt, and ingame the FJ doesn't use the Shotgun sounds anymore now, but it uses no sounds at all. I checked the console whether it gave me some errors or not, but there's no error. Here's the code from my items_game.txt [code]"visuals" { "sound_single_shot" "Weapon_Justice.Single" "sound_burst" "Weapon_Justice.SingleCrit" }[/code]The sounds are currently named [B]justice_shoot[/B] and [B]justice_shoot_crit[/B]. Got any ideas on what to do?[/QUOTE] You can put in a whole path to the sound file like you can do in events (at least I hope so). So instead of Weapon_Justice.Single you put in weapons/justice_shoot.wav and instead of Weapon_Justice.SingleCrit you put in weapons/justice_shoot_crit.wav (or something like that, I don't know where your sounds are).
[QUOTE=DatWut?;23421276]What do you mean? I don't get your point right now.[/QUOTE] The Weapon_Ambassador.ShootSingle is a trigger or sorts that is activated every time an ambassador shoots which tells the game to play the right soundfile. As far as I know, there's no way to set up your own, but I think you can use the directory itself.
[QUOTE=ventnor;23421064]I tried with a heavy weave texture as suggested [IMG]http://img193.imageshack.us/img193/4391/hatoe.png[/IMG][/QUOTE] Looks a bit too realistic, but not in a good way.
[QUOTE=PeeterCZ;23421374]You can put in a whole path to the sound file like you can do in events (at least I hope so). So instead of Weapon_Justice.Single you put in weapons/justice_shoot.wav and instead of Weapon_Justice.SingleCrit you put in weapons/justice_shoot_crit.wav (or something like that, I don't know where your sounds are).[/QUOTE] It's located in sound/weapons. But this didn't work. Or do I have to put sound/weapons in? [QUOTE=AlfieSR;23421448]The Weapon_Ambassador.ShootSingle is a trigger or sorts that is activated every time an ambassador shoots which tells the game to play the right soundfile. As far as I know, there's no way to set up your own, but I think you can use the directory itself.[/QUOTE] What do you mean by using the directory itself? The thing Peeter explained?
[QUOTE=DatWut?;23421648]It's located in sound/weapons. But this didn't work. Or do I have to put sound/weapons in? What do you mean by using the directory itself? The thing Peeter explained?[/QUOTE] Yeah, try using different variations of the directory. It should work, it may not.
a request from the last emporium to the creator of this mod [img]http://i8.fastpic.ru/big/2010/0714/4e/30fa05da03fe256603262632b6a7f34e.png[/img] Is there anyway you could maybe use tf2 secondary or professor or make the font smaller. As it stands it looks way to big to me.
There wouldn't happen to be a way to make a burst-fire smg for sniper, would there?
I think you could do that with a wait script
[QUOTE=chutney;23421989]There wouldn't happen to be a way to make a burst-fire smg for sniper, would there?[/QUOTE] You can't change the way the weapon acts in the game, just the way it looks and sound. You could do one, with animations, and send it to Valve via the Contribute! site, however.
[QUOTE=Shugo;23418739] That said, the string that controls whether or not an item "falls off" the player model is "drop_type", contrary to the popular belief that this string controls whether or not an item can be "dropped" as a found item for your inventory. If set to "none", then the item will stick to the player model on death. If set to "drop", then they drop it on death. As for whether or not this works online, I'll have to do some testing; I've never played around with this before.[/QUOTE] Yessss perfect, thanks! It works, online too.
Maybe you should make the China hat taller and less wide? or maybe something more like Samurai Jack's version of it? [img]http://agsma.acparadise.com/feature/jack-8.jpg[/img]
Shugo you play around with items_game a lot, can you tell me if there's a way to force a particular weapon to be equipped on the player?
[img]https://dl.dropbox.com/u/3657658/bowie15.jpg[/img] IS THIS BIG ENOUGH
[QUOTE=AlfieSR;23422161]Shugo you play around with items_game a lot, can you tell me if there's a way to force a particular weapon to be equipped on the player?[/QUOTE] Lol would be epic to equip kgb as spy.
[QUOTE=Minigun;23422313]Lol would be epic to equip kgb as spy.[/QUOTE] I already know of the used by function, i'm thinking as players who don't actually own it, like giving the Pain Train to bots.
[QUOTE=Sharc;23422128]Maybe you should make the China hat taller and less wide? or maybe something more like Samurai Jack's version of it? *img*[/QUOTE] Hm that actually looks nice, and not dull like the other I'll give it a shot
[QUOTE=NeoDement;23412037]Here are the icon's as they currently are: [img]http://dl.dropbox.com/u/900111/wipkilliconsheet.png[/img] Here's a list of what I intend: Some of it's a bit vague/poorly worded, but hopefully it makes enough sense. Suggest anything you want, and tell me if there's any that you really DON'T want. Hopefully I can work out some way of not forcing all of them upon you at once.[/QUOTE] For the Ambassador killicon, couldn't you just use the old Ambassador icon with the bigger bullet? [IMG]http://i828.photobucket.com/albums/zz203/KendoO_o/Killicon_ambassadorhs.png[/IMG]
[QUOTE=AshtonArdoin;23422283][img_thumb]https://dl.dropbox.com/u/3657658/bowie15.jpg[/img_thumb] IS THIS BIG ENOUGH[/QUOTE] [hd]http://www.youtube.com/watch?v=gvdf5n-zI14[/hd]
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