[img]http://i26.tinypic.com/140cbhz.png[/img]
Many thanks to Communist Cake Commander for helping me with texture related issues and whatnot :buddy:
Yes I know the top looks weird, I need to fix that later. I should also make it look painted, but I can't do that worth shit :v:
[QUOTE=The Inzuki;23468730][img]http://i26.tinypic.com/140cbhz.png[/img]
Many thanks to Communist Cake Commander for helping me with texture related issues and whatnot :buddy:
Yes I know the top looks weird, I need to fix that later. I should also make it look painted, but I can't do that worth shit :v:[/QUOTE]
If it's going to be a Mardi Gras Jester, then let me help you, I'm like the only person here from the south.
Anywho, do you guys know how to save UV coordinates, the image file for texturing, not .uvw, without texporter, as it does not work with Max 2010
[editline]03:12PM[/editline]
Also, you guys can rate me dumb all you want, but can you atleast give me crits on that video.
It works in 3ds Max. It's in the UV map editor look for Render UW Template.
I'm gonna re-request some of my ideas now...
First:
This as a replacement for the medals [img]http://img215.imageshack.us/img215/1627/medal1copy.png[/img]
(from the propaganda contest winner hats)
Second:
Noble Amassment of Hats = just the tophat
Towering Pillar of Hats = just the boater
Third:
This for scout:
[img]http://itp.nyu.edu/~alo244/headgear.jpg[/img]
"Orthodontic headgear"/braces
Thanx in advance ^^
[QUOTE=Drax-Quin;23469036]It work in 3ds Max. It's in the UV map editor look for Render UW Template.[/QUOTE]
Love you.
[QUOTE=blaholtzen;23469200]This for scout:
[img_thumb]http://itp.nyu.edu/~alo244/headgear.jpg[/img_thumb]
"Orthodontic headgear"/braces
Thanx in advance ^^[/QUOTE]
Oh God, someone give Scout Jimmy braces.
And give Pyro a Sarah hairdo or something, idk.
-snip-
Would anyone like a complete list of navs fully optimized to make bots not looks stupid?
[QUOTE=vander97;23469730]Would anyone like a complete list of navs fully optimized to make bots not looks stupid?[/QUOTE]
Yes please.
[QUOTE=Bosco;23469771]Yes please.[/QUOTE]
Ill get right on it
This custom viewmodel I made for my spyknife is just NOT showing up. For those of you who understand this sort of thing, I could really use your guidance.
[b]My CURRENT MDL QC is as follows:[/b]
$cd "C:\Users\Austin\Documents\TF2 Modeling\viewknife\output"
$modelname "weapons\v_models\v_knife_spy.mdl"
$model "v_knife_spy" "v_knife_spy.dmx.smd"
$cdmaterials "\models\weapons\viewknife\"
$cdmaterials "\models\player\spy\"
$texturegroup skinfamilies
{
{"models\player\spy\spy_hands_red.vmt"
"models\weapons\v_knife\v_knife.vmt"
}
{"spy_hands_blue.vmt"
"models\weapons\v_knife\v_knife.vmt"
}
}
$hboxset "default"
$hbox 0 "bip_upperArm_R" -2.150 0.000 -3.420 2.880 14.560 1.990
$hbox 0 "bip_lowerArm_R" -2.200 0.000 -2.620 2.620 13.180 3.260
$hbox 0 "weapon_bone" -1.500 -0.500 -2.000 12.500 0.500 1.000
// Model uses material "models\player\spy\spy_hands_red.vmt"
// Model uses material "models\weapons\viewknife\knife.vmt"
// Model uses material "spy_hands_blue.vmt"
$attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate -0.00 0.00 -0.00
$surfaceprop "default"
$illumposition 19.078 -6.452 -12.038
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_Knife.Draw" }
{ event 5004 10 "Weapon_Knife.Open1" }
{ event 5004 16 "Weapon_Knife.Open5" }
{ event 5004 22 "Weapon_Knife.Open8" }
}
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence stab_a "stab_a" ACT_VM_HITCENTER 2 fps 30.00
$sequence stab_b "stab_b" ACT_VM_HITCENTER 1 fps 30.00
$sequence stab_c "stab_c" ACT_VM_HITCENTER 1 fps 30.00
$sequence backstab "backstab" ACT_VM_SWINGHARD 1 fps 30.00 node raised
$sequence backstab_up "backstab_up" ACT_BACKSTAB_VM_UP 1 fps 30.00
$sequence backstab_down "backstab_down" ACT_BACKSTAB_VM_DOWN 1 fps 30.00
$sequence backstab_idle "backstab_idle" loop ACT_BACKSTAB_VM_IDLE 1 fps 30.00 node raised
$sequence stun "stun" ACT_MELEE_VM_STUN 1 fps 30.00 node raised
[b]My CURRENT VMT is:[/b]
"VertexlitGeneric"
{
"$basetexture" "models\weapons\viewknife\v_knife"
"$bumpmap" "models\weapons\viewknife\v_knife_bump"
"$phong" "1"
"$phongexponent" "25"
"$phongboost" "5"
"$lightwarptexture" "models\lightwarps\weapon_lightwarp"
"$phongfresnelranges" "[.3 .5 3]"
"$halflambert" "1"
"$bumpmapalphaphongmask" "1"
"$Rimlight" "1"
"$rimlightexponent" "20"
"$rimlightboost" ".25"
}
[b]Most recent compile:[/b]
Created command line: "C:\Program Files\Steam\steamapps\o_suchin\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\o_suchin\team fortress 2\tf" -nop4 -nox360 "C:\Users\Austin\Documents\TF2 Modeling\viewknife\output\mdldecompiler.qc"
qdir: "c:\users\austin\documents\tf2 modeling\viewknife\output\"
gamedir: "c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\"
g_path: "C:\Users\Austin\Documents\TF2 Modeling\viewknife\output\mdldecompiler.qc"
Building binary model files...
Working on "mdldecompiler.qc"
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/v_knife_spy.dmx.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/draw.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/idle.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/stab_a.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/stab_b.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/stab_c.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/backstab.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/backstab_up.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/backstab_down.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/backstab_idle.smd
SMD MODEL C:\Users\Austin\Documents\TF2 Modeling\viewknife\output/stun.smd
---------------------
writing c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\models/weapons\v_models\v_knife_spy.mdl:
bones 5964 bytes (23)
animations 15628 bytes (10 anims) (336 frames) [0:11]
sequences 2580 bytes (10 seq)
ik/pose 164 bytes
eyeballs 0 bytes (0 eyeballs)
flexes 0 bytes (0 flexes)
textures 212 bytes
keyvalues 0 bytes
bone transforms 3192 bytes
collision 0 bytes
total 28780
---------------------
writing c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\models/weapons\v_models\v_knife_spy.vvd:
vertices 123072 bytes (2564 vertices)
tangents 41024 bytes (2564 vertices)
total 164160 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\models/weapons\v_models\v_knife_spy.sw.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 23076 bytes
indices: 17304 bytes
bone changes: 8 bytes
everything: 40574 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\models/weapons\v_models\v_knife_spy.dx80.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 81 bytes
verts: 23328 bytes
indices: 17304 bytes
bone changes: 208 bytes
everything: 41053 bytes
---------------------
Generating optimized mesh "c:\program files\steam\steamapps\o_suchin\team fortress 2\tf\models/weapons\v_models\v_knife_spy.dx90.vtx":
body parts: 8 bytes
models: 20 bytes
model LODs: 12 bytes
meshes: 18 bytes
strip groups: 50 bytes
strips: 54 bytes
verts: 23076 bytes
indices: 17304 bytes
bone changes: 184 bytes
everything: 40750 bytes
Completed "mdldecompiler.qc"
[b]IMAGES:[/b]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted1279512125.jpg[/IMG]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted1279512015.jpg[/IMG]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted1279511541.jpg[/IMG]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted12795115911.jpg[/IMG]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted12795118751.jpg[/IMG]
[IMG]http://i50.photobucket.com/albums/f323/MarioBros826/pasted1279511924.jpg[/IMG]
Anything you want to know which might help this, do NOT hesitate to ask. I've done absolutely everything I can at this point, I'm completely stumped. I will provide caps of ANYTHING you need to know, and I will clarify anything.
[QUOTE=austinp;23469871]Loads of stuff[/QUOTE]
:psyduck:
Neo, this is roughly what I meant about the Equalizer:
[IMG]http://filesmelt.com/dl/Equalizer.png[/IMG]
[QUOTE=uzikus;23469938]:psyduck:[/QUOTE]
Any ideas? :[
[QUOTE=vander97;23469730]Would anyone like a complete list of navs fully optimized to make [b]bots not looks stupid?[/b][/QUOTE]
:raise:
[QUOTE=austinp;23470036]Any ideas? :[[/QUOTE]
:psyduck: is generally a sign for 'I'm confused, could you please simplify'.
[editline]05:20PM[/editline]
[QUOTE=AkujiTheSniper;23470042]:raise:[/QUOTE]
Have you seen the Engineers trying to build teleporters yet?
[QUOTE=austinp;23469871]STUFF
Anything you want to know which might help this, do NOT hesitate to ask. I've done absolutely everything I can at this point, I'm completely stumped. I will provide caps of ANYTHING you need to know, and I will clarify anything.[/QUOTE]
Do you mind sending it to me so I can have a look at it?
[QUOTE=Jamsponge;23470050]:psyduck: is generally a sign for 'I'm confused, could you please simplify'.[/QUOTE]
Oh, well...
The way it shows up in viewmodel is how it appears in game. An arm moved entirely to the left, checkered with pink and black, and still using the original knife model. Everything included in my post are specifics that may help conclude the problem.
Mr. Foster for the spy you say? Well, I threw this together for just such an occasion.
[IMG_thumb]http://i271.photobucket.com/albums/jj142/pizzaman500/MrFoster.png[/IMG_thumb]
Meh, the suit needs a slight blue tint because it's gonna be hard to tell if that's a blue or red spy if you see him from behind.
I made a quick recolour of spy (black suit, team coloured tie) once and I couldn't play.
Hello guys, i'm just registered, but i read emporiums since like XV and really like NeoDement killicons but i don't really like KGB icon and this "view from up" and make some work on another KGB icon:
[img]http://i32.tinypic.com/6iw46u.png[/img]
i'm still working on it. and also can upload .cdr if someone need it.
Hey, that looks nice.
I'd get rid of the unneeded lines in the middle of the wrist part of KGB.
[QUOTE=FatalTomato;23470127]Mr. Foster for the spy you say? Well, I threw this together for just such an occasion.
[IMG_thumb]http://i271.photobucket.com/albums/jj142/pizzaman500/MrFoster.png[/IMG_thumb][/QUOTE]
Holy Shit. I must have that.
Please give me a link :0
[QUOTE=uzikus;23470538]Hey, that looks nice.
I'd get rid of the unneeded lines in the middle of the wrist part of KGB.[/QUOTE]
i asked few people - someone liked it someone not. but on small icon it will probably looks odd, so i probably remove it.
[QUOTE=Dr.Scrake;23470546]Holy Shit. I must have that.
Please give me a link :0[/QUOTE]
Sure, what's a good website to host it on?
[QUOTE=FatalTomato;23471037]Sure, what's a good website to host it on?[/QUOTE]
[url]http://sparkwire.thanez.net/SendPresents/[/url]
[QUOTE=FatalTomato;23471037]Sure, what's a good website to host it on?[/QUOTE]
Filesmelt
and thank you, have a heart.
damm you spark.
Has there been a release for Bang's Bonk and Flash to replace the other scout hats?
If you want to host a file get Dropbox, that thing is the best file/image host there really is.
Reposting, because with 14 AGREEs something oughta be done.
[QUOTE=Mister Royzo;23369089]
[URL="http://www.mediafire.com/?9vt2kolkj2g3gev"][IMG]http://img704.imageshack.us/img704/4389/promowinger.png[/IMG][/URL]
[url=http://www.mediafire.com/?zm3m5zwntvnentm][img]http://img228.imageshack.us/img228/3782/wiretapepromo.png[/img][/url]
[/QUOTE]
Could somebody please recompile THE WINGER for the Scout's pistol and THE WIRETAPE for the Spy's earbuds?
Thanks!
[editline]10:20AM[/editline]
Also The Atomic Punch for default bat, please.
[editline]10:20AM[/editline]
Oh man. Page king...
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