• TF2 Emporium XXI
    5,003 replies, posted
[QUOTE=DiscoDinosaur;23603481] use multires modifier bro[/QUOTE] don't give anyone advice multires is for LODs only
[QUOTE=Skunkrocker;23603550]Because it replaces the Wrench, NOT the Gunslinger.[/QUOTE] it doesn't? oh god
[QUOTE=NeoDement;23603581]don't give anyone advice multires is for LODs only[/QUOTE] depends, if your model has a lot of wasted polys multires can patch it right up. knocked my rocket launcher from 17k to 7k with no noticeable difference
[QUOTE=DiscoDinosaur;23603663]depends, if your model has a lot of wasted polys multires can patch it right up. knocked my rocket launcher from 17k to 7k with no noticeable difference[/QUOTE] fucks the shit out of your poly distribution and edge flow though.
[QUOTE=Populus89;23603276]For easier managing them they are still hat replacements, but that's for me. They will replace the player model when I release them.[/QUOTE] Will it just be a model replacement or will there be a hats version?
[QUOTE=Skunkrocker;23603417][IMG]http://img26.imageshack.us/img26/2307/boomboxfront.png[/IMG] [IMG]http://img534.imageshack.us/img534/2791/boomboxback.png[/IMG] 17536 on the poly count, and [B]I'm not done yet.[/B] Optimizing this thing below 10,000, or even 8000, is going to be a BITCH...[/QUOTE] That thing better play a sweet jam when it deploys a building. Also should come with fingerless gloves for engie and perhaps as a joke someone should replace the guitar/ wrench with a boiled goose.
[QUOTE=Sparkwire;23604042]fucks the shit out of your poly distribution and edge flow though.[/QUOTE] as i said, it works for unoptimized models with polys that aren't needed at all
Heh... now I want to do all music based Engineer buildings...
whoa, viewing this page I had a serious Déjà vu D: went on for a couple of minutes >.< and with that added to something I watched earlier tonight, I'm afraid to go to bed :( (note that i live in Sweden and its four o'clock here)
[QUOTE=DiscoDinosaur;23603663]depends, if your model has a lot of wasted polys multires can patch it right up. knocked my rocket launcher from 17k to 7k with no noticeable difference[/QUOTE] Stop modeling. You clearly know nothing about proper topology.
[QUOTE=johnlmonkey;23604116]That thing better play a sweet jam when it deploys a building. Also should come with fingerless gloves for engie and perhaps as a joke someone should replace the guitar/ wrench with a boiled goose.[/QUOTE] [media]http://www.youtube.com/watch?v=P-RheuHyp3Q#t=2m10s[/media] How about this? Fastfoward to 2:10.
your really going for the whole '80s theme huh skunkrocker? :p
It was either that or this. [media]http://www.youtube.com/watch?v=CJjuVzZQj0U[/media] And he said "sweet jam" so...
[QUOTE=Skunkrocker;23605043]It was either that or this. [url]http://www.youtube.com/watch?v=CJjuVzZQj0U[/url] And he said "sweet jam" so...[/QUOTE] [media]http://www.youtube.com/watch?v=PR50GhuRhGs[/media] Use this, Skunkrocker. :smug: ignore the weird unofficial music video, just listen to the song
[QUOTE=Populus89;23603160][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie2.jpg[/IMG_thumb] Serve the emperor well, mini sentry.[/QUOTE] That is so motherfucking badass
[QUOTE=NeoDement;23602169]I'm interested to know how you install them though, a complicated readme?[/QUOTE] Unfortunately, yes. Since it's the a revemp of my previous release of the Beta Killicons that I post on FPSB, I'm trying to improve it to make more accessible for those who use other weapon replacements. You can say that I'm obligated to use this complicated system until I find a better way to make it work... Also, thanks for the tips. I'll use it to improve my icons. And, please, finish your icons too... I use them a lot on my games ^,,,^
[QUOTE=Skunkrocker;23603417] 17536 on the poly count, and [B]I'm not done yet.[/B] Optimizing this thing below 10,000, or even 8000, is going to be a BITCH...[/QUOTE] How is that 17k polygons? That should be 1k MAX. It's not even that detailed either. If you're just making low poly versions and turbosmoothing it, please stop. Start with one vertex, extrude it to form the shape, and fill in the dots. I promise it will not only look better but be below 1000 polygons.
I don't know how to do that. By the way, I got it down to a lot less, adding a few more things, and after that start texturing. How do you do alpha transparency? O_o
[QUOTE=JoshuaC;23604635]Stop modeling. You clearly know nothing about proper topology.[/QUOTE] nope it did not visually affect the model at all, it just cleaned up my wasted polys
[QUOTE=Populus89;23603160][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie3.jpg[/IMG_thumb][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie1.jpg[/IMG_thumb][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie2.jpg[/IMG_thumb][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie4.jpg[/IMG_thumb][IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie5.jpg[/IMG_thumb][/QUOTE] Holy Fucking Shit
I can't compile all i get is Created command line: "C:\Program Files\Steam\steamapps\repp0c\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\username\team fortress 2\tf" -nop4 -nox360 "C:\Documents and Settings\Tim\Desktop\newhats\mdldecompiler.qc"
[QUOTE=Populus89;23603160] [IMG_thumb]http://www.majhost.com/gallery/PopuIus13/tf2/Suits/Marine/techengie5.jpg[/IMG_thumb][/QUOTE] These look amazing. I would love it, though, if you could make it so those animated arms on his back were on the regular Engineer when he equipped the Gunslinger. That'd be awesome.
Quick sound mod for the engineer. Gunslinger taunt reminded me of this enough I went and made it. Also, I'm remaking my majora's mask to try and reduce the polycount a bit. Also, I'll update the video tomorrow for in-game footage. Just stock engi pic. [media]http://www.youtube.com/watch?v=7_8EshDN8AA[/media]
[QUOTE=Communist Cake;23600138]So for the rocket launcher, I decided to make it look more retro. [IMG]http://a.imageshack.us/img507/8159/patriot.jpg[/IMG] Do you guys agree with my decision? Would you like anything added or removed?[/QUOTE] how many secret projects do you have going on, whenever i look, you have another mod on the go looks good still, are the handles in the right position to be held by the soldier? [editline]09:27AM[/editline] [QUOTE=Zebus;23607496]I can't compile all i get is Created command line: "C:\Program Files\Steam\steamapps\repp0c\sourcesdk\bin\orangebox\bin\studiomdl.exe" -game "c:\program files\steam\steamapps\username\team fortress 2\tf" -nop4 -nox360 "C:\Documents and Settings\Tim\Desktop\newhats\mdldecompiler.qc"[/QUOTE] open the SDK for tf2, then compile again
Can you have the Bonk'N'Flash replace the Bonk Helment instead of the Gibus?
You could, just rename the files to the modelname of the bonk helmet
[QUOTE=swampie;23610439]You could, just rename the files to the modelname of the bonk helmet[/QUOTE] That works OK with textures, not so well with models. It [B][highlight]may[/highlight][/B] work if they have the [B][highlight]exact same[/highlight][/B] placement, but otherwise I think it goes stupid. Ask the maker to recompile it for the Bonk Helm if it doesn't work.
Really? It's that easy?
Yes, so in: steam/user/tf/models/player/items/scout find the gibus model, and rename all the files to the modelname of the hat you want to replace [editline]09:39AM[/editline] in this case, the name of the bonk helmet is: bonk_helmet.mdl [editline]09:42AM[/editline] [QUOTE=Jamsponge;23610447]That works OK with textures, not so well with models. It [B][highlight]may[/highlight][/B] work if they have the [B][highlight]exact same[/highlight][/B] placement, but otherwise I think it goes stupid. Ask the maker to recompile it for the Bonk Helm if it doesn't work.[/QUOTE] they do have the exact same placement, player/items/scout
Ok done. I tried loading it in Model Viewer but it crashes. So I went in-game to check it out. Hatless scout!
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