[QUOTE=Populus89;19674605][URL="http://www.fpsbanana.com/skins/82060"][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/drillhatpromo.png[/IMG][/URL]
[URL="http://www.fpsbanana.com/skins/81962"][IMG]http://www.majhost.com/gallery/PopuIus13/tf2/zoohatpromo.png[/IMG][/URL]
I've optimized the Zoo Hat to 800 poly (From 5000) and added better textures.
Hopefully they will now match your standards.[/QUOTE]
Why does the drill hat only replace the tyrant helm
don't pull a sparkwire, config it for all solly hats besides the stash
[QUOTE=SeneorGoat;19676521]
Update, Instead of nintendo, should i use [b]MANN[/b] CO. ?[/QUOTE]
There is no "e" in Mann Co.
more like why does it look incredibly large
[QUOTE=Sgt Pepper;19677463]There is no "e" in Mann Co.[/QUOTE]
It should be called GameMANN Color
[QUOTE=Sgt Pepper;19677463]There is no "e" in Mann Co.[/QUOTE]
oh soz, keep thinking of Gentle [B]Manne[/B]
mann co = manko
manko is japanese for cunt
[editline]06:04AM[/editline]
saxton hale is in mann co
[editline]06:05AM[/editline]
hot anal sex is in cunt
Here's a funny idea I got:
What about making every class shoot from their hands? :v:
Thanks for your contribution, it made me rofl
I don't know how to uv map my models right, what program should i use? i have 3ds max 2009 milkshape, and Softimage XSI mod tool 6
[QUOTE=Keychain;19677749]mann co = manko
manko is japanese for cunt
[editline]06:04AM[/editline]
saxton hale is in mann co
[editline]06:05AM[/editline]
hot anal sex is in cunt[/QUOTE]
holy crap amazing. wonder how you know that :v:
[QUOTE=SeneorGoat;19677810]holy crap amazing. wonder how you know that :v:[/QUOTE]
cuz you told me you sarcastic rogue :v:
K, so in 3ds max it says i have overlapping polygons when i unwrap UVW and flatten maps, is that bad? will it mess me up?
K, so kinda stupid question here.
How do I compile everything together to release on fpsbanana? For materials I'd guess just rename them to the hat I want to replace (soldier_domination in this case), but for models, all I have is the .smd and the .qc, where do I go about getting all the other needed files for my model?
those are all the files, dragoon, what you do is download GUIStudio, if you don't have it and follow this tutorial
[url]http://www.fpsbanana.com/tuts/7316[/url]
oh sweet, thanks.
Here's the result:
[url=http://www.fpsbanana.com/skins/82080] [img]http://i202.photobucket.com/albums/aa237/NewbDragoon/lampshadepromo.jpg?t=1263718946[/img] [/url]
Edit:
Well I'm dumb. I forgot to check the poly count after sonverting to .smd - WAY over the requirement. Had it just under the poly limit in the .max file. OH WELL TIME TO REDO IT.
[QUOTE=Gorm;19673387]If someone can find me a CLEAR image of fire in Loz wind waker, then i will try to make it look better because it needs a lot of improving[/QUOTE]
Best one i could find
[img_thumb]http://upload.wikimedia.org/wikipedia/en/2/20/Tww_explosion.png[/img_thumb]
[QUOTE=Pacmaney;19675433]Any technical reason why it won't work? I've always wanted to make an animated hat when I got better at modelling.[/QUOTE]
Animating works by attatching certain verticies to bones of a skeleton, To make an animated hat, you'd have to make a new bone, which (I think) must then be added to all of the player animations to actually be effective.
Rate me boxes if i'm wrong, kthx.
Now that we're done with the Dragon Whelp Hat for the Pyro, here's what my team and I are working on next.
[img]http://img.photobucket.com/albums/v230/Ragnarokdragon/pyro_dragonflamethrower.jpg[/img]
Right now we're unsure if "Firespitter" is its final name. We also wanted this to be its own original flamethrower, not a replacement. We've been juggling around a few abilities it should use, but it's really up to Valve anyways on what abilities it should have. We originally wanted the idea that the Firespitter ignites projectiles with its airblast and the splash damage from the projectile will ignite nearby enemies.
Your suggestions for a new name or abilities are welcome. :)
Holy dooly, I was just going to request that.
[QUOTE=Nidhogg;19680212]Now that we're done with the Dragon Whelp Hat for the Pyro, here's what my team and I are working on next.
[/QUOTE]
It wouldn't work but the first thing that came to my mind was the spitters area denial attack from L4D2.
It's a very nice design by the way.
[QUOTE=Damoman;19680328]It wouldn't work but the first thing that came to my mind was the spitters area denial attack from L4D2.
It's a very nice design by the way.[/QUOTE]
That could be a very awesome mechanic in TF2. It would definitely help engineers both as area denial and general defense.
If it doesn't get picked up as a new weapon, I would like that nozzle cover as a replacement for the Backburner's.
[QUOTE=Nidhogg;19680212]We originally wanted the idea that the Firespitter ignites projectiles with its airblast and the splash damage from the projectile will ignite nearby enemies.
[/QUOTE]
Thats actually a very nice idea.
How about having it as a napalm thrower.
It would do less damage then the flamethrower, but you can put down fuel on the floor to create traps (assisting the pyro's ambush tactics)
also disables airblast.
[QUOTE=Nidhogg;19680212]Now that we're done with the Dragon Whelp Hat for the Pyro, here's what my team and I are working on next.
-picture-
Right now we're unsure if "Firespitter" is its final name. We also wanted this to be its own original flamethrower, not a replacement. We've been juggling around a few abilities it should use, but it's really up to Valve anyways on what abilities it should have. We originally wanted the idea that the Firespitter ignites projectiles with its airblast and the splash damage from the projectile will ignite nearby enemies.
Your suggestions for a new name or abilities are welcome. :)[/QUOTE]
Double the Airblast power, But 75 ammo used. And has a high chance of critting blown back projectiles. Fire Damage decrease by 15%. Right click is some sort of jab forward with the head of the flamethrower, like a battering ram.
[QUOTE=biodude94566;19680368]That could be a very awesome mechanic in TF2. It would definitely help engineers both as area denial and general defense.[/QUOTE]
Right click to spit.
[QUOTE=SeneorGoat;19680722]Double the Airblast power, But 75 ammo used. And has a high chance of critting blown back projectiles. Fire Damage decrease by 15%. Right click is some sort of jab forward with the head of the flamethrower, like a battering ram.[/QUOTE]
This is the one i like the most so far.We already got an airblast replacement.
[QUOTE=Prism;19680786]This is the one i like the most so far.We already got an airblast replacement.[/QUOTE]
Oops i didnt realise my flaw. oh ok.
ok revision for mine
-15% Fire Damage
RightClick:
*A Double Power Airblast, takes 75 Ammo.
OR
*A battering ram like attack. Can Crit, Does more damage when the victim is on fire.
[QUOTE=SeneorGoat;19680793]Oops i didnt realise my flaw.
ok REVISION FOR MINE.
-15% Fire Damage
RightClick:
*A Double Power Airblast, takes 75 Ammo.
OR
*A battering ram like attack. Can Crit, Does more damage when the victim is on fire.[/QUOTE]
Maybe add "No random criticals" or a longer delay between each blast but make it require less ammo.This way you're gonna be able to airblast 2 times before you have to go resupply.
[QUOTE=SeneorGoat;19680793]Oops i didnt realise my flaw. oh ok.
ok revision for mine
-15% Fire Damage
RightClick:
*A Double Power Airblast, takes 75 Ammo.
OR
*A battering ram like attack. Can Crit, Does more damage when the victim is on fire.[/QUOTE]
15% off the fire damage is just too little to even notice.
I say tear 50% off it, but fix the one thing pyros now hate the most.
After burn.
Make it fucking deadly, as in it lasts twice as long and is harder to put out.
I want that Dragon Hat for the Pyro to be added. :c
i want it nao
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