• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=AkujiTheSniper;47312427]I requested the sneaky tiptoeing for Spy a while back and someone was working on it, but I haven't heard from him in a while. You there, Mr. Guy-Who-Started-The-Taunt? :v:[/QUOTE] This is actually annoying me now because I can't seem to find the image he posted before of the WIP taunt or who he was. My memory sucks.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=389910744"][IMG]http://cloud-4.steamusercontent.com/ugc/523877367634741845/0285DA074E17372751E347760C5668ED9BC1FF8E/[/IMG][/URL] finally up !
MUS Crosspost [QUOTE]So over the last couple days I've gotten a lot of traffic on the taunt I have on the workshop. This started some time between the 10th and the 11th, before the blog post about the taunt workshop. The spike is larger than anything else since the item was released. This indicates to me that Valve has been deliberately manipulating the workshop traffic so that taunts get more views. Just something to consider for anybody looking to work on taunts in the near future.[/QUOTE]
[QUOTE=Mort Stroodle;47317576]MUS Crosspost[/QUOTE] The fuck?
[QUOTE=rezOnance;47317316][img]http://i.imgur.com/85j7tBM.jpg[/img] In all seriousness, I would like to team up with modellers and animators who require custom audio content for their creations. [/QUOTE] Pretty nice stuff, but I'm afraid the importer doesn't accept file sounds, so they'd have to be uploaded seperatly or without being certified compatible (please correct me if im wrong)
[QUOTE=NassimO PotatO;47317534][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=389910744"][IMG]http://cloud-4.steamusercontent.com/ugc/523877367634741845/0285DA074E17372751E347760C5668ED9BC1FF8E/[/IMG][/URL] finally up ![/QUOTE] That artstyle is just astounding.
I keep getting this error every time I try to compile a model with flexes in the import tool: [QUOTE]Compiling TGA: materialsrc\backpack\workshop\player\items\spy\item_preview\item_preview.tga - Compilation successful. Compiling VTF: materials\backpack\workshop\player\items\spy\item_preview\item_preview.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/backpack/workshop/player/items/spy/item_preview/item_preview output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/backpack\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/backpack/workshop/player/items/spy/item_preview/item_preview.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/backpack\workshop\player\items\spy\item_preview/item_preview.vtf is up-to-date - Compilation successful. Compiling VMT: materials\backpack\workshop\player\items\spy\item_preview\item_preview.vmt CTargetVMT::Compile OK! - materials\backpack\workshop\player\items\spy\item_preview\item_preview.vmt Compiling TGA: materialsrc\backpack\workshop\player\items\spy\item_preview\item_preview_large.tga - Compilation successful. Compiling VTF: materials\backpack\workshop\player\items\spy\item_preview\item_preview_large.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/backpack/workshop/player/items/spy/item_preview/item_preview_large output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/backpack\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/backpack/workshop/player/items/spy/item_preview/item_preview_large.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/backpack\workshop\player\items\spy\item_preview/item_preview_large.vtf is up-to-date - Compilation successful. Compiling VMT: materials\backpack\workshop\player\items\spy\item_preview\item_preview_large.vmt CTargetVMT::Compile OK! - materials\backpack\workshop\player\items\spy\item_preview\item_preview_large.vmt Compiling TGA: materialsrc\models\workshop\player\items\spy\item_preview\item_preview_color.tga - Compilation successful. Compiling VTF: materials\models\workshop\player\items\spy\item_preview\item_preview_color.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_color output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_color.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview/item_preview_color.vtf is up-to-date - Compilation successful. Compiling TGA: materialsrc\models\workshop\player\items\spy\item_preview\item_preview_normal.tga - Compilation successful. Compiling VTF: materials\models\workshop\player\items\spy\item_preview\item_preview_normal.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_normal output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_normal.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview/item_preview_normal.vtf is up-to-date implicitly setting: "normal" "1" since filename ends in "_normal" implicity disabling nice filtering - Compilation successful. Compiling TGA: materialsrc\models\workshop\player\items\spy\item_preview\item_preview_blue_color.tga - Compilation successful. Compiling VTF: materials\models\workshop\player\items\spy\item_preview\item_preview_blue_color.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_blue_color output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_blue_color.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview/item_preview_blue_color.vtf is up-to-date - Compilation successful. Compiling TGA: materialsrc\models\workshop\player\items\spy\item_preview\item_preview_blue_normal.tga - Compilation successful. Compiling VTF: materials\models\workshop\player\items\spy\item_preview\item_preview_normal.vtf input file: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_normal output directory: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview config file c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/workshop/content/materialsrc/models/workshop/player/items/spy/item_preview/item_preview_normal.txt SUCCESS: c:/program files (x86)/steam/steamapps/common/team fortress 2/tf/materials/models\workshop\player\items\spy\item_preview/item_preview_normal.vtf is up-to-date implicitly setting: "normal" "1" since filename ends in "_normal" implicity disabling nice filtering - Compilation successful. Compiling VMT: materials\models\workshop\player\items\spy\item_preview\item_preview.vmt CTargetVMT::Compile OK! - materials\models\workshop\player\items\spy\item_preview\item_preview.vmt Compiling VMT: materials\models\workshop\player\items\spy\item_preview\item_preview_blue.vmt CTargetVMT::Compile OK! - materials\models\workshop\player\items\spy\item_preview\item_preview_blue.vmt Compiling DMX: models\workshop\player\items\spy\item_preview\item_preview.dmx - Compilation successful. Compiling DMX: models\workshop\player\items\spy\item_preview\item_preview_lod1.dmx - Compilation successful. Compiling DMX: models\workshop\player\items\spy\item_preview\item_preview_lod2.dmx - Compilation successful. Compiling QC: models\workshop\player\items\spy\item_preview\item_preview.qc CTargetBase::GetOutputPaths(1373): Error! CTargetDMX - Not Valid: Invalid polygon count (0) - Compilation successful. Compiling MDL: models\workshop\player\items\spy\item_preview\item_preview.mdl all paths:c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\00 - Pyro Dragon RS.vpk;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\000_rockets_green_default.vpk;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\greyCubemap.vpk;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\gutguster_degreaser\;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\MTMdispencermod.vpk;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\shugo_hacks\;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\tfmv\;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\unusual\;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\vaccinator.vpk;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\vbuilder\;c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\custom\Viewfinder_Machina.vpk;c:\program files (x86)\steam\steamapps\commo qdir: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\workshop\content\models\workshop\player\items\spy\item_preview\" gamedir: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\" g_path: "c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\workshop\content\models\workshop\player\items\spy\item_preview\item_preview.qc" Building binary model files... Working on "item_preview.qc" ERROR: c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\workshop\content\models\workshop\player\items\spy\item_preview\item_preview.qc(7): - could not load file '' ERROR: Aborted Processing on 'workshop/player/items/spy/item_preview/item_preview.mdl' WARNING: Leaking 1 elements CTargetMDL::Compile Failed - c:\program files (x86)\steam\steamapps\common\team fortress 2\tf\models\workshop\player\items\spy\item_preview\item_preview.mdl WARNING: CTargetZIP::Compile - Target 3 Compile Failed[/QUOTE] Does anyone know how to fix this?
[QUOTE=Wowza!;47317969]I keep getting this error every time I try to compile a model with flexes in the import tool: Does anyone know how to fix this?[/QUOTE] Does the item have lods? If so, are they smd, dmx or fbx? LODs should be SMD (no flexes attached to it as it inherits from LOD 0) or else it will break.
[QUOTE=JPRAS;47317760]Pretty nice stuff, but I'm afraid the importer doesn't accept file sounds, so they'd have to be uploaded seperatly or without being certified compatible (please correct me if im wrong)[/QUOTE] Back in 2012/13 we were allowed to upload audio files for the Heart Breaker. I doubt it has changed, but I could be wrong!
[QUOTE=JPRAS;47317984]Does the item have lods? If so, are they smd, dmx or fbx? LODs should be SMD (no flexes attached to it as it inherits from LOD 0) or else it will break.[/QUOTE] That worked, thanks! Is it normal for the flexes to not show up in the importer preview?
[QUOTE=rezOnance;47318054]Back in 2012/13 we were allowed to upload audio files for the Heart Breaker. I doubt it has changed, but I could be wrong![/QUOTE] Back in 12 and 13 you just uploaded a .zip file containing all of the stuff. Now you have to run it through an in-game importer that only takes an animation up to 8 seconds (iirc) and a prop under a set poly count limit. There isn't an option to include sounds within the gold star submission system. You can upload it with the sounds in the files, but it would not have the gold star and have literally no chance of ever getting in the game.
So today i got a surprise, The Ripper is on the library page for tf2. I've always wanted to see one of my items there and today it happened. Just want to say thanks for the feedback on the item. Btw, the Break action revolver that i was modeling earlier has been made for the scout, and maybe later the pyro (Flare gun replacement) I have the red textures done, just gotta do the blue ones.
[QUOTE=S3pirion;47319183]So today i got a surprise, The Ripper is on the library page for tf2. I've always wanted to see one of my items there and today it happened. Just want to say thanks for the feedback on the item. Btw, the Break action revolver that i was modeling earlier has been made for the scout, and maybe later the pyro (Flare gun replacement) I have the red textures done, just gotta do the blue ones.[/QUOTE] Just curious, does it look the same as it does on gamebanana? or did you work around the laser sight?
[img]http://i.imgur.com/HPy9P8W.gif[/img] inspired by a certain sneaky snake, here's a taunt-cept for Spy
[QUOTE=DeRosaJ;47319468][img]http://i.imgur.com/HPy9P8W.gif[/img] inspired by a certain sneaky snake, here's a taunt-cept for Spy[/QUOTE] taunts shouldnt basically be weapons
I don't think he'd be able to move It'd be on level with the rancho relaxo.
[QUOTE=psyke;47319488]I don't think he'd be able to move It'd be on level with the rancho relaxo.[/QUOTE] new players might think it's a prop, also his head is completely hidden
[QUOTE=Punchy;47319494]new players might think it's a prop, also his head is completely hidden[/QUOTE] Pretty sure in the middle of a heavy industrial warzone, a cardboard box is going to stand out like a sore thumb.
[QUOTE=iAmaNewb;47319550]Pretty sure in the middle of a heavy industrial warzone, a cardboard box is going to stand out like a pebble in a shoe.[/QUOTE] The point is that suddenly you can't see the spy anymore. A new player COULD walk right past it.
[QUOTE=iAmaNewb;47319550]Pretty sure in the middle of a heavy industrial warzone, a cardboard box is going to stand out like a pebble in a shoe.[/QUOTE] This isn't old Disney animated movies where things that actually move stick out from the background. That being said there are other reasons that also make it not worth making into an actual taunt, including fucking up hitboxes more than even the Rancho and the player becoming essentially invisible.
[QUOTE=Blackavar;47319565]The point is that suddenly you can't see the spy anymore. A new player COULD walk right past it.[/QUOTE] well to be fair it's a stick figure animation
Well I have 2 ideas for taunts 1.is for Spy or Engie will pull out their guns (Spy's revolver and Engie Pistol) then will shot it similar to Pyro's Scroch shot taunt but will shoot a banner that say's You suck and Nope for Spy and Engie respectively 2.Heavy will pull out a bullet of his minigun out then shows it(like in the end of the interview in meet the heavy)
[QUOTE=Blackavar;47319565]The point is that suddenly you can't see the spy anymore. A new player COULD walk right past it.[/QUOTE] A new player could also get fooled by a Spy suddenly turning invisible, or by a Spy under disguise. Should they remove cloaking and the disguise kit because new players could get confused? No. This is the exact reason we didn't get Snowplow.
[QUOTE=-=NARH=-;47319877]A new player could also get fooled by a Spy suddenly turning invisible, or by a Spy under disguise. Should we remove the cloak and disguise kit because new players could get confused? No. This is the exact reason we didn't get Snowplow.[/QUOTE] Because going invisible and becoming a prop are totally comparable right new players give up on invisible because they don't know where the spy would go yet. being a box doesnt even give them a chance to know a spy is ever in the area. [editline]14th March 2015[/editline] [QUOTE=iAmaNewb;47319550]Pretty sure in the middle of a heavy industrial warzone, a cardboard box is going to stand out like a pebble in a shoe.[/QUOTE] there's dumb props littered around every map. i absolutely guarentee you a cardboard box is something a new player would stroll past.
[QUOTE=Punchy;47319884]Because going invisible and becoming a prop are totally comparable right new players give up on invisible because they don't know where the spy would go yet. being a box doesnt even give them a chance to know a spy is ever in the area.[/QUOTE] The Cloak and Dagger also doesn't give new players a chance of knowing a Spy is in the area. At least with the box the Spy is still somewhat visible, and he's stuck there until he stops using the taunt. [QUOTE=Punchy;47319884]there's dumb props littered around every map. i absolutely guarentee you a cardboard box is something a new player would stroll past.[/QUOTE] How about it has a subtle animation of the box moving, as if the Spy is adjusting his sitting/kneeling position?
just have the spy's legs peeking out from under the box
[IMG]http://i.imgur.com/wd7aB1z.png[/IMG] steam man!
[QUOTE=kingkiller;47320035][IMG]http://i.imgur.com/wd7aB1z.png[/IMG] steam man![/QUOTE] I think the hat & head item can be cool, but the rest looks a bit too much
[QUOTE=Punchy;47319884]Because going invisible and becoming a prop are totally comparable right new players give up on invisible because they don't know where the spy would go yet. being a box doesnt even give them a chance to know a spy is ever in the area.[/QUOTE] If new players could understand that the Spy goes invisible, what makes your think that they can't understand the Spy hiding in a box?
[IMG]http://i.imgur.com/zuSXCGB.png[/IMG] [I]The Pro-Camper[/I] Step 1) The sniper throw 2 suitcases Step 2) he press the button of each valises (which activate the tent & chair) Step 3) He sit on the chair and wait (could be different; aka making a fire and roast something( the whole taunt could be just sitting on a chair and roasting something))
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