• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=UberMunchkin;46954797]For the concept's sake, to be unique and neat. Have you seen the Soldier's melee animations? They're awkward for anything small like that. Having it face downwards at least make gives it a tiny bit of class and character. And to be fair on him, Soldier is probably one to see it in a movie and use it just [I]because[/I] it was in a movie or something.[/QUOTE] [video=youtube;ki4hl7NRjWs]http://www.youtube.com/watch?v=ki4hl7NRjWs[/video]
Art style and theme are two separate things. Most of time when people complain about the art style not fitting they are actually complaining about something not fitting the theme of TF2.
[QUOTE=Flubbman;46955535][URL="http://steamcommunity.com/workshop/filedetails/?id=376834119"][IMG]http://cloud-4.steamusercontent.com/ugc/37486795749363001/29AEBECD93C2C76CC87C08C77940086C01076C13/[/IMG][/URL] Models by me, texture stuff by Gadget and concept by BonJons. Mods will come :)[/QUOTE] That is now my new wallpaper.
[QUOTE=UberMunchkin;46955837][t]http://i.imgur.com/EFuTCBz.png[/t][/QUOTE] Is this claimed? I'd love to do it.
[QUOTE=gabrielwoj;46955729]I would change the gold stuff to Cream Spirit color scheme or retain them in gold for RED but change the color in BLU Team to be Silver. Yes, it may be paintable and you can simply paint it yourself, but what if Valve decides to change the color or not add paintabillity and still keep the Yellowish design?[/QUOTE] No, both of that is terrible, gold shouldn't be cream spirit, that only makes it looks like painted metal or plastic, it should sooner be made to look like the triat trinket chains, goldy phongwarp i think? silver on blue is also terrible, why would you swap the fantastic blue-yellow compliment for a dull silver color?
Is there a certain poly limit that weapon LODs must meet? EDIT: Forget it, according to this wiki page, there are a ton of weapons with no LODS whatsoever. [URL="https://wiki.teamfortress.com/wiki/Model_optimization"]https://wiki.teamfortress.com/wiki/Model_optimization[/URL] Infact, the Dead ringer has about 8,000 polygons, and 0 lods... Edit #2: Okay, looks like I should make lods, and will.
[QUOTE=OverPovered;46956626]Is there a certain poly limit that weapon LODs must meet? EDIT: Forget it, according to this wiki page, there are a ton of weapons with no LODS whatsoever. [URL="https://wiki.teamfortress.com/wiki/Model_optimization"]https://wiki.teamfortress.com/wiki/Model_optimization[/URL][/QUOTE] Still not a bad idea to make them for your model of course; this is a great tutorial imo: [url]https://developer.valvesoftware.com/wiki/Level_of_detail[/url]
yea a wep without lods is a very bad idea, I always make atleast 2 (sometimes 3) i generally make lod1 around 75% of lod0s polys, lod2 at 50%, and lod3 at 25%
Is the gold env map good or not? [t]http://i.imgur.com/SXMVYGV.jpg[/t]
[QUOTE=blaholtzen;46956535]No, both of that is terrible, gold shouldn't be cream spirit, that only makes it looks like painted metal or plastic, it should sooner be made to look like the triat trinket chains, goldy phongwarp i think? silver on blue is also terrible, why would you swap the fantastic blue-yellow compliment for a dull silver color?[/QUOTE] Alright, each one with their opinions.
[QUOTE=OverPovered;46956881]Is the gold env map good or not? [t]http://i.imgur.com/SXMVYGV.jpg[/t][/QUOTE] Looks fine on the inlays but the whole cylinder is a little garish. Hammer is just pushing it but would be okay with the cylinder changed up a bit.
[QUOTE=OverPovered;46956626]Is there a certain poly limit that weapon LODs must meet? EDIT: Forget it, according to this wiki page, there are a ton of weapons with no LODS whatsoever. [URL="https://wiki.teamfortress.com/wiki/Model_optimization"]https://wiki.teamfortress.com/wiki/Model_optimization[/URL] Infact, the Dead ringer has about 8,000 polygons, and 0 lods... Edit #2: Okay, looks like I should make lods, and will.[/QUOTE] Deadringer is also only ever seen in first person.
[QUOTE=OverPovered;46956881]Is the gold env map good or not? [t]http://i.imgur.com/SXMVYGV.jpg[/t][/QUOTE] i think itd look good if u lowered the intensity quite a bit, or used a gold tinted method for what the ambassador does to get its chrome effect
[IMG]http://puu.sh/eFBur/7c35b7f94b.png[/IMG] Here's a thing up for grabs i suppose.
agree: [t]http://i.imgur.com/XNIJFku.png[/t] disagree: [t]http://i.imgur.com/Azko3ai.png[/t] zing: [t]http://i.imgur.com/7FEey4v.png[/t]
The more tacticool the better. Add a foregrip and extended mag.
I have a huge problem. It appears that the game actually breaks after a certain amount of mod vpk, but if I convert those vpk to folders it works fine. Is Valve [I]trying[/I] to ruining modding in tf2? (official servers being "pure" and all) [editline]18th January 2015[/editline] [QUOTE=Killbane;46957355]The more tacticool the better. Add a foregrip and extended mag.[/QUOTE] Why stop there? Add a stock, a sniper scope and a grenade launcher (that's what I did in GunClub3 (an obscure android app)
And a bipod, nay, a tripod! But in seriousness #1 looks real nice.
Go all the way. [Img]http://files.gamebanana.com/img/ss/skins/thm_28844.jpg[/img]
[QUOTE=Pagliacci;46957318]agree: [t]http://i.imgur.com/XNIJFku.png[/t] disagree: [t]http://i.imgur.com/Azko3ai.png[/t] zing: [t]http://i.imgur.com/7FEey4v.png[/t][/QUOTE] you know whatd b rlly cool, if u could put that for spy with the tranq anims which r a taaaad similar to moving the slide in a reload anim probably a dumb thought, but itd be cool imo
Made changes. Its pretty tri heavy so might have to cut some parts down. [t]http://puu.sh/eEydz/f085e450b5.png[/t] Snowplow has beautiful lighting. [IMG]http://puu.sh/eFZGb/b9e749ffa0.png[/IMG] [IMG]http://puu.sh/eFZJN/c97f240d51.png[/IMG] [IMG]http://puu.sh/eFZLt/bbd6198128.png[/IMG]
[QUOTE=TheJukebox;46957855]Made changes. Its pretty tri heavy so might have to cut some parts down. [IMG]http://puu.sh/eEydz/f085e450b5.png[/IMG][/QUOTE] I really like all the parts though. Perhaps you can skim down on tries by lowering the amount of polys on the rounded/circular stuff.
[QUOTE=Pagliacci;46957318]agree: [t]http://i.imgur.com/XNIJFku.png[/t] disagree: [t]http://i.imgur.com/Azko3ai.png[/t] zing: [t]http://i.imgur.com/7FEey4v.png[/t][/QUOTE] This would probably look better with a bit of barrel in between the front of the gun and the silencer. It could be just a tiny bit of barrel showing, but the end of the gun being in contact with the back of the silencer just doesn't look quite right imo.
[QUOTE=TheJukebox;46957855]Made changes. Its pretty tri heavy so might have to cut some parts down. [t]http://puu.sh/eEydz/f085e450b5.png[/t] [/QUOTE] I'm curious to see how you'll adjust the heal beam particles. All other Medi-Guns basically have a fire-hose tube opening Perhaps something like the particles from the Dr. Grordbort concept that has been floating around forever. [t]http://cloud-4.steampowered.com/ugc/920109153889828573/6976B02CE45329FB12E11F3BF06A3AB6991A0340/[/t]
Mods! [URL="http://mods.tf/mods/623/"][IMG]http://i.imgur.com/9607OZU.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=376809725"][IMG]http://i.imgur.com/kO21Qzd.png[/IMG][/URL] [URL="http://mods.tf/mods/622/"][IMG]http://i.imgur.com/vH7zoQw.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=376818497"][IMG]http://i.imgur.com/kO21Qzd.png[/IMG][/URL] [URL="http://mods.tf/mods/621/"][IMG]http://i.imgur.com/jgyxt7K.png[/IMG][/URL][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=376823023"][IMG]http://i.imgur.com/kO21Qzd.png[/IMG][/URL]
[QUOTE=Punchy;46957198][IMG]http://puu.sh/eFBur/7c35b7f94b.png[/IMG] Here's a thing up for grabs i suppose.[/QUOTE] Is that a haircut or a leather hood?
So I tried to compile the LODs, with no success. I get the following error: [CODE]ERROR: c:\users\johndoe\revolver 1\mdldecompiler edit 2.qc(6): - Unknown replace model 'c_minirevolver'[/CODE] my qc is as follows: [CODE]$cd "C:\Users\johndoe\revolver 1\" $modelname "weapons/c_models/c_minirevolver/minirevolver.mdl" $model "Body" "c_minirevolver.dmx.smd" $lod 5 { replacemodel "c_minirevolver.smd" "lod1_c_minirevolver.smd" } $lod 9 { replacemodel "c_minirevolver.smd" "lod2_c_minirevolver.smd" } $lod 16 { replacemodel "c_minirevolver.smd" "lod3_c_minirevolver.smd" } $cdmaterials "\models\weapons\c_items\" $cdmaterials "" $hboxset "default" $hbox 0 "weapon_bone" -0.986 -5.448 -3.624 0.986 4.606 14.417 $hbox 0 "weapon_bone_2" -1.137 -1.124 -1.263 1.141 1.134 1.204 $hbox 0 "weapon_bone_3" -0.925 -1.031 -1.995 0.930 1.030 0.000 // Model uses material "models/weapons/c_items/c_minirevolver.vmt" // Model uses material "models\weapons\c_items\c_minirevolver.vmt" $attachment "muzzle" "weapon_bone" 0.00 2.72 14.78 rotate -90.00 -0.00 0.00 $attachment "eject_brass" "weapon_bone" 0.00 1.92 1.59 rotate 90.00 -0.00 0.00 $surfaceprop "metal" $illumposition 5.396 -0.001 -0.421 $sequence idle "idle" loop fps 30.00 $collisionmodel "phymodel.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/CODE] My models are named correctly, as can be seen in this image. What could possibly be wrong? [t]http://puu.sh/eGBRN.png[/t] Thanks in advance for assistance.
[QUOTE=OverPovered;46959259]So I tried to compile the LODs, with no success. I get the following error: [CODE]ERROR: c:\users\johndoe\revolver 1\mdldecompiler edit 2.qc(6): - Unknown replace model 'c_minirevolver'[/CODE] My models are named correctly, as can be seen in this image. What could possibly be wrong? [t]http://puu.sh/eGBRN.png[/t] Thanks in advance for assistance.[/QUOTE] [code]// $cd "C:\Users\johndoe\revolver 1\" - You don't need this line if your qc is in the same folder as your .smd's $modelname "weapons/c_models/c_minirevolver/c_minirevolver.mdl" $model "Body" "c_minirevolver.smd" $lod 11 { replacemodel "c_minirevolver.smd" "lod1_c_minirevolver.smd" } $lod 22 { replacemodel "c_minirevolver.smd" "lod2_c_minirevolver.smd" } $lod 33 { replacemodel "c_minirevolver.smd" "lod3_c_minirevolver.smd" } $cdmaterials "\models\weapons\c_items\" $hboxset "default" $attachment "muzzle" "weapon_bone" 0.00 2.72 14.78 rotate -90.00 -0.00 0.00 $attachment "eject_brass" "weapon_bone" 0.00 1.92 1.59 rotate 90.00 -0.00 0.00 $surfaceprop "metal" $illumposition 5.396 -0.001 -0.421 $sequence ref "idle" fps 30.00 $collisionmodel "c_minirevolver.smd" { $automass }[/code] Basically you used c_minirevolver[B].dmx[/B].smd in your $model line but used c_minirevolver.smd in every other line, you can't do that. I also removed a bunch of crap and simplified some other stuff.
[QUOTE=OverPovered;46956626]Is there a certain poly limit that weapon LODs must meet? EDIT: Forget it, according to this wiki page, there are a ton of weapons with no LODS whatsoever. [URL="https://wiki.teamfortress.com/wiki/Model_optimization"]https://wiki.teamfortress.com/wiki/Model_optimization[/URL] Infact, the Dead ringer has about 8,000 polygons, and 0 lods... Edit #2: Okay, looks like I should make lods, and will.[/QUOTE] That wiki list hasn't been updated in years.
I think I fixed the ugliest problems: [t]http://puu.sh/eGDe3/89fd1d2f60.jpg[/t] I still have this little bugger here, though: [t]http://puu.sh/eGFWV/eff2ecd437.jpg[/t] Thanks WnR! [editline]18th January 2015[/editline] Does this look any better? [t]http://puu.sh/eGJ4R/c7515d3c36.jpg[/t]
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