[QUOTE=Populus89;47423184][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=416613047"][IMG]https://dl.dropboxusercontent.com/u/7534716/TauntGifs/PainterTauntThumb.jpg[/IMG][/URL]
[video=youtube;ZjMR-CuDJ-Mv]http://www.youtube.com/watch?v=ZjMR-CuDJ-Mv[/video][/QUOTE]
It would be fun if instead of sinking into the ground the painting and the stand turn invisible just like spy does with his watch.
It is possible to do that with props?
[QUOTE=majan222;47432662]It would be fun if instead of sinking into the ground the painting and the stand turn invisible just like spy does with his watch.
It is possible to do that with props?[/QUOTE]
I believe there is a cloaking material. So it might be possible.
[QUOTE=SaxxySax;47432257]Why is this called Smoking Guns in the first place?[/QUOTE]
Spy vs Engineer revolver gold rush
[QUOTE=DannyBoi;47426986][URL="http://tf2.gamebanana.com/skins/139267"][IMG]http://i.imgur.com/YdBtsoa.png[/IMG][/URL]
[video=youtube;OnpyLqr-FJw]http://www.youtube.com/watch?v=OnpyLqr-FJw&list=UURmAt0qh0mwyU4Kz9_cMHcg[/video]
How does one embed youtube vids[/QUOTE]
Nice Mod in all but I see one missing a texture during the reload anim has anyone spotted it?
BTW it's the scattergun not the force of nature.
Update for the animation pack
[URL="http://tf2.gamebanana.com/skins/139267"][IMG]http://i.imgur.com/iweBmj4.png[/IMG][/URL]
[video=youtube;FSy-4G05ums]http://www.youtube.com/watch?v=FSy-4G05ums&feature=youtu.be[/video]
[QUOTE=DannyBoi;47434325]Update for the animation pack
[URL="http://tf2.gamebanana.com/skins/139267"][IMG]http://i.imgur.com/iweBmj4.png[/IMG][/URL]
[video=youtube;FSy-4G05ums]http://www.youtube.com/watch?v=FSy-4G05ums&feature=youtu.be[/video][/QUOTE]
The only animation i can honestly say i like is the pistol, the rest seems okay, but it all feels stiff, or his arms feel like they're being pressed together, or his arm positioning just looks uncomfortable.
[QUOTE=DannyBoi;47434325]Update for the animation pack
[URL="http://tf2.gamebanana.com/skins/139267"][IMG]http://i.imgur.com/iweBmj4.png[/IMG][/URL]
[video=youtube;FSy-4G05ums]http://www.youtube.com/watch?v=FSy-4G05ums&feature=youtu.be[/video][/QUOTE]
Really loving that pistol reload but I can't tell if you're still missing subtle idle movements
Everything seems a bit stiff too
I got a pyro item idea.
Propane Tank.
[QUOTE=dongalator;47431144]If someone manages to get the custom normal thing to work, feel free to post results or how you go it to work![/QUOTE]
Tried this out on my old fur cap model that desperately needs modified normals. I made a smooth bloby model to use a a target for the normals. The data transfer modifier is -- true to blender form -- not simple, easy to use, or clearly documented. However, I got it to work.
[t]http://i.imgur.com/KVfbgGW.jpg[/t]
New on top, old on bottom.
So that cool. Right now however, it's very temperamental. You do almost ANYTHING to the model and it breaks. Also applying the modifier removes the altered normals, which seems odd. Probably something in my scene doing that.
Modified normals also do not survive export with the source tools to dmx.
Importing normals only works with dmx models. I was only able to test this with a nodel I exported as a dmx, because I don't have anything to decompile a mdl as a dmx, so that not super useful either right now.
Gonna keep trying with the modifier.
edit:
I take it back! I found a checkbox that makes it work! Literally. On the object data tab, there's a Normals section with an option box for "Auto Smooth." Apply the data transfer modifier, check that box, and custom normals survive dmx export.
[t]http://i.imgur.com/XaxnXE9.jpg[/t]
New on top, old on bottom, hlmv.
Gonna grab dinner then try to get custom normals and sharp edges together. I'll report back.
I need help with a concept art which program shall I use?(Tiny bit off topic)
[QUOTE=DannyBoi;47434325]Update for the animation pack
[URL="http://tf2.gamebanana.com/skins/139267"][IMG]http://i.imgur.com/iweBmj4.png[/IMG][/URL]
[video=youtube;FSy-4G05ums]http://www.youtube.com/watch?v=FSy-4G05ums&feature=youtu.be[/video][/QUOTE]
Is there a way that I can only use the pistol and the shortstop?
Marty McFly Hair for Scout
[IMG]http://i.imgur.com/jKPEqPr.png[/IMG]
I drew it in a hurry.
That is a brown blob in the shape of hair. There is no detail or definition at all in what you drew.
[QUOTE=SaxxySax;47434986]
I drew it in a hurry.[/QUOTE]
Why? Concepts aren't something you rush and do as fast as possible.
[QUOTE=FiveEyes;47435016]That is a brown blob in the shape of hair. There is no detail or definition at all in what you drew.[/QUOTE]
Ok. I'll try to fix that.
[editline]1st April 2015[/editline]
Well I'm tired.
bear in mind: this thread is not a chatroom. you're cordially invited to post whenever you really have something to add.
Hey guys, do you like Mann Power mode?
ME NEITHER! Have a thing for it regardless!
[IMG]https://i.imgur.com/wv7Idv6.png[/IMG]
WiP, did this in about an hour, still need to do the chain, and texture it. Expect this quick thing later this weekend. Might even model the claw shot, that'd go really well with the little arm thingys.
[B]EDIT[/B]: Does anyone know where the location of the sprite that's used for the rope for the grappling hook is? I'd like to change it to a chain.
[QUOTE=SaxxySax;47434807]I need help with a concept art which program shall I use?(Tiny bit off topic)[/QUOTE]
who needs program to draw concepts when you can use pencil instead
Ok here we go. Modified normals and sharp edges all in one.
As a side effect of the new normal code in blender, you no longer need to use a edge split modifier to get sharp edges!
-Mark your edges sharp
-On the object data tab, turn on auto smooth, and set Angle to 180. Boom, sharp edges, no edge split modifier. This works just fine with dmx exporting.
Now, for the modified normals. Here's the quick overview.
[t]http://i.imgur.com/rhpQSjg.jpg[/t]
First thing, MAKE SURE YOU ARE DONE MODELING before doing this. Modifying your mesh geometry clears the edited normals, and undoing to modified normals can take some work.
-Finish modeling
-Mark edges sharp
-Turn on normals Auto Smooth and set angle to 180
-Add the data copy modifier, and modify your normals however you want.
-Apply the data copy -- This will bake your modified normals AND SHARP EDGES into the model
-Export
I suspect that there is a way to do this while maintaining an edge split modifier, as baking your sharp edges into the model is messy to undo - when you undo all mesh edges end up marked as sharp.
Have fun everyone.
[QUOTE=WnR;47435277]Ok here we go. Modified normals and sharp edges all in one.
As a side effect of the new normal code in blender, you no longer need to use a edge split modifier to get sharp edges!
-Mark your edges sharp
-On the object data tab, turn on auto smooth, and set Angle to 180. Boom, sharp edges, no edge split modifier. This works just fine with dmx exporting.
Now, for the modified normals. Here's the quick overview.
[t]http://i.imgur.com/rhpQSjg.jpg[/t]
First thing, MAKE SURE YOU ARE DONE MODELING before doing this. Modifying your mesh geometry clears the edited normals, and undoing to modified normals can take some work.
-Finish modeling
-Mark edges sharp
-Turn on normals Auto Smooth and set angle to 180
-Add the data copy modifier, and modify your normals however you want.
-Apply the data copy -- This will bake your modified normals AND SHARP EDGES into the model
-Export
I suspect that there is a way to do this while maintaining an edge split modifier, as baking your sharp edges into the model is messy to undo - when you undo all mesh edges end up marked as sharp.
[editline]1st April 2015[/editline]
Have fun everyone.[/QUOTE]
Great work, this will come in handy for lots of people I bet.
One question though. How does it work with FBX? Since the item importer also supports it, as well as dmx, and the blender update change logs mention the custom normals working natively with fbx.
As long as the data copy is applied, fbx export should work fine is my guess.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=417598055"][IMG]http://cloud-2.steamusercontent.com/ugc/529511938008055948/40F120C095391830D591D2D04BA3C1CF2999FF25/[/IMG][/URL]
Now with shirts flavor!
[B]Important Emporium news[/B]
I've recently been contacted by Valve, and they've kindly offered me two things regarding the TF2 Emporium community.
First of all due to it's ongoing contributions over the years, Valve has offered to add me as service provider!
Second of all, Valve shed some light on the changes they're planning regarding modding in TF2.
Now, I am [I]restricted[/I] in what I'm allowed to say.
So as a solution to lessen the blow of these big changes, I went ahead and reformed the TF2 Emporium community we know and love, to the new robust "Workshop Thread"
As you can see in the original post of this thread, the whole post has been cleaned and rearranged.
[b] Why are we changing names and focus? [/b]
Valve has come to the conclusion that modding itself needs to be discouraged and contributing to the workshop encouraged!
This has led them in the past to force sv_pure on servers, and now the next step reaching out to the community.
So from now on the Workshop Thread will no longer host or feature mods.
Instead it will provide services to contributors in how to best upload their work, what trend is coming to Team Fortress 2 and boosting votes & views.
I hope this post has informed everyone well enough, and all of us can move on to the next phase of TF2's lifecycle.
[QUOTE=Frying Dutchman;47436558][B]Important Emporium news[/B]
I've recently been contacted by Valve, and they've kindly offered me two things regarding the TF2 Emporium community.
First of all due to it's ongoing contributions over the years, Valve has offered to add me as service provider!
Second of all, Valve shed some light on the changes they're planning regarding modding in TF2.
Now, I am [I]restricted[/I] in what I'm allowed to say.
So as a solution to lessen the blow of these big changes, I went ahead and reformed the TF2 Emporium community we know and love, to the new robust "Workshop Thread"
As you can see in the original post of this thread, the whole post has been cleaned and rearranged.
[B] Why are we changing names and focus? [/B]
Valve has come to the conclusion that modding itself needs to be discouraged and contributing to the workshop encouraged!
This has led them in the past to force sv_pure on servers, and now the next step reaching out to the community.
So from now on the Workshop Thread will no longer host or feature mods.
Instead it will provide services to contributors in how to best upload their work, what trend is coming to Team Fortress 2 and boosting votes & views.
I hope this post has informed everyone well enough, and all of us can move on to the next phase of TF2's lifecycle.[/QUOTE]
Finally, I won't be gunned down by someone just because his Heavy's shotgun animation DOESN'T block the entire screen!
[sp]didn't contact owners of other mod posts to replace them with pictures of the mann co store, 6/10[/sp]
fuck you baltimore
Ok, this is driving me nuts but at the same time I think I want to show everyone how it's going and especially what cobalt cakes thinks of it.
it took me 16 hours to get this far:
2 hours on the models
2 hours unwrapping the surfaces of what has been textured
8 hours texturing what little has been done (I'm having great difficulty with this if it weren't already obvious)
4 hours moving UVW's and making them straight.
[IMG]https://dl.dropboxusercontent.com/u/32668357/Face_Punch/weapons/medigun_cobalcakes/render_first.png[/IMG]
[IMG]http://i.imgur.com/6ZTMZv7.gif[/IMG]
No idea if this is emporium material, but here's an animation featuring a pyro being knocked back by something.
Main purpose is just for practice, took about 3.5 hours.
[URL="http://imgur.com/a/i5KQa"]Here's an imgur album of other angles[/URL]
[QUOTE=Frying Dutchman;47436558][B]Important Emporium news[/B]
I've recently been contacted by Valve, and they've kindly offered me two things regarding the TF2 Emporium community.
First of all due to it's ongoing contributions over the years, Valve has offered to add me as service provider!
Second of all, Valve shed some light on the changes they're planning regarding modding in TF2.
[/QUOTE]
Valve? Communicating with a member of the community? This is obviously an April Fools joke.
[IMG]http://i.imgur.com/T1Kb1sX.png[/IMG]
scattergun im working on, part of a set
when i was browsing GB I accidentally saw [url=http://tf2.gamebanana.com/skins/139281]this[/url] released few minutes ago
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