[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]
Not gonna lie, you had me for a couple minutes there.
As noted by r_S, I published the Golden Showers.
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/oVVh7wv.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/8CozAn0.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/rqMFen4.gif[/IMG][/URL]
I will publish this to the TF2 Workshop for Halloween.
[QUOTE=S3pirion;47436900][IMG]http://i.imgur.com/T1Kb1sX.png[/IMG]
scattergun im working on, part of a set[/QUOTE]
you'd probably be better off not direct mesh copying the drum and drum port straight off the BFB.
[QUOTE=OverPovered;47437448]As noted by r_S, I published the Golden Showers.
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/oVVh7wv.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/8CozAn0.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/rqMFen4.gif[/IMG][/URL]
I will publish this to the TF2 Workshop for Halloween.[/QUOTE]
Mod replacing the Bill hat please.
[QUOTE=Radaghast;47437547]Mod replacing the Bill hat please.[/QUOTE]
Your wish is granted. [URL="https://db.tt/4Eb6rdPi"]https://db.tt/4Eb6rdPi[/URL]
I've finally decided what I'm gonna do for the space race
spmething based on Olimar's helmet for every class
[IMG]http://vignette4.wikia.nocookie.net/fantendo/images/c/c0/Olimar_a.png/revision/latest?cb=20131223093901[/IMG]
[QUOTE=kibbleknight;47437502]you'd probably be better off not direct mesh copying the drum and drum port straight off the BFB.[/QUOTE]
They are there for reference, no need to point that out :P
[QUOTE=OverPovered;47437448][URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/rqMFen4.gif[/IMG][/URL][/QUOTE]
Sniper you should see a doctor
Pee should not be flowing out like that
[sp]Looks great by the way[/sp]
-snip-
[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]
I sure hope they make things such as collars and scouts backpack removable for the workshop, if they want to encourage workshop use then they should make it easier.
[QUOTE=BonJons;47438582]I sure hope they make things such as collars and scouts backpack removable for the workshop, if they want to encourage workshop use then they should make it easier.[/QUOTE]
The last time the TF2 team tried adding bodygroups to the playmodels, they astronomically broke the game. It didn't even make it to the production build
[sp]which is a miracle considering the bugs we currently have right now[/sp]
[QUOTE=FiveEyes;47435157]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]
When your done with this, this will be the grapple launcher for when i play mannpower, excellent job. You might even want to put this on the workshop.
on a completely unrelated note, does anyone have any tips for how to correct smoothing errors? For the life of me, i cannot seem to smooth out 2 places on the stock of my scattergun, and it is driving me crazy. It wouldn't be noticable in game, since the scouts hand would be covering it, but my worry is that it will be noticable in the sfm renders/hlmv shots.
[QUOTE=S3pirion;47438749]You might even want to put this on the workshop.[/QUOTE]
Except I can't. You can't upload copyrighted things to the shop yo.
[QUOTE=FiveEyes;47438867]Except I can't. You can't upload copyrighted things to the shop yo.[/QUOTE]
Im confused.... Sorry about that.
[QUOTE=OverPovered;47437448]As noted by r_S, I published the Golden Showers.
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/oVVh7wv.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/8CozAn0.gif[/IMG][/URL]
[URL=http://tf2.gamebanana.com/skins/139281][IMG]http://i.imgur.com/rqMFen4.gif[/IMG][/URL]
I will publish this to the TF2 Workshop for Halloween.[/QUOTE]
Have you tried the possibility of making the clouds slightly transparent?
Here is a Halberd that I've been working on for King of the Hill (new WIP)
[IMG]http://puu.sh/gY8yl/46b104971d.png[/IMG]
[QUOTE=WnR;47434751]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.[/QUOTE]
theoretically, would it be possible to finally import atleast dmx's with the proper smoothing with this new normals method?
[QUOTE=JohnMegaman72;47434931]Is there a way that I can only use the pistol and the shortstop?[/QUOTE]
It uses seperated C_anims so if you know how that works you can.
Improvements....
Ignore the cubemap, i'm using the backscatter's vmt until i'm done with the model
[IMG]http://i.imgur.com/TTi8JTi.png[/IMG]
on another completely unrelated note, i was looking through the first 20 or so pages of this emporium, and saw how many posts i did of that one pistol, wanted to apoligize about wasting so much space, but it helped me realize how to model correctly, and every bit of feedback and tutorial i have in a onenote notebook, in case i ever need it. Hope i'm getting better.
[QUOTE=Colteh;47439093]theoretically, would it be possible to finally import atleast dmx's with the proper smoothing with this new normals method?[/QUOTE]
Yep. Dmx should import just fine. Crowbar wont decompile to dmx so i couldnt test myself but exporting a dmx then bringing it back in keeps the sharp edges.
Introducing the Mini-Teleporter
[video=youtube;J594ndELgsM]http://www.youtube.com/watch?v=J594ndELgsM[/video]
[QUOTE=Lexar;47436686]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.
[/QUOTE]
Looks pretty good so far! I have some critiques however.
I'd say the buckles are too thin, and would probably look better thickened and beveled more on the corners to not look too square.
The holes in the belts don't need to be modeled on, the texture should be fine.
The pack itself might be better if it were a bit more boxy, but only slightly.
Not sure if the glass case is invisible at the moment or not present.
Texture wise it all seems very flat, the pack could use some noise and the metal some brushstrokes and edge wear.
There are a few color discrepancies around like the wire and bit on the right but if you just haven't gotten to those yet that is fine.
Feel free to add me on steam if you want to keep me updated further!
[QUOTE=BANG!;47439842]Introducing the Mini-Teleporter
[video=youtube;J594ndELgsM]http://www.youtube.com/watch?v=J594ndELgsM[/video][/QUOTE]
That Mini-Teleporter seems a little bit fishy.
[QUOTE=BANG!;47439842]Introducing the Mini-Teleporter
[video=youtube;J594ndELgsM]http://www.youtube.com/watch?v=J594ndELgsM[/video][/QUOTE]
How would it work?
[QUOTE=Inspecter;47440009]How would it work?[/QUOTE]
It turns you into a fish forever even when changing server. Using it multiple times makes you a fourth of your size and take 4 times damage while dealing a fourth of your damage. You will never be cleansed of these debuffs.
[QUOTE=AnnieOakley;47440108]It turns you into a fish forever even when changing server. Using it multiple times makes you a fourth of your size and take 4 times damage while dealing a fourth of your damage. You will never be cleansed of these debuffs.[/QUOTE]
nah a piece of bread
players can eat you for 50 health.
[editline]1st April 2015[/editline]
[t]http://i.imgur.com/KiiJNPW.jpg[/t]
Looks pretty good in game, just gotta add some detail onto the stock. Also, to add a laser pointer or not...........
[QUOTE=S3pirion;47440149]nah a piece of bread
players can eat you for 50 health.
[editline]1st April 2015[/editline]
[t]http://i.imgur.com/KiiJNPW.jpg[/t]
Looks pretty good in game, just gotta add some detail onto the stock. Also, to add a laser pointer or not...........[/QUOTE]
You really seem to like adding lasers to weapons.
[QUOTE=Inspecter;47440009]How would it work?[/QUOTE]
Can't be repaired and has a limited number of uses
Posted about this a little while back, added more geometry to it.
[IMG]http://i.imgur.com/MRc3Rcc.png[/IMG]
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