[QUOTE]They constructed a board with a nail in it, but they won't stop there. They'll construct bigger boards with bigger nails, and then they'll construct a board with a nail in it so large, it will destroy them all...[/QUOTE]
[QUOTE=Mort Stroodle;47523982]They constructed a board with a nail in it, but they won't stop there. They'll construct bigger boards with bigger nails, and then they'll construct a board with a nail in it so large, it will destroy them all...[/QUOTE]
But what will they do after that? Make one so big, it's bigger then the universe?
[QUOTE=The Yiffy Fox;47524007]But what will they do after that? Make one so big, it's bigger then the universe?[/QUOTE]
We'll make one so big it'll pierce the very fabric of time space continuum.
[T]http://i.imgur.com/wgnRlvC.jpg[/T]
WIP spy sapper, I'm think about doing a set.
[QUOTE='[Brn];47525584'][T]http://i.imgur.com/wgnRlvC.jpg[/T]
WIP spy sapper, I'm think about doing a set.[/QUOTE]
I'd love to see that released to the SFM workshop, damn!
[IMG]http://puu.sh/hdMkn/ffe25de7c5.png[/IMG]
My first attempt on modelling a shirt item, based on [URL=https://www.dropbox.com/sh/k43g3dql49fy7zp/AAAeezeuDy40vKbi8N9OTSaka/Tux%20Large.png?dl=0]Verno's concept[/URL]
Will be adding details to it after I make a few adjustments
Also, is texturing for clothing items hard?
[QUOTE=dzoo11;47526057]I'd love to see that released to the SFM workshop, damn![/QUOTE]
Why does everyone forget Gmod?
[QUOTE=Inspecter;47526422]Why does everyone forget Gmod?[/QUOTE]
gmod? i've never heard of it i don't know what you're talking about
[QUOTE=dzoo11;47526057]I'd love to see that released to the SFM workshop, damn![/QUOTE]
I second that!
[QUOTE='[Brn];47525584'][T]http://i.imgur.com/wgnRlvC.jpg[/T]
WIP spy sapper, I'm think about doing a set.[/QUOTE]
Anyway to replace the aperture branding with "Spytech" or something?
BTW, I also favor azoo11 idea for a SFM, heck, even a gmod mod.
[QUOTE=TheJukebox;47523270]A baseball bat with nails in it is not the same thing as the medieval weapon the Boston Basher is, nor is it a wooden plank with a train spike in it. Let him make the darn thing and stop arguing about the design for a thing you're not making. Some feedback is fine, but all this is too much.[/QUOTE]
What? I'm promoting his medieval current design, it looks great.
Karma Charger made me an awesome video of the Manncannon with some (somewhat ridiculous) custom stats I came up with.
[video=youtube;eAX2ih7QTFI]http://www.youtube.com/watch?v=eAX2ih7QTFI[/video]
Enjoy.
[QUOTE=Ona;47527822]Karma Charger made me an awesome video of the Manncannon with some (somewhat ridiculous) custom stats I came up with.
[video=youtube;eAX2ih7QTFI]http://www.youtube.com/watch?v=eAX2ih7QTFI[/video]
Enjoy.[/QUOTE]
Model's great, but the stats kind of seem like a jumbled mess.
[QUOTE=Mort Stroodle;47528026]Model's great, but the stats kind of seem like a jumbled mess.[/QUOTE]
Of course they are! [B][I]I[/I][/B] suggested them!
Think of it like this: That thing is supposed to be an anti-tank rifle, the bullets it fires are around 3 times as big as a .50 calibre. You can bet your ass I made the stats as ludicrous as possible! The entire gun screams "Overkill", so I rolled with that.
Also, it was 4am my-time when Karma asked me for stats and I cannot be held responsible for the shit I say past 3am.
Speaking of which, I should probably go to bed, toodles, folks.
you should probably make it so the more kills you get the faster you charge.
i think just having the stats be these three (or four) attributes would be enough
[QUOTE]On Fully Charged Headshot: Cause an explosion and damage nearby enemies
On Full Charge: Projectiles penetrate players
-50% max primary ammo on wearer
(25% longer weapon switch)
[/QUOTE]
having 11 attributes on one rifle just looks gross and most of them don't really change anything considering it's a sniper rifle
[QUOTE=Constructor;47528179]i think just having the stats be these three (or four) attributes would be enough
having 11 attributes on one rifle just looks gross and most of them don't really change anything considering it's a sniper rifle[/QUOTE]
You're undoubtedly right here. But the stats I suggested were merely a testing ground of sorts. Throwing a lot of things at a wall and seeing what sticks. Most of them could be dropped, especially the +damage to buildings and the damage bonus in general. That's assuming the weapon ever even made it in-game.
But I wanted to see a lot of cool stuff happen on the video, and Karma was happy to oblige. The way I see it: Even if Valve does add the Manncannon, they're unlikely to pick the stats straight out of one video. So why not make the video as ridiculous as possible?
No kill like overkill. Especially not with the Manncannon.
So when I want to make a simple work on an existing model (i. e. make it team colored), I decompile it, edit QC and then recompile it. But for some reason the physmodel becomes incorrectly rotated after I do so. Is there a way to fix it? I'm using the newest version of Crowbar for both decompiling and recompiling stuff. Here's a screenshot of Huntsman after decompiling and recompiling taken in HLMV:
[t]http://i.imgur.com/fUhoO7i.png[/t]
[QUOTE=Matihood1;47528342]So when I want to make a simple work on an existing model (i. e. make it team colored), I decompile it, edit QC and then recompile it. But for some reason the physmodel becomes incorrectly rotated after I do so. Is there a way to fix it? I'm using the newest version of Crowbar for both decompiling and recompiling stuff. Here's a screenshot of Huntsman after decompiling and recompiling taken in HLMV:
[t]http://i.imgur.com/fUhoO7i.png[/t][/QUOTE]
Try deleting the phy file of the compiled huntsman
[QUOTE=Constructor;47528179]i think just having the stats be these three (or four) attributes would be enough
having 11 attributes on one rifle just looks gross and most of them don't really change anything considering it's a sniper rifle[/QUOTE]
Why haven't we got a Sniper Rifle that has the explosive ammo effect like the upgrade in MVM yet anyways? It'd make a great unique attribute.
[QUOTE=Riley75;47528368]Try deleting the phy file of the compiled huntsman[/QUOTE]
That works but only for models that have their physmodels set up correctly before I start messing with them. But what if it's a completely new model which I get from Gamebanana that already has an incorrectly rotated physmodel when I download it (this one is a good example: [url]http://tf2.gamebanana.com/skins/128421[/url])? My guess would be that I could rotate it somehow in Blender or other program but I don't have any experience in using them.
[QUOTE=Matihood1;47528342]So when I want to make a simple work on an existing model (i. e. make it team colored), I decompile it, edit QC and then recompile it. But for some reason the physmodel becomes incorrectly rotated after I do so. Is there a way to fix it? I'm using the newest version of Crowbar for both decompiling and recompiling stuff. Here's a screenshot of Huntsman after decompiling and recompiling taken in HLMV:
[t]http://i.imgur.com/fUhoO7i.png[/t][/QUOTE]
If I remember correctly, TF2 always uses the physmodel that's in the default files, even if a mod supplies one that fits perfectly.
[QUOTE=Matihood1;47528342]So when I want to make a simple work on an existing model (i. e. make it team colored), I decompile it, edit QC and then recompile it. But for some reason the physmodel becomes incorrectly rotated after I do so. Is there a way to fix it? I'm using the newest version of Crowbar for both decompiling and recompiling stuff. Here's a screenshot of Huntsman after decompiling and recompiling taken in HLMV:
[t]http://i.imgur.com/fUhoO7i.png[/t][/QUOTE]
Just set it to the phys model is the reference smd you are compiling.
So instead of "C_huntsman_ref.phys" or whatever, just change it to "c_huntsman_reference.smd" or whatever the base model is named.
[IMG]http://i.imgur.com/zO551nh.png[/IMG]
I've worked with it a bit more. Is there anything I'm missing? If not, where do I go from here? I've got a subtle normal map on it, but I am still a little lost when it comes to doing phongs, rigging and compiling. Thanks to everyone for all the feedback. [URL="https://p3d.in/iOAnZ"]3D[/URL]
The only thing that I see missing is that this isn't a skin for the kunai yet.
I'm gonna back out a bit from making workshop items for a while and just stick to modding ,practicing my actual modeling skills, learn to sculpt, and work on some more immediate projects with some friends.
This means any items i have claimed im gonna drop, sorry to anyone with concepts claimed by me.
This doesn't mean i'm totally leaving the workshop, but from this point till sometime im more comfortable with my work It'll be far on the backburner, with likely very minimal progress being made and mostly just solo projects, I figure i ought to texture my own stuff anyways
sorry to anyone who has stuff claimed by me, i still will be working on mod stuff and ill be releasing anything im working on with others where my part is finished or next to finished, like heavy tourism, and I'll also be working on the Dedede Hammer, get that out as soon as I can as a mod.
though who knows, I could have a change of heart and be back next week, but dont count on it.
Guys, i think, i finally nailed it, the artstyle(or not), it looks so much better than my other works.
Please, tell me what you think, and maybe if i should add something more on it, i will gladly accept criticism
[t]http://cloud-4.steamusercontent.com/ugc/716412589787365892/C97194B24C04925587ED4E35782CF62320ECBD34/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/716412589787366264/0F4F02CAFE765BE436C3AEBEB52934FA4F9D346C/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/716412589787367035/149582DD3761C6A76FDAB2AE6C424E1278D5DC6B/[/t]
[QUOTE=Kirillian;47530912]Guys, i think, i finally nailed it, the artstyle(or not), it looks so much better than my other works.
Please, tell me what you think, and maybe if i should add something more on it, i will gladly accept criticism
[t]http://cloud-4.steamusercontent.com/ugc/716412589787365892/C97194B24C04925587ED4E35782CF62320ECBD34/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/716412589787366264/0F4F02CAFE765BE436C3AEBEB52934FA4F9D346C/[/t]
[t]http://cloud-4.steamusercontent.com/ugc/716412589787367035/149582DD3761C6A76FDAB2AE6C424E1278D5DC6B/[/t][/QUOTE]
Colours look alright, but those textures are very, very flat looking. I can see that they have a bit of definition on them, but you really need some edge wear-and-tear and perhaps some extra details on the sides of the gun, as well.
You're getting there, that's for sure.
[QUOTE=Ona;47531355]Colours look alright, but those textures are very, very flat looking. I can see that they have a bit of definition on them, but you really need some edge wear-and-tear and perhaps some extra details on the sides of the gun, as well.
You're getting there, that's for sure.[/QUOTE]
Allright, thanks for the tip! Will try to do something about it.
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