• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=Pagliacci;46975713]these are cosmetics jukebox is making for his lightning gun [IMG]http://puu.sh/eNCIz/1a56b89b6b.png[/IMG] [b]I had nothing to do with this.[/b][/QUOTE] why are there buttons on a flap that is extending off of the jacket itself? usually the button would then be on the right side of the jacket, under that fold. Still, great item.
[QUOTE=Pagliacci;46975713]these are cosmetics jukebox is making for his lightning gun [b]I had nothing to do with this.[/b][/QUOTE] [IMG]http://puu.sh/eNFpp/986cad86fa.png[/IMG] [IMG]http://puu.sh/eNDgj/720cb3f746.png[/IMG] [QUOTE=Punchy;46975801]why are there buttons on a flap that is extending off of the jacket itself? usually the button would then be on the right side of the jacket, under that fold. Still, great item.[/QUOTE] They're supposed to be snapping brads or whatever they're called. Just copied the default buttons while I was mocking it up and haven't changed it yet. Flap was kinda sorta inspired from the leather jacket the Rocketeer wears, but only one sided. [t]http://1.bp.blogspot.com/_2pbkbq_Ho64/R5a8ZbyHmsI/AAAAAAAAAfM/w2kt6OjL2Sk/s400/showphoto.jpg[/t]
[QUOTE=Norman3D;46975412]gendarme set[/QUOTE] [IMG]http://www.jepix.fr/images/bt4cocwiaaaftm4.jpg[/IMG] Magnifique !
[QUOTE=S3pirion;46975541] [t]http://i.imgur.com/pA2HT5A.jpg[/t] [/QUOTE] These are getting better and better. It's astounding to see the steady progress being made. For the phong map, what I was referring to is to implement a slight difference in reflectivity in the grey texture, specifically the slide. The edge wear with its lighter grey is going to be naturally more reflective since its been rubbed over and over again, revealing the shinier metal underneath. Try this: Decompile the loch n' load's texture, use the select tool and copy a part of the grey metal, and paste it into any area on your texture where your slide's UV island is. Take that exact same area in the loch n' load's alpha channel, and paste it into the same area in your pistol's alpha channel. If you set up your phong mask properly, you'll notice the square you plopped in has slightly different states of reflection. That one solid glare you have on the gun right now would become varying degrees of reflectability based on smudges, different materials, and edge wear. Once you understand the basics of the phong mask, translate that concept from the square you copy/pasted onto the entire gun. Wooden areas should have a pitch black phong mask, while the edge wear would be closer to white. Your slide would be a grey with varying values that should represent paintovers and wear+tear. For the SFM shots, I think you downed the tonemapscale just a tad too much - I'd suggest lightening it up just a bit so it doesn't look like its nighttime. Also, you may want to look into a [URL="http://www.mediacollege.com/lighting/three-point/"]standard three point lighting set up[/URL]. You can either set this up manually, or right click on any bone and have SFM set up a light kit for you in the dag utilities menu. Right now it looks like a single floodlamp is plopped right behind the camera.
[QUOTE=NassimO PotatO;46975861][IMG]http://www.jepix.fr/images/bt4cocwiaaaftm4.jpg[/IMG] Magnifique ![/QUOTE] That was exactly my reference! Used to watch the louis de funes movies when I was kid, I'm a big fan!
[QUOTE=VernoGuy;46975792]Speaking of glasses, I would really love to see a good pair of Browline glasses added to the game. [t]http://img.photobucket.com/albums/v629/ghostsoldier/VINTAGE%20CLOTHING/1960-1964/image533931x.jpg[/t][/QUOTE] uh can I pls [editline]20th January 2015[/editline] [QUOTE=TheJukebox;46975843][IMG]http://puu.sh/eNFpp/986cad86fa.png[/IMG] [IMG]http://puu.sh/eNDgj/720cb3f746.png[/IMG] They're supposed to be snapping brads or whatever they're called. Just copied the default buttons while I was mocking it up and haven't changed it yet. Flap was kinda sorta inspired from the leather jacket the Rocketeer wears, but only one sided. [t]http://1.bp.blogspot.com/_2pbkbq_Ho64/R5a8ZbyHmsI/AAAAAAAAAfM/w2kt6OjL2Sk/s400/showphoto.jpg[/t][/QUOTE] the rocketeer is hella swag though i love him hes my fav
[QUOTE=ikes;46975979]uh can I pls [/QUOTE] You don't need to ask permission, It's just a picture, not a concept.
[QUOTE=VernoGuy;46976020]You don't need to ask permission, It's just a picture, not a concept.[/QUOTE] still your idea :)
Okay, here are some first person shots of the most popular iteration. [t]http://i.imgur.com/cNJ4gNN.jpg[/t] [t]http://i.imgur.com/KRKLDyd.jpg[/t] [t]http://i.imgur.com/2TfWJFU.jpg[/t] -snip- Colteh answered my question, thanks. Edit: What should I name this? Surely "Lung Buster" won't work outside of this thread.
[QUOTE=OverPovered;46976048]Okay, here are some first person shots of the most popular iteration. [t]http://i.imgur.com/cNJ4gNN.jpg[/t] [t]http://i.imgur.com/KRKLDyd.jpg[/t] [t]http://i.imgur.com/2TfWJFU.jpg[/t] Since the the gun is finally done, Can someone [B]please[/B] tell me if it is necessary to make a [B]kill icon[/B]?[/QUOTE] not necessary afaik
[QUOTE=OverPovered;46976048]Okay, here are some first person shots of the most popular iteration. [t]http://i.imgur.com/cNJ4gNN.jpg[/t] [t]http://i.imgur.com/KRKLDyd.jpg[/t] [t]http://i.imgur.com/2TfWJFU.jpg[/t] -snip- Colteh answered my question, thanks. Edit: What should I name this? Surely "Lung Buster" won't work outside of this thread.[/QUOTE] phong boost seems a bit too strong to me. looks fantastic otherwise.
[QUOTE=OverPovered;46976048]Okay, here are some first person shots of the most popular iteration. [t]http://i.imgur.com/cNJ4gNN.jpg[/t] [t]http://i.imgur.com/KRKLDyd.jpg[/t] [t]http://i.imgur.com/2TfWJFU.jpg[/t] -snip- Colteh answered my question, thanks. Edit: What should I name this? Surely "Lung Buster" won't work outside of this thread.[/QUOTE] if its a 5 shooter wont the animations not work since it would have to rotate more?
[QUOTE=ikes;46976637]if its a 5 shooter wont the animations not work since it would have to rotate more?[/QUOTE] None of the revolver chambers even rotate, so it's not an issue
[QUOTE=gigazelle;46975871]These are getting better and better. It's astounding to see the steady progress being made. For the phong map, what I was referring to is to implement a slight difference in reflectivity in the grey texture, specifically the slide. The edge wear with its lighter grey is going to be naturally more reflective since its been rubbed over and over again, revealing the shinier metal underneath. Try this: Decompile the loch n' load's texture, use the select tool and copy a part of the grey metal, and paste it into any area on your texture where your slide's UV island is. Take that exact same area in the loch n' load's alpha channel, and paste it into the same area in your pistol's alpha channel. If you set up your phong mask properly, you'll notice the square you plopped in has slightly different states of reflection. That one solid glare you have on the gun right now would become varying degrees of reflectability based on smudges, different materials, and edge wear. Once you understand the basics of the phong mask, translate that concept from the square you copy/pasted onto the entire gun. Wooden areas should have a pitch black phong mask, while the edge wear would be closer to white. Your slide would be a grey with varying values that should represent paintovers and wear+tear. For the SFM shots, I think you downed the tonemapscale just a tad too much - I'd suggest lightening it up just a bit so it doesn't look like its nighttime. Also, you may want to look into a [URL="http://www.mediacollege.com/lighting/three-point/"]standard three point lighting set up[/URL]. You can either set this up manually, or right click on any bone and have SFM set up a light kit for you in the dag utilities menu. Right now it looks like a single floodlamp is plopped right behind the camera.[/QUOTE] Thanks, worked on it a little more, so far its 90% positive! thanks so much
[QUOTE=Cosa8888;46963128][t]http://puu.sh/eIdTJ/7c4b4107cd.jpg[/t] Is this better?[/QUOTE] Whyyyy is making weapons so complicated! I have trouble with the lods, when I compile them, and set to lod1, the model completely dissapears, bones and all, there might be something wrong with the model, or most likely, due to some mistake on the qc, but I can't find anything. Here's the qc: [code] $modelname "weapons/c_models/Teslagun/engineer_tesla.mdl" $model "body" "engineer_tesla.smd" $cdmaterials "models\weapons\c_items" $lod 11 { replacemodel "engineer_tesla.smd" "engineer_tesla_lod1.smd" } $lod 22 { replacemodel "engineer_tesla.smd" "engineer_tesla_lod2.smd" } $lod 33 { replacemodel "engineer_tesla.smd" "engineer_tesla_lod3.smd" } $texturegroup skinfamilies { { "engineer_tesla" } { "engineer_tesla_blu" } } $surfaceprop "metal" $illumposition 1.688 -20.049 40.100 $sequence ref "engineer_tesla.smd" fps 30.00 $collisionmodel "engineer_tesla.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } [/code]
Howdy Emporium crew, it's me, the guy who made that awful frog model two years ago I've recently returned to TF2 after about a year and a half of only Dota, and I noticed that some of the mods I had installed back in the day no longer show up. Has there been another change in the way that mods are implemented? Will I have to find updated versions of the mods and reinstall them? [editline]20th January 2015[/editline] oh my god how did I forget about pure servers god dammit [editline]20th January 2015[/editline] well in any case it's nice to see glorious mods are still getting churned out regularly
[QUOTE=Norman3D;46975412]gendarme[/QUOTE] Oui! Oui! I've been hoping for an item just like this! The Lady Killer is adequate for a more old-timey Gendarme, but this just fits the 1970s timeframe of TF2 perfectly!
[b]EDIT: Goddamnit, nevermind, I figured it out. [/b] I'll be damned if I can't figure this out. [t]http://cloud-4.steamusercontent.com/ugc/44242741011752522/206B2B64D886E3E326694FD0B0A732E358CC38DE/[/t] I am modifying my HUD to do a public release. It's an older iteration of IVHUD. I spoke with Rurre about doing my own iteration, since I still like it better than any others. I've got most everything figured out, but I am stumped on this part. If you look, I have a large charge meter in the center, and a small one on the right. For whatever reason, they are BOTH linked to the Huntsman. By doing some fiddling around, I found out the one on the right is coming from hudbowcharge.res ( Huntsman) The one in the center is linked to huddemomanpipes.res (Demoman's shields/pipes/loose cannon) For ease of access, I am totally okay with just nixxing the one on the right, and using the shared Demoman one. I don't know how it came to use the demo meter one in the first place, but I can't find any apparent means of UN linking it. So, I tried deleting the hudbowcharge.res. I also tried leaving the file there and removing all the parameters, but the best I can do is get rid of the background. The transparent white is still left there, and it still charges up and behaves normally. [t]http://cloud-4.steamusercontent.com/ugc/44242741011767873/109088FD785E1B3F3D7E305CC05129620BA34C9E/[/t] Does anybody have any idea what the hell it's doing?
does anyone have any sort of tutorial/guide/documentation on editing the vgui models and how they work (more specifically the team selection menu)? if so please share edit: the valve developer wiki is good but has no tf2 specific information edit2: shift ctrl alt b
So, I have most everything down, but I"m at at loss for these last ones. What resource files are responsible for these items? I can't find information anywhere. [t]http://i.gyazo.com/fb67e9293a1d534587920b15f249f5d6.png[/t] The heavy rage meter in MVM (Not linked to spy's sapper meter, I already modified it) [t]http://i.gyazo.com/7d50702965d4a520b2af7130035019f5.png[/t] Tooltip/GameInfo/Whathever the fuck you call this. I don't know what to call it proper so I can't find a resource link to it.
[QUOTE=TheJukebox;46975843][IMG]http://puu.sh/eNFpp/986cad86fa.png[/IMG] [IMG]http://puu.sh/eNDgj/720cb3f746.png[/IMG] [/QUOTE] we've all been there [img]https://dl.dropboxusercontent.com/u/900111/1hair.PNG[/img]
[QUOTE=OverPovered;46976048]Okay, here are some first person shots of the most popular iteration. [t]http://i.imgur.com/cNJ4gNN.jpg[/t] [t]http://i.imgur.com/KRKLDyd.jpg[/t] [t]http://i.imgur.com/2TfWJFU.jpg[/t] Edit: What should I name this? Surely "Lung Buster" won't work outside of this thread.[/QUOTE] Speaking of which, didn't the reload animation a while back have a cigarette placed in the hand that holds the speed reloader? What happened to that? I liked it.
[QUOTE=CBO0tz;46977484]Speaking of which, didn't the reload animation a while back have a cigarette placed in the hand that holds the speed reloader? What happened to that? I liked it.[/QUOTE] That was more of a joke, but if it does not ruin my chances of it getting in the game, I might do it.
[QUOTE=NeoDement;46977479]we've all been there [img]https://dl.dropboxusercontent.com/u/900111/1hair.PNG[/img][/QUOTE] Well, I always wanted to Play as Charlie Brown
Should I make this into a workshop item? Given that it can't be gold starred. [t]http://i.imgur.com/TX1ijdc.gif[/t] Currently I'm modeling this for the Game Banana weather mod contest, but I'm considering the workshop as well.
[QUOTE=OverPovered;46977752]Should I make this into a workshop item? Given that it can't be gold starred. [t]http://i.imgur.com/TX1ijdc.gif[/t] Currently I'm modeling this for the Game Banana weather mod contest, but I'm considering the workshop as well.[/QUOTE] It is probably pointless to upload to the workshop, but if you really wanted to, wait til October to submit it for Halloween.
[QUOTE=OverPovered;46977752]Should I make this into a workshop item? Given that it can't be gold starred. [t]http://i.imgur.com/TX1ijdc.gif[/t] Currently I'm modeling this for the Game Banana weather mod contest, but I'm considering the workshop as well.[/QUOTE] That would be an amazing unusual effect.
Unusual effect: Golden showers.
[QUOTE=ikes;46975198]where's radaghast? i want to see what he's up to.[/QUOTE] I'm out of idea since some time. Better not slapping random stuff. (Also trying to make better draw [url]http://i.imgur.com/8ur34VU.jpg[/url]) I tought about remaking the borat hairs (for the heavy), should I ?
[QUOTE=Radaghast;46978204]I'm out of idea since some time. Better not slapping random stuff. (Also trying to make better draw [url]http://i.imgur.com/8ur34VU.jpg[/url])[/QUOTE] i wish there was a rating for friendly and informative. friendformative. get on this, garry.
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