[QUOTE=Gentleman Cat;46983958]It could do with a grip so that the Engineer actually holds it.[/QUOTE]
It used too, however, to make sure it was the right size, since i want it to used the widowmaker reload animations, i had to move it up slightly
But it looks weird like that.
[QUOTE=S3pirion;46984042]It used too, however, to make sure it was the right size, since i want it to used the widowmaker reload animations, i had to move it up slightly[/QUOTE]
Widowmaker uses the default shotgun animations, so you should just make it fit the normal shotgun features.
dont worry, i added it back. Its all good
[QUOTE=S3pirion;46982869]The textures are heavily WIP, so things might change drastically.
[t]http://i.imgur.com/hWTHfuM.png[/t]
I also have to add more details on the model itself, so this is not at all close to being done. I have the flu, so ill be able to work on it a ton over the next few days[/QUOTE]
you made the stock yourself right?
Allright! It's 3:00 AM over here, gotta catch some sleep now, but I've done lots of progress today with the preview tool and I wanted to share before going to bed.
New features:
-Multi sub materials support
-Incremental update, only the updated textures are compiled instead of compiling everything all the time.
-Embedded HLMV viewport in 3dsmax
[video=youtube;u46iHktL4_E]http://www.youtube.com/watch?v=u46iHktL4_E[/video]
[QUOTE=S3pirion;46984042]It used too, however, to make sure it was the right size, since i want it to used the widowmaker reload animations, i had to move it up slightly[/QUOTE]
Hey bud, widowmaker doesn't have a reload animation.
[QUOTE=Norman3D;46984366]Allright! It's 3:00 AM over here, gotta catch some sleep now, but I've done lots of progress today with the preview tool and I wanted to share before going to bed.
New features:
-Multi sub materials support
-Incremental update, only the updated textures are compiled instead of compiling everything all the time.
-Embedded HLMV viewport in 3dsmax
[video=youtube;u46iHktL4_E]http://www.youtube.com/watch?v=u46iHktL4_E[/video][/QUOTE]
Shit dude.
You keep making me want to jump to max.
[IMG]http://puu.sh/eRhvB/3850931094.png[/IMG]
[QUOTE=pipantarctic;46981168][img]http://i.imgur.com/LtMrLZn.png[/img]
Added weapons.
Will you take a sword or a javelin (broken and way overdone pillum)?
What do you like the most?[/QUOTE]
Great concept and all that jazz, but I think that the gladius or spatha or w/e should be more leaf-shaped. Also, somebody please make a set for scout to make him look like Tom Menino
[QUOTE=Serious_Greg;46984682]pirate pyro set:
[t]http://i.imgur.com/eVH8Cm4.png[/t]
any suggestions?
looking for someone who will make this[/QUOTE]
Why would pyro be in a pirate suit exactly
I mean it's a very nice concept but i'm missing some context here
[QUOTE=Punchy;46984718]Why would pyro be in a pirate suit exactly
I mean it's a very nice concept but i'm missing some context here[/QUOTE]
Fire up the cannons?
[QUOTE=Punchy;46984718]Why would pyro be in a pirate suit exactly
I mean it's a very nice concept but i'm missing some context here[/QUOTE]
Eh, soldier has a pirate outfit, no real reason why pyro can't.
[QUOTE=Punchy;46984718]Why would pyro be in a pirate suit exactly
I mean it's a very nice concept but i'm missing some context here[/QUOTE]
Why would Soldier dress up as a chinese monk? Or wear a Native American headdress? Why would Scout wear a jester's outfit? Why would Sniper wear a fishing hat? Why would Medic wear a hazmat suit headpiece?
For that matter, why would Soldier wear a pirateer's outfit, and why would the Demo wear full pirate regalia including a peg leg and a green bird?
There's a difference between a somebody relying on a refuge in audacity for an item concept because they want $$$money money yeah yeah$$$ and just trying to pick apart item concepts for the heck of it.
[QUOTE=Rajikaru;46984828]Why would Soldier dress up as a chinese monk? Or wear a Native American headdress? Why would Scout wear a jester's outfit? Why would Sniper wear a fishing hat? Why would Medic wear a hazmat suit headpiece?
For that matter, why would Soldier wear a pirateer's outfit, and why would the Demo wear full pirate regalia including a peg leg and a green bird?
There's a difference between a somebody relying on a refuge in audacity for an item concept because they want $$$money money yeah yeah$$$ and just trying to pick apart item concepts for the heck of it.[/QUOTE]
Halloween costume. Native AMERICAN. Scout is a Prankster and a fool. Sniper commonly goes camping. Medic is a doctor.
Soldiers carribean costume pushes the teason boundary, but his persona fits the attitude. Demoman has always had the pirate getup stemming from his eyepatch and drinking problem.
When the fuck did i say it's a stupid concept for the sake of profit? I was just asking about the reason. Calm your ass down.
Anyone know how to create a VTF with multiple faces? Asking because I've noticed that materials/effects/invun_red.vtf has 7 different faces, and the custom invun_blue, invun_green and invun_yellow VTFs that I've made are just the one face.
I've since exported all 7 faces individually in order to color mask them all but now I'm stuck trying to figure out how I go about converting these 7 face TGAs into 1 VTF with the "Environment Map (Format Specific)" option checked off in VTF Edit.
Any ideas?
[del]EDIT: May have figured it out just now. Maybe it's CTRL clicking all the files when you Import them. Gonna test.[/del] <- Nope.
[QUOTE=UserNotFound;46985019][del]EDIT: May have figured it out just now. Maybe it's CTRL clicking all the files when you Import them. Gonna test.[/del] <- Nope.[/QUOTE]
That is it just set it to environment map instead of animated texture when importing.
[QUOTE=Game Zombie;46985091]That is it just set it to environment map instead of animated texture when importing.[/QUOTE]
Oh shit. Beauty!
Well what's next for TF2TIP, it's pretty much dead now :(
[t]http://i.imgur.com/sj1qw5k.png[/t]
How I fix? [url=http://pastebin.com/h90SsUVc]Here's the QC file[/url]
[editline]test[/editline]
Fixed via this method:
Replace
[code]flexpair "CloseLidLo" 1 frame 1
flexpair "CloseLidUp" 1 frame 2[/code]
With
[code]flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0[/code]
Then find
[code]%CloseLidLoL = 3
%CloseLidLoR = 2
%CloseLidUpL = 3
%CloseLidUpR = 2[/code]
And replace with
[code]%CloseLidLoR = 0.5 + (right_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
%CloseLidUpR = 0.5 + (right_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + right_CloseLid))
%CloseLidLoL = 0.5 + (left_CloseLid / 2.0) - ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))
%CloseLidUpL = 0.5 + (left_CloseLid / 2.0) + ((multi_CloseLid / 2.0) * (1.0 + left_CloseLid))[/code]
Also, adding
[code]flex "Neutral" frame 42[/code]
To this:
[code]flexfile "heavy.vta"
{
defaultflex frame 0
flexpair "CloseLidLo" 1.0 frame 1 position 2.0 decay 0.0
flexpair "CloseLidUp" 1.0 frame 2 position 2.0 decay 0.0
flex "SH" frame 3
flex "EEE" frame 4
flex "WQU" frame 5
flex "FFF" frame 6
flex "AIY" frame 7
flex "AH" frame 8
flex "ST" frame 9
flex "LTH" frame 10
flex "UH" frame 11
flex "OH" frame 12
flex "P" frame 13
flex "ER" frame 14
flex "RR" frame 15
flex "DS" frame 16
flex "MB" frame 17
flex "painbig" frame 18
flex "mad" frame 19
flex "idleface" frame 20
flex "actionfire02" frame 21
flex "happy1" frame 22
flex "happysmall02" frame 23
flex "happybig" frame 24
flex "happybig02" frame 25
flex "happyBig02Upper" frame 26
flex "happybigUpper" frame 27
flex "upperHappy1" frame 28
flex "upperHappy2" frame 29
flex "upperAngry2" frame 30
flex "upperAngry3" frame 31
flex "upperSuprise1" frame 32
flex "upperSad1" frame 33
flex "upperSad3" frame 34
flex "upperUpset1" frame 35
flex "upset1" frame 36
flex "upset2" frame 37
flex "actionfire01" frame 38
flex "dead01" frame 39
flex "dead02" frame 40
flex "dead03" frame 41
}[/code]
Will fix the Heavy's "Neutral" flex stopping the model from being compiled. The same can be accomplished for any other model that happens to have a Neutral flex that won't allow compiling. Just change "42" to whatever number is next in the .VTA field.
[QUOTE=gigazelle;46976524]phong boost seems a bit too strong to me. looks fantastic otherwise.[/QUOTE]
I deliberately set up the position of the gun to have the spec map reflect in an intense way. Otherwise it's not so noticeable. I made a video demonstrations to show off the phong map in normal use.
[video=youtube;ojhRHVygw88]https://www.youtube.com/watch?v=ojhRHVygw88[/video]
[url]https://www.youtube.com/watch?v=ojhRHVygw88[/url]
Does it still have too much phong?
Edit: Welp, youtube embed is not showing up.
[QUOTE=Punchy;46984718]Why would pyro be in a pirate suit exactly
I mean it's a very nice concept but i'm missing some context here[/QUOTE]
you werent wondering the same thing when i posted my pirate scout WIP?
[QUOTE=TheJukebox;46984561][IMG]http://puu.sh/eRhvB/3850931094.png[/IMG][/QUOTE]
oh god, that's what i always dreamed of :tinfoil:
[img]https://dl.dropboxusercontent.com/u/900111/camohelm.jpg[/img] [img]https://dl.dropboxusercontent.com/u/900111/camohelm10.PNG[/img]
been working on a haaaattt
(will probably change up the strap design, as it is borrowed from a previous submission. not properly textured yet)
The leaves and netting are awesome, but the helmet feels like a bicycle helmet.
I dunno, maybe? It's literally the exact same shape from the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=311180559]Full Metal Helmet[/url] and nobody ever questioned that?
Either way I'm not really going to be changing the shape, unfortunately. It was quite an effort getting the netting sorted and I don't feel like it's a good enough concept to really gather that many votes to be worth the time it would take to redo. I'll just finish up what I have and move on :p
[editline]22nd January 2015[/editline]
Slightly reshaped it and removed the straps, I think that might help the bicycle problem a little?
[img]https://dl.dropboxusercontent.com/u/900111/camohelm11.PNG[/img]
Might throw some camo on under the net too
[QUOTE=NeoDement;46985992]I dunno, maybe? It's literally the exact same shape from the [url=http://steamcommunity.com/sharedfiles/filedetails/?id=311180559]Full Metal Helmet[/url] and nobody ever questioned that?
Either way I'm not really going to be changing the shape, unfortunately. It was quite an effort getting the netting sorted and I don't feel like it's a good enough concept to really gather that many votes to be worth the time it would take to redo. I'll just finish up what I have and move on :p
[editline]22nd January 2015[/editline]
Slightly reshaped it and removed the straps, I think that might help the bicycle problem a little?
[img]https://dl.dropboxusercontent.com/u/900111/camohelm11.PNG[/img]
Might throw some camo on under the net too[/QUOTE]
How about adding more of a lip to the front and some raised areas around the sides similar to this:
[IMG]http://www.polyvore.com/cgi/img-thing?.out=jpg&size=l&tid=113974129[/IMG]
-nvm working on a hat as well-
[IMG]http://puu.sh/eRKs3/271c844049.jpg[/IMG]
Part of a set I'm making. Here's a wip to show I'm not completely dead. Did try making the whole boot paintable but it was too intense and looked like poo poo.
Sorry, you need to Log In to post a reply to this thread.