• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE][t]http://i.imgur.com/fRQcECc.jpg[/t] Does this look better? Sure works better in game.[/QUOTE] Oh my, it looks pretty fancy in FP. Reminds me of a TF2ish assault rifle. Just asking, any chance of getting a regular shotgun release, with a working pump and such? I know its meant for the widow maker, but I cant use the weapon for the life of me.
[QUOTE=S3pirion;47021918]Added wooden colors and a new texture to [B]the grip[/B] The rest of the model is still in the base colors stage. I'm going to retexture it. I'm sorry if i can't please everyone, but i like the model the way it is and im not going to change it, im going to work on the textures now.[/QUOTE] Personally I feel [I]right now[/I] the pump being wood doesn't really mesh well with the plasticy sort of feel of the rest of the weapon. I think the pistol grip should be wooden as well, otherwise it looks a little odd. I get that it's only base colors, and the pump is the only thing that's really textured, but I think you should keep it in mind. On another note, I really like the look of it in first person, like BaconDaemon said.
[QUOTE=BaconDaemon;47022057]Oh my, it looks pretty fancy in FP. Reminds me of a TF2ish assault rifle. Just asking, any chance of getting a regular shotgun release, with a working pump and such? I know its meant for the widow maker, but I cant use the weapon for the life of me.[/QUOTE] it no longer is for the widowmaker, the grip is the pump :). So yes, it will be released as a mod for regular shotgun
This vertex looks like its in the wrong place, did you accidentally move it? [T]http://i.gyazo.com/53955d04a2564674ad93f7eaf336d136.jpg[/T] Green is the direction all other edges are going and red is the direction that one is -Separate- Okay i fixed the rigging with this, and i learned about vertex rigging while doing it. [T]http://i.gyazo.com/60b901e7255233595915ae19578508fb.png[/T] Base colours (no accents atm) too dark? rate agree/disagree
[QUOTE=S3pirion;47022261]it no longer is for the widowmaker, the grip is the pump :). So yes, it will be released as a mod for regular shotgun[/QUOTE] Yus
[QUOTE=S3pirion;47020241] I am assuming that this was submitted through the importer. It is an easy fix. You need to add this to your qc under edit qc, but replace "Undertaker lod 0.smd" with whatever your first lod name is. $collisionmodel "undertaker lod 0.smd" { $mass 1.0 $inertia 1.00 $damping 0.00 $rotdamping 0.00 } Otherwise the model will clip/fall through the floor. Hope this helps[/QUOTE] This worked through the importer, though I had to write it as this instead: [QUOTE]$collisionmodel "<ITEMTEST_REPLACE_LOD0>" { $mass 5.0 (my own edit. helmets are heavy.) $inertia 1.00 $damping 0.00 $rotdamping 0.00 }[/QUOTE] I can update my workshop files now which is dandy. It's a step in the right direction, however I am attempting to make this into a mod now. First attempt was to copy/paste what the importer gave me and change the name to another hat. In this case when engie dies, the hat jumps around as if it's connected to a pole, then freezes upright in the air. So I decided to try doing it manually by writing my own qc. and changing the output model name to that of other hats. This just gives me the original problem, even with the $collisionmodel line: no hat after death. Halp? :(
[QUOTE=CaptainGoodst;47022399]This worked through the importer, though I had to write it as this instead: I can update my workshop files now which is dandy. It's a step in the right direction, however I am attempting to make this into a mod now. First attempt was to copy/paste what the importer gave me and change the name to another hat. In this case when engie dies, the hat jumps around as if it's connected to a pole, then freezes upright in the air. So I decided to try doing it manually by writing my own qc. and changing the output model name to that of other hats. This just gives me the original problem, even with the $collisionmodel line: no hat after death. Halp? :([/QUOTE] add me on steam, i can make a mod for you. or you can download itemtoast, which should be on the front page, and compile the mod super easy and super quickly. hope this helps [editline]27th January 2015[/editline] [QUOTE=Killbane;47022357]This vertex looks like its in the wrong place, did you accidentally move it? [T]http://i.gyazo.com/53955d04a2564674ad93f7eaf336d136.jpg[/T] Green is the direction all other edges are going and red is the direction that one is[/QUOTE] hmmm, interesting, i think that was moved accidently, so i fixed it. thanks And whoever suggested the wood colors gets a cookie, i think it looks fucking amazing. [t]http://i.imgur.com/SSeXaOl.png[/t]
Thoughts? Going to change the lightning to be sharper and not so rubbery, but figured I'd get more opinions on it before I go re-do all the frames. [URL="http://puu.sh/f7eml/6bdafde303.webm"]Don't know how to embed webm.[/URL]
[QUOTE=S3pirion;47022606]add me on steam, i can make a mod for you. or you can download itemtoast, which should be on the front page, and compile the mod super easy and super quickly. hope this helps [editline]27th January 2015[/editline] hmmm, interesting, i think that was moved accidently, so i fixed it. thanks And whoever suggested the wood colors gets a cookie, i think it looks fucking amazing. [t]http://i.imgur.com/SSeXaOl.png[/t][/QUOTE] I honestly just think the whole thing is ugly. not poorly executed, just ugly. what is it trying to be? is it trying to be anything? why's it got ironsights on a rail but no rear ironsight? this thing is loaded with just weird, ugly design, to be entirely honest.
[QUOTE=TheJukebox;47022721]Thoughts? Going to change the lightning to be sharper and not so rubbery, but figured I'd get more opinions on it before I go re-do all the frames. [URL="http://puu.sh/f7eml/6bdafde303.webm"]Don't know how to embed webm.[/URL][/QUOTE] It's looking great man. Maybe have a custom effect for when it hits someone? Or does that have to be hard-coded into a weapon.
[QUOTE=Hogie bear;47022797]It's looking great man. Maybe have a custom effect for when it hits someone? Or does that have to be hard-coded into a weapon.[/QUOTE] No clue, haven't starting looking into particles yet.
[QUOTE=TheJukebox;47022721]Thoughts? Going to change the lightning to be sharper and not so rubbery, but figured I'd get more opinions on it before I go re-do all the frames. [URL="http://puu.sh/f7eml/6bdafde303.webm"]Don't know how to embed webm.[/URL][/QUOTE] v cool, but maybe improve the actual texture, atm it just looks like a curved line rather than electricity
[QUOTE=S3pirion;47022606]add me on steam, i can make a mod for you. or you can download itemtoast, which should be on the front page, and compile the mod super easy and super quickly. hope this helps [editline]27th January 2015[/editline] hmmm, interesting, i think that was moved accidently, so i fixed it. thanks And whoever suggested the wood colors gets a cookie, i think it looks fucking amazing. [t]http://i.imgur.com/SSeXaOl.png[/t][/QUOTE] I feel like if you're gonna mess with colour palettes of a gun, you should do this: [img]http://i.imgur.com/0bF5Z6n.png[/img] I think giving that stock wood colours is a bit ech myself, but go practice out some colour schemes.
[QUOTE=S3pirion;47022606]And whoever suggested the wood colors gets a cookie, i think it looks fucking amazing. [t]http://i.imgur.com/SSeXaOl.png[/t][/QUOTE] I think that's a bit too much, maybe something like this? [t]http://i.imgur.com/hYGVF3H.png[/t]
The gold lines were rather fuzzy, so I cleaned them up, is it a good turn? [t]http://puu.sh/f7qZD.jpg[/t]
Okay guys, does anyone know where i can find a good up-to-date exporting compiling guide for TF2 weapons in 3DS (2014)? Ive never done this before and dont really know what im doing at this point. I have a model rigged to the black rose's bones and a texture (plus a really ghetto SMD), does the black rose use the same skeleton as the stock knife? I cant find a c_ model for the stock knife only a v_ model with the spy's arm and decompiling it doesnt work, do i need to re-rig it to that for it to work with stock? How do i add a physics mesh, do i have to name it something specific? How do i add LODs?
[QUOTE=Killbane;47023224]Okay guys, does anyone know where i can find a good up-to-date exporting compiling guide for TF2 weapons in 3DS (2014)? Ive never done this before and dont really know what im doing at this point. I have a model rigged to the black rose's bones and a texture (plus a really ghetto SMD), does the black rose use the same skeleton as the stock knife? I cant find a c_ model for the stock knife only a v_ model with the spy's arm and decompiling it doesnt work, do i need to re-rig it to that for it to work with stock? How do i add a physics mesh, do i have to name it something specific? How do i add LODs?[/QUOTE] i There should be a w_model for the knife, but the black rose is just a reskin so that should work. as for the physics mesh i just use my LOD0 and to make them i use a decimate modifier, however since i dont use 3ds max i dont know how it works. -Seperate- For all the people complaining about how the model looks, why its ugly, etc. I'm just going to release it because honestly i dont know if i can ever get it to the way you guys want it to look, and to be honest i like the way it looks now. I'm going to revert the stock to the old textures and modify it a bit, then just release it. I understand that it could look better but honestly i cant think of what else to change and i also am still learning. Thanks for all your help with this, at least it looks a lot better than it used too
So how much money have you top contributors gotten from TF2 item making? I'm guessing it's kinda unreliable, and that it wouldn't replace a job but I've also heard you can make some considerable money from it.
[QUOTE=Cufflux;47023756]So how much money have you top contributors gotten from TF2 item making? I'm guessing it's kinda unreliable, and that it wouldn't replace a job but I've also heard you can make some considerable money from it.[/QUOTE] Depends on how much items you make.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=382571256][img]http://cloud-2.steamusercontent.com/ugc/31858475884623453/83EF8D77E2D87693F8DE259E0D73145EA2242B1D/[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=382571256]Voxbox 400[/url] [Media]http://www.youtube.com/watch?v=frlaPQelXPs[/media] Ingame Flexes
[QUOTE=psyke;47023806][url=http://steamcommunity.com/sharedfiles/filedetails/?id=382571256][img]http://cloud-2.steamusercontent.com/ugc/31858475884623453/83EF8D77E2D87693F8DE259E0D73145EA2242B1D/[/img][/url] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=382571256]Voxbox 400[/url] [Media]http://www.youtube.com/watch?v=frlaPQelXPs[/media] Ingame Flexes[/QUOTE] i wonder what the functional purpose of having people see your voice on a little screen is
[QUOTE=ikes;47024012]i wonder what the functional purpose of having people see your voice on a little screen is[/QUOTE] Copious amounts of science edit: sorry, copious amounts of SCIENCE!
When he's not talking the line should be flat.
[QUOTE=S3pirion;47022606]add me on steam, i can make a mod for you. or you can download itemtoast, which should be on the front page, and compile the mod super easy and super quickly. hope this helps [editline]27th January 2015[/editline] hmmm, interesting, i think that was moved accidently, so i fixed it. thanks And whoever suggested the wood colors gets a cookie, i think it looks fucking amazing. [t]http://i.imgur.com/SSeXaOl.png[/t][/QUOTE] It's really not in tf2's style in my opinion.
[QUOTE=Killbane;47023224] How do i add LODs?[/QUOTE] [QUOTE=S3pirion;47023498] as for the physics mesh i just use my LOD0 and to make them i use a decimate modifier, however since i dont use 3ds max i dont know how it works.[/QUOTE] Yup just copy your highest detail model and rename it phymodel.smd, the compiling process simplifies it as it needs to. But I'd just like to add, for LODs: [B][I][U]Do not use decimate at all ever everrrrr.[/U][/I][/B] I had a harrowing experience with the gun I recently submitted that involves decimate to bring me below the poly limit, saving without backing up, then attempting to make LODs from the fugly decimated model. Hourrrrs of work fixing the damaged mesh. The LODs will come out looking sad and deflated and fugly. Take a look at this guide for making LODs: [url]https://developer.valvesoftware.com/wiki/Level_of_detail[/url]
[QUOTE=Pastel;47024101]It's really not in tf2's style in my opinion.[/QUOTE] that doesn't mean it wouldn't make a cool mod though. Final color scheme. Textures will be finished by tommorow, as well as the promos [t]http://i.imgur.com/IRSlfpP.png[/t] [editline]27th January 2015[/editline] [QUOTE=CaptainGoodst;47024166]Yup just copy your highest detail model and rename it phymodel.smd, the compiling process simplifies it as it needs to. But I'd just like to add, for LODs: [B][I][U]Do not use decimate at all ever everrrrr.[/U][/I][/B] I had a harrowing experience with the gun I recently submitted that involves decimate to bring me below the poly limit, saving without backing up, then attempting to make LODs from the fugly decimated model. Hourrrrs of work fixing the damaged mesh. The LODs will come out looking sad and deflated and fugly. Take a look at this guide for making LODs: [url]https://developer.valvesoftware.com/wiki/Level_of_detail[/url][/QUOTE] no, you have to make the gun/hat below the poly count in the first place. then you can use decimate. you still will have to do it the good old fashioned way for some parts, but i've found that after removing small details blender is good at refining the big ones
[QUOTE=Pastel;47024101]It's really not in tf2's style in my opinion.[/QUOTE] True, it feels out of place. It honestly looks like the guns carried by the genome soldiers in the first metal gear solid. [IMG]http://img1.wikia.nocookie.net/__cb20060812230859/metalgear/images/f/f6/Genome_Soldiers.jpg[/IMG] Not necessarily a bad thing, but a little too cold and realistic for tf2. But that second soldier from the left looks like he could be the beginning of a spy concept. :P
[QUOTE=Tundra Boy;47024202]True, it feels out of place. It honestly looks like the guns carried by the genome soldiers in the first metal gear solid. [IMG]http://img1.wikia.nocookie.net/__cb20060812230859/metalgear/images/f/f6/Genome_Soldiers.jpg[/IMG] Not necessarily a bad thing, but a little too cold and realistic for tf2. But that second soldier from the left looks like he could be the beginning of a spy concept. :P[/QUOTE] You mean the FAMAS?
[QUOTE=S3pirion;47024173]that doesn't mean it wouldn't make a cool mod though. Final color scheme. Textures will be finished by tommorow, as well as the promos [t]http://i.imgur.com/IRSlfpP.png[/t][/QUOTE] If you are making a weapon just for the sake of having it be cool, you may be making it for the wrong reasons. :v:
[QUOTE=Cosmic feel;47024228]You mean the FAMAS?[/QUOTE] Exactly. MGS is just what came to mind. I wouldn't mind an exclamation point, accompanied by alert sound, appearing above an engineer's head when he sees a spy.
Sorry, you need to Log In to post a reply to this thread.