• TF2 Emporium 61: Smoking Guns
    5,000 replies, posted
[QUOTE=Gentleman Cat;47044168]That squatter cap makes the Heavy look so innocent.[/QUOTE] "Some people think they can outsmart me. Maybe....*sniff* maybe.... But I have yet to see one who can outsmart hat"
So what happened the MP40 minigun that someone was making? And what happened to Engi's Pulse Rifle shotgun?
For that mp40, I need a UV Unwrapper, but for now I'm working on scout reanimation pack
[QUOTE=kibbleknight;47042762]I really like the new receiver, its something i haven't seen done yet. It could use some more bolts/screws on it though. As for the rest of it, I realize the whole point of this is that its an improvised weapon and all, but honestly the logs for the pump and stock aren't really helping the design. If it was more of an old worn out/beat up actual pump and stock maybe, but the fact they are just logs is really off-putting. I would suggest something like an old beat up stock with visible wear on the grip from years of use, and the butt of the stock is beat up and splitting at the end.[/QUOTE] [img]http://i.imgur.com/SFQf3LB.png[/img] ? I don't really know what grip wear looks like. Texture guy can do that. I trust my peeps. Also, if the pump looks similar to the Raiding Aid, it's because the gun was originally based off the m1897 Winchester, also known as the Trench Gun. The original idea was "what if axe head instead of bayonet" So if I had to pick a shotgun pump to go with the gun, it'd be the m1897. (And if the grip/stock looks a bit off it's because I traced it over the Frontier Justice to get the proporitons right. Gotta make its grip game good, gbro.) ) <- and that bracket is there because I forgot it in the picture
[T]http://puu.sh/fhe2D/be1b325edc.jpg[/T] [T]http://puu.sh/fheeH/cc929dfacf.jpg[/T] Ernest & I are looking for someone who can make the facial flexes.
[QUOTE=Radaghast;47046573][T]http://puu.sh/fhe2D/be1b325edc.jpg[/T] [T]http://puu.sh/fheeH/cc929dfacf.jpg[/T] Ernest & I are looking for someone who can make the facial flexes.[/QUOTE] I do like this hat, but it seems you have a facial hair fetish radaghast :v:
[QUOTE=Teddie;47046627]I do like this hat, but it seems you have a facial hair fetish radaghast :v:[/QUOTE] Well, it's a very easy thing to concept, Just slap a random beard on one of the 7/9 classes and voilá. No need to come up with any reasoning for it to be on that class or references or anything.
Someone should make a Spy mask that has a thick, bushy beard bulging out underneath his mask.
[QUOTE=Juodvarnis;47046634]Well, it's a very easy thing to concept, Just slap a random beard on one of the 7/9 classes and voilá. No need to come up with any reasoning for it to be on that class or references or anything.[/QUOTE] You probably didn't tried to check the references then.
[QUOTE=Radaghast;47046668]You probably didn't tried to check the references then.[/QUOTE] What is the reference ?
[QUOTE=Cryme Tyme;47046771]What is the reference ?[/QUOTE] It was based on the Woodsman from the Wolf Among Us ,and now it's a mix of the Woodsman & a Dwarf beard.
[QUOTE=Radaghast;47046833]It was based on the Woodsman from the Wolf Among Us ,and now it's a mix of the Woodsman & a Dwarf beard.[/QUOTE] A dwarf beard is too generic to be a reference imo
Sound like it always have to fell into a flammebucket everytime I post something. I litteraly just requested someone for the facial flexes..
[QUOTE=Gentleman Cat;47046648]Someone should make a Spy mask that has a thick, bushy beard bulging out underneath his mask.[/QUOTE] Pretty sure it's been done, I do remember a post on the workshop of a spy with his mask partway up, with a beard sticking out. I'll try to find it.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=75929023[/url] this workshop submission could very well be a great sharp dresser mod. Shame that the creator didn't make a mod
[IMG]http://cloud-4.steamusercontent.com/ugc/700643110496609757/2A1F3AD14AF29E6C5802619CBA047E465022A647/[/IMG] Coming along nicely.
[QUOTE=Tundra Boy;47046948]Pretty sure it's been done, I do remember a post on the workshop of a spy with his mask partway up, with a beard sticking out. I'll try to find it.[/QUOTE] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=209792090"]Here's the one you're talking about.[/URL]
[QUOTE=YeWelshTabby;47047216][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=209792090"]Here's the one you're talking about.[/URL][/QUOTE] I don't know why, but spybeards are just unsettling to me.
Had to redesign the pants so took the time to try out some other ideas, and now you can let me know which you prefer :D [img]http://www.facepunch.com/fp/ratings/information.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3a.jpg[/t] [img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3b.jpg[/t] [img]http://www.facepunch.com/fp/ratings/zing.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3c.jpg[/t] "Simple and clean", "Logical and sorta messy" or "Logical and stern" Also keep in mind that I don't actually know how doable the last two are
Here's a prototype. Feedback, please. [t]http://manschitz.com/projects/tf2/preview_taser3.jpg[/t]
[QUOTE=Gadget | TF2M;47047377]Here's a prototype. Feedback, please. [t]http://manschitz.com/projects/tf2/preview_taser3.jpg[/t][/QUOTE] demoman killed strange part
[QUOTE=Gadget | TF2M;47047377]Here's a prototype. Feedback, please. [t]http://manschitz.com/projects/tf2/preview_taser3.jpg[/t][/QUOTE] Handle is a bit weird, otherwise it's 10/10.
[QUOTE=blaholtzen;47047223]Had to redesign the pants so took the time to try out some other ideas, and now you can let me know which you prefer :D [img]http://www.facepunch.com/fp/ratings/information.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3a.jpg[/t] [img]http://www.facepunch.com/fp/ratings/rainbow.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3b.jpg[/t] [img]http://www.facepunch.com/fp/ratings/zing.png[/img] for [t]https://dl.dropboxusercontent.com/u/39556064/concepts/SoldierWeatheredBomberSet3c.jpg[/t] "Simple and clean", "Logical and sorta messy" or "Logical and stern" Also keep in mind that I don't actually know how doable the last two are[/QUOTE] I don't think they're doable at all, his pouches move quite a lot. EDIT: I've been trying to think of a way to make the pouches look feasible. Maybe if you had some kind of strap on the back of them like this that you can just see going into the trim of the jacket? [t]http://i.imgur.com/TDaA2Ht.jpg[/t] Something as small at that might make the whole model look too busy, though.
I'm working on face flexes and I've come across the infamous eyelid problem once again. I have never been able to fix this issue and I've had to work around it every single time. So I'm digging deeper and I think I've come to the conclusion that the issue is that the import tool is ignoring something called flexpairs. First up, here is the issue that you see once you load your model: [T]http://i.imgur.com/BZJPuyY.jpg[/T] Notice the strange clipping around the eyes, that's not how it's supposed to look like. Ok, so what is going on exactly? On to the next image... [T]http://i.imgur.com/U7gagWG.jpg[/T] The eye to the left looks like it should now! I changed the "right_CloseLid" value to 0, which changes the scout's model. My warpaint model is unaffected, though. No matter what flexes I modify the flexes "CloseLidLo" and "CloseLidUp" from the warpaint's model are nowhere to be seen. In other words, the eyelids of my model are unaffected no matter which one of the scout's flexes is being triggered. They are simply nowhere to be found. Next thing I did was I decompiled the scout mdl to compare the QC and I decompiled the MDL that the import tool created for my warpaint model and compared them. Here is the scout's QC file: [T]http://i.imgur.com/YJyHWmF.jpg[/T] Notice the flexpair declaration and the flexcontrollers further down. Now check out the QC file of the warpaint model generated by the import tool: [T]http://i.imgur.com/lkVG5Km.jpg[/T] Notice how they are not declared as flexpairs and I suspect this is why the link is broken, and those flexes are never actually used. Fine. Now just in case I checked existing workshop items that were accepted in the game to see if the issue is present. I picked the [URL="http://wiki.teamfortress.com/wiki/Supernatural_Stalker"]Supernatural Stalker[/URL] item. Here is the result: [T]http://i.imgur.com/wq3MLAX.jpg[/T] Notice there is already some clipping on the left side between the soldier and the supernatural stalker model. On the right side you can see that the eyelid sliders are moved and yet the supernatural stalker are unchanged. The Supernatural Stalker QC file does have the CloseLidUp and CloseLidLo listed, however once again, they are not declared as flexpairs: [T]http://i.imgur.com/BrN8FUP.jpg[/T] So... did I just find a bug? Possibly something that was overlooked when they were automatizing the import tool? How do I report this bug? Who should I send an email to? Has anyone encountered this issue? Thanks! EDIT: Since the eyelid flexes are being completely ignored, what you can do is "bake down" the default poses of the eyelids into every other pose, this will make your model fit with the scout as long as the eyelid flexes are on default values... [T]http://i.imgur.com/cZcBmAi.jpg[/T] As soon as a animation uses the eyelid flexes, your model would break: [T]http://i.imgur.com/qs8mKhV.jpg[/T]
[t]https://dl.dropboxusercontent.com/u/586461/Models/2015/TF2/heavy-the_warthog-concept.png[/t] surprisingly not the first time i've tried to make a frank reynolds item
[QUOTE=Gentleman Cat;47046648]Someone should make a Spy mask that has a thick, bushy beard bulging out underneath his mask.[/QUOTE] [URL="https://wiki.teamfortress.com/w/images/c/c1/Unhappyreturns27.jpg?t=20140213005344"]Something similar[/URL] to the [URL="https://wiki.teamfortress.com/wiki/Unhappy_Returns"]TF2 Comic[/URL]? I've seen some comic-based items, but not this one. I think it's not possible due the Spy's original mask, but I don't know.
[QUOTE=Void Skull;47048681][t]https://dl.dropboxusercontent.com/u/586461/Models/2015/TF2/heavy-the_warthog-concept.png[/t] surprisingly not the first time i've tried to make a frank reynolds item[/QUOTE] Not bad. Now do [I]Burt[/I] Reynolds! :v:
[QUOTE=DannyBoi;47044879]For that mp40, I need a UV Unwrapper, but for now I'm working on scout reanimation pack[/QUOTE] Well, does the model have a full MP40 stock? Because on the last WIP for it, it was only on one side.
[QUOTE=Gadget | TF2M;47047377]Here's a prototype. Feedback, please. [t]http://manschitz.com/projects/tf2/preview_taser3.jpg[/t][/QUOTE] While it looks very well made, I would like to see something a bit more unconventional for the electric portion of the weapon. Something a bit more outlandish.
[URL="http://steamcommunity.com/sharedfiles/filedetails/?id=384870164"][IMG]http://cloud-4.steamusercontent.com/ugc/28480866119052864/17283AB6B040413D9D10B5062FBC4AD6F645CF88/[/IMG][/URL] Finished this off! Was great fun to do. Lots of thanks to Sexy Robot for animating and getting the bones to work properly. All votes are very appreciated! Sadly I can't release this as a mod since the gunslinger works in strange ways I don't know how to replace since it's a bodygroup.
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