[QUOTE=Game Zombie;47254072]Wouldn't it also break every single mod currently?[/QUOTE]
Wouldnt that mostly just depend on how different directories are handled in Source 2? Even then i'd happily take an engine overhaul at the cost of mods needing to be updated
[b]Ranch Hand Scout:[/b]
[img]http://puu.sh/glAtC.png[/img]
Still need to draw the hat.
Part of a small project I'm currently working on, I'm going to be slowly making designs for western themed sets for all of the classes over the next few days. each set will at minimum have one weapon with it. The weapons for the set above will be designed tomorrow.
Was there a demo for Source 2? Or was it just a private conference?
I was busy and couldn't watch. I don't even know if there was a livestream
Anybody know how to get an animated idle for a weapon? The sequence works when the model is loaded by itself, but when loaded as a weapon with the medic it doesn't.
Here's the qc for it:
[code]
$sequence layer_c_airgrabber_spinning "c_airgrabber_spinning.dmx" fps 24.000000 hidden
$sequence idle "c_airgrabber_spinning.dmx" fps 24.000000 autoplay {
numframes 36
blendlayer layer_c_airgrabber_spinning 0 -1 36 35
}
[/code]
[QUOTE=Punchy;47254185]Wouldnt that mostly just depend on how different directories are handled in Source 2? Even then i'd happily take an engine overhaul at the cost of mods needing to be updated[/QUOTE]
Larger question would be how it would handle workshop items. DOTA2 uses a system completely different - and much more efficient - than TF2. DOTA2 characters and cosmetics are combined together into a single model/shader/texture when playing in game. No TF2 items are setup to support this. All TF2 items would need to be retouched inorder to take advantage of that system. So either A. valve takes the time to change ALL the ingame items (unlikely), B. Porting would require all NEW items to use a new system and the engine is backwards compatable with the old system negating some possible performance increase. Porting TF2 to a new engine may not be as simple as some people are expecting, especially if you want to take advantage of better systems.
Though, if TF2 is ported over to use the DOTA system, Valve could tempt item creators to convert their items for Valve somehow, maybe with higher profit sharing or something.
[QUOTE=TheJukebox;47254444]Anybody know how to get an animated idle for a weapon? The sequence works when the model is loaded by itself, but when loaded as a weapon with the medic it doesn't.
Here's the qc for it:
[code]
$sequence layer_c_airgrabber_spinning "c_airgrabber_spinning.dmx" fps 24.000000 hidden
$sequence idle "c_airgrabber_spinning.dmx" fps 24.000000 autoplay {
numframes 36
blendlayer layer_c_airgrabber_spinning 0 -1 36 35
}
[/code][/QUOTE]
I just use a weightlist rather than using blendlayer:
[code]
$Weightlist autoplayblend {
"bip_pelvis" 0.0
"jigglewingright_1" 1.0
"jigglewingleft_1" 1.0
"tailjiggle_1" 1.0
}
$sequence autoplayidle "autoplayidle.smd" {
weightlist autoplayblend
fps 15
loop
autoplay
}[/code]
[QUOTE=Vincentor;47254656]I just use a weightlist rather than using blendlayer:
[code]
$Weightlist autoplayblend {
"bip_pelvis" 0.0
"jigglewingright_1" 1.0
"jigglewingleft_1" 1.0
"tailjiggle_1" 1.0
}
$sequence autoplayidle "autoplayidle.smd" {
weightlist autoplayblend
fps 15
loop
autoplay
}[/code][/QUOTE]
Hmm, works as a model but still not when loaded as a weapon.
[code]
$Weightlist autoplayblend {
"weapon_bone" 1.0
"hooks" 1.0
}
$sequence autoplayidle "c_airgrabber_spinning.dmx" {
weightlist autoplayblend
fps 24
loop
autoplay
}[/code]
[QUOTE=kibbleknight;47253579][img]http://puu.sh/glrkm.png[/img][/QUOTE]
engravings usually taper to the shape of the blade and more often than not are against the edge of the metal.
[B]Armoured Spy:[/B]
[t]http://fc02.deviantart.net/fs71/f/2015/056/a/8/armoured_spy_2_by_owlizard-d8jie3v.png[/t] [t]http://fc05.deviantart.net/fs70/f/2015/056/4/a/armoured_spy_by_owlizard-d8jhhdy.png[/t]
I'm willing to hire (and work with) a modeller to turn this in to a reality.
it's my birthday week so im probably going to be laying off the TF2 work a little bit, ill try to get stuff done but im too burnt out and feel the need to cool off from it a bit. Sorry to anyone working with me, I'll try not to make it delay any releases for too long and I'l put in much more time and effort next week!
[editline]4th March 2015[/editline]
also, secrios, i love that cape. mind if I brainstorm a few standalone capes based on that design? ill credit you if you want me to, with % ofc
[QUOTE=ikes;47255066] also, secrios, i love that cape. mind if I brainstorm a few standalone capes based on that design? ill credit you if you want me to, with % ofc[/QUOTE]
Sure thing, Spy doesn't seem to have enough capes.
[QUOTE=Secrios;47255047][B]Armoured Spy:[/B]
[t]http://fc02.deviantart.net/fs71/f/2015/056/a/8/armoured_spy_2_by_owlizard-d8jie3v.png[/t] [t]http://fc05.deviantart.net/fs70/f/2015/056/4/a/armoured_spy_by_owlizard-d8jhhdy.png[/t]
I'm willing to hire (and work with) a modeller to turn this in to a reality.[/QUOTE]
I hope your intentions weren't to put that in the workshop.
[QUOTE=FiveEyes;47255158]I hope your intentions weren't to put that in the workshop.[/QUOTE]
Heavens no.
[QUOTE=Secrios;47255230]Heavens no.[/QUOTE]
i mean ive seen more outlandish stuff be released for halloween, so you could save it for then
[QUOTE=Secrios;47255047][B]Armoured Spy:[/B]
[t]http://fc02.deviantart.net/fs71/f/2015/056/a/8/armoured_spy_2_by_owlizard-d8jie3v.png[/t] [t]http://fc05.deviantart.net/fs70/f/2015/056/4/a/armoured_spy_by_owlizard-d8jhhdy.png[/t]
[/QUOTE]
The cape alone is worth the effort
Also, relevant
[IMG]http://vignette1.wikia.nocookie.net/kingdomhearts/images/4/44/Lingering_Will.png/revision/latest?cb=20140620162155[/IMG]
The Demoman's class emblem shouldn't be paintable, IMO
[QUOTE=Masterlegodude;47255562]The Demoman's class emblem shouldn't be paintable, IMO[/QUOTE]
idk I think it's kinda cool
[QUOTE=TheJukebox;47254744]Hmm, works as a model but still not when loaded as a weapon.
[code]
$Weightlist autoplayblend {
"weapon_bone" 1.0
"hooks" 1.0
}
$sequence autoplayidle "c_airgrabber_spinning.dmx" {
weightlist autoplayblend
fps 24
loop
autoplay
}[/code][/QUOTE]
Try something like this:
[code]
$Weightlist autoplayblend {
"weapon_bone" 0.0
"hooks" 1.0
}[/code]
I'd only set the actual rotating bone to 1.0, and everything else to 0.0 to prevent the playermodel's weapon bones from overriding the rotating motion.
[QUOTE=kibbleknight;47254246][b]Ranch Hand Scout:[/b]
[img]http://puu.sh/glAtC.png[/img][/QUOTE]
Heads up, pardner.
[IMG]http://i.imgur.com/j2zsa6J.png[/IMG]
[QUOTE=Secrios;47255087]Sure thing, Spy doesn't seem to have enough capes.[/QUOTE]
[IMG]http://i.imgur.com/j40ZMy3.png[/IMG]
I'm trying dangit!
Also, The Duke has offered to do the rigging... eventually... he's got a lot to do.
-snip, mis-interpreted purpose of statement.-
[QUOTE=kibbleknight;47256480]I don't really see where the comparison to each other is here other than chaps. Mine isn't trying to be generic cowboy that has been done several times before with the hat over the eyes gimmick. Both would equally have the ability to be in-game at the same time due to how different they are.[/QUOTE]
Perhaps the heads up was just because they're both cool cowboy stuff and not to actually compare them?
[QUOTE=Vincentor;47256558]Perhaps the heads up was just because they're both cool cowboy stuff and not to actually compare them?[/QUOTE]
Chill mate, sometimes people mis-interpret things, I was kinda tired and assumed he meant "heads up i'm also working on something super similar". Which lead to my response to where they weren't really that similar.
[img]http://puu.sh/gm9Db.png[/img]
[img]http://puu.sh/gm9Dh.png[/img]
he seemed pretty chill to me??? relaxo. who cares. make cowboys
Can we just stop the false pretense bullshit of giving " a friendly heads up I'm doing ..." it never comes across friendly and just leads to nothing.
We've come to a point where people have similar ideas and pretty much everyone is nice enough to not steal shit, and otherwise it'll come out anyways
[b]Civil-War Vet turned Bounty Hunter:[/b]
[img]http://puu.sh/gmgjV.png[/img]
[b]Bandito Pyro:[/b]
[img]http://puu.sh/gmkxn.png[/img]
I'm maybe (surely) not the best placed to give advices for the concepts.
But may can you redraw totally the pants/ coat (instead of adding lines).
[URL="https://www.dropbox.com/s/62yq8uyn0tdv91z/AirGrabber.zip?dl=0"][IMG]http://puu.sh/gmlLE/944a61114e.png[/IMG][/URL]
FiveEyes ported the model, I textured and compiled, Sync did the anims. Thanks to Vincentor for helping me with that qc.
If only Valve didn't use sv_pure so you can use this on MannPower.
[QUOTE=Matihood1;47257773]Why not the stock Bonesaw? From what I know it uses c_model since L&W.[/QUOTE]
Just used ItemToast.
Why not the stock Bonesaw? From what I know it uses c_model since L&W.
[sp]I could replace it by myself but still.[/sp]
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