• TF2 Emporium 65 - End of an era
    5,004 replies, posted
[QUOTE=Dusty-Pixels;51638752]Snip-O[/QUOTE] It's a faithful [URL="https://wiki.teamfortress.com/wiki/Trophy_Belt"]reference [/URL]and is just enough.
[QUOTE=Svdl;51636469]Added a gun to a Heavy set I made some time ago. [img]https://dl.dropboxusercontent.com/u/6526556/hstgn.jpg[/img][/QUOTE] is the gun based off of anything?
[QUOTE=Rageguy;51638630] coming soon™ (i've also fixed clipping since dw)[/QUOTE] Please for the love of god make that a sound mod for the mannrobics
Totally up for grabs! [media]http://imgur.com/a/iFxj6[/media]
[QUOTE=Sims_doc;51639075]It's a faithful [URL="https://wiki.teamfortress.com/wiki/Trophy_Belt"]reference [/URL]and is just enough.[/QUOTE] the thing is the hat is just the normal sniper hat with the crocodile teeth, which makes it really hard for people to notice the teeth, the proper crocodile dundee hat would be a lot better
[QUOTE=scooterman15;51638683]The Sleeveless Siberian Summer: a Heavy cosmetic that popped up in my head yesterday so I decided to seek someone to model it for me (i suck a gigantic amount of balls at modelling, even after watching 6545432 tutorials) Extremely crude concept art (if i put any real effort it would've been way worse): [url]http://i.imgur.com/R5oq1IQ.png[/url] Real life inspiration: [url]http://i.imgur.com/8Jm16W9.jpg[/url][/QUOTE] I'm almost tempted to model this along with a friend of mine. Looks rather interesting. Of course if is still claimable.
[QUOTE=MarcusSmith;51641257]I'm almost tempted to model this along with a friend of mine. Looks rather interesting. Of course if is still claimable.[/QUOTE] It is! Go ahead, I'm sure it's gonna end up pretty good. :smile:
Hey guys, I've got another model problem (more of a material problem). I've got a streetlight model set up with multiple skins: [t]http://i.imgur.com/mH0CF6a.png[/t] Part of QC with skinfamilies: [CODE]$texturegroup "skinfamilies" { { "pole_on.vmt" } { "pole_off.vmt" } } [/CODE] Material directory: [img]http://i.imgur.com/nTAgPJM.png[/img] Difference between pole_on and pole_off: [t]http://i.imgur.com/7wvgKqq.png[/t][t]http://i.imgur.com/v5TKBTk.png[/t] However both skins display pole_off. [t]http://i.imgur.com/KaYawwc.png[/t][t]http://i.imgur.com/cU4ZosF.png[/t] And both are loaded: [img]http://i.imgur.com/C27uoZ6.png[/img] Here are both .vmt files, which segways to another problem: Notice I don't have phong, yet I'm even referencing a flatnormal texture to try to make sure phong works. But... it doesn't. (I've also tried referencing the one in materials/player/shared but same effect, and I've extracted both to the tf folder just in case it isn't reading it right from the .vpks.) Pole_on: [CODE]"VertexLitGeneric" { "$basetexture" "models/props_wiseau/pole_on" "$bumpmap" "models\effects\flat_normal" "$phong" "1" "$phongexponent" "250" "$phongboost" "200" "$lightwarptexture" "models/player/pyro/pyro_lightwarp" //"$envmap" "env_cubemap" //"$envmapmask" "models/props_wiseau/polelightmask" //"$selfillum" "1" //"$selfillummask" "models/props_wiseau/polelightmask" }[/CODE] Pole_off: [CODE]"VertexLitGeneric" { "$basetexture" "models/props_wiseau/pole_off" "$bumpmap" "models\effects\flat_normal" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" //"$envmap" "env_cubemap" //"$envmapmask" "models/props_wiseau/polelightmask" } [/CODE] (polelightmask is just black with a white spot where the light is, but that shouldn't matter since it's commented) As you can see, the qc should reference pole_on.vmt, which references pole_on.vtf... at least in theory, so that's not where I'm messing up. And I have no idea where to start on making phong work- it's defying my understanding on how phong materials should work. I'm mentioning both problems because it seems dubious for both to exist and not be related in any way. Does anyone know what I'm doing wrong? Sorry if I'm just dumping stuff in this post, but I don't think posting a .zip and telling someone to download it would be as open or inviting. Thanks in advance for replying.
[QUOTE=Cufflux;51641530]material n stuff -snip-[/QUOTE] The skinfamilies .qc text is wrong. It's supposed to look like this: [CODE]$TextureGroup "skinfamilies" { { "pole_on" } { "pole_off" } }[/CODE] Also why are you using a $phongboost 200 and $phongexponent 250 on the 'on' vmt skin of the pole? Use "$selfillum" "1" instead to make it glow. (Make sure to give the selfillum a mask to show where to make the model glow)
[QUOTE=ficool2;51641944]The skinfamilies .qc text is wrong. It's supposed to look like this: [CODE]$TextureGroup "skinfamilies" { { "pole_on" } { "pole_off" } }[/CODE] Also why are you using a $phongboost 200 and $phongexponent 250 on the 'on' vmt skin of the pole? Use "$selfillum" "1" instead to make it glow. (Make sure to give the selfillum a mask to show where to make the model glow)[/QUOTE] The skinfamilies code you posted is exactly the same, except for formatting, capitalization and removing .vmt from the ends of the files. It isn't working either. And I turned them up for testing, so I'd know for sure when it worked. It isn't to emulate a glow effect, and as you can see, I have selfillum commented out in the pole_on vmt.
From the looks of it, the model is set to use pole_off as the main texture, instead of pole_on. If you swap the order of the two around in the skinfamilies (or correct the model to use pole_on as the main texture) it should work.
[QUOTE=Omolong;51641997]From the looks of it, the model is set to use pole_off as the main texture, instead of pole_on. If you swap the order of the two around in the skinfamilies (or correct the model to use pole_on as the main texture) it should work.[/QUOTE] That did the trick. Thank you.
hi guys, who wants to claim a coconut? its a mad milk re-skin for the jungle update. [t]https://i.imgur.com/oBjnvwh.png[/t]
[QUOTE=IJCT;51642328]hi guys, who wants to claim a coconut? its a mad milk re-skin for the jungle update. [t]https://i.imgur.com/oBjnvwh.png[/t][/QUOTE] too big for scouts tiny baby hands
[QUOTE=haggarman;51642530]too big for scouts tiny baby hands[/QUOTE] so is the bread monster reskin, but that didnt stop valve.
The Power Plant: yet another idea for a cosmetic item that popped up in my head today so I again decided to do some concept art and seek modellers (better than the first one) Crude concept art: [url]http://i.imgur.com/sVG2Jy7.png[/url]
Finished the palm tree beanie: [IMG]http://images.akamai.steamusercontent.com/ugc/94973258567969862/05DCF1A6D45463335B749BE8A27F25A4159C5286/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|268:268&composite-to%3D%2A%2C%2A%7C268%3A268&background-color=black[/IMG] [IMG]http://images.akamai.steamusercontent.com/ugc/94973258567978342/FB5B8BFCC45BCA836EA937CDB423BE6843A479E9/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to%3D%2A%2C%2A%7C637%3A358&background-color=black[/IMG] Thanks to Hotrod McCoolguy for the promos.
[QUOTE=IJCT;51642328]hi guys, who wants to claim a coconut? its a mad milk re-skin for the jungle update. [t]https://i.imgur.com/oBjnvwh.png[/t][/QUOTE] Heads up, i did this same concept a while ago. [IMG]https://puu.sh/sqSc2/7d0e014f48.jpg[/IMG] Just letting you know so that if this gets made you don't think I copied you.
[QUOTE='[Square];51644321']Heads up, i did this same concept a while ago. [IMG]https://puu.sh/sqSc2/7d0e014f48.jpg[/IMG] Just letting you know so that if this gets made you don't think I copied you.[/QUOTE] lol dont worry. coconuts arent copyrighted
[QUOTE='[Square];51644321']Heads up, i did this same concept a while ago. [IMG]https://puu.sh/sqSc2/7d0e014f48.jpg[/IMG] Just letting you know so that if this gets made you don't think I copied you.[/QUOTE] this image is pure expand dong material i'm tellin' ya
[QUOTE=scooterman15;51645562]meme[/QUOTE] Might wanna snip that out, meme replys are a bannable offence here
Didn't want to make another camouflage patterned weapon, so I tried some other stuff. Dunno if it's too messy or just silly. [img]https://dl.dropboxusercontent.com/u/6526556/tigersdsdssdfds.jpg[/img] I'll keep the plain version as an alternative if I keep this or do something else. [QUOTE=AD/HD;51639133]is the gun based off of anything?[/QUOTE] [url=https://en.wikipedia.org/wiki/ZSU-23-4]Yes, no, maybe?[/url] I guess I'd say it's more "vaguely inspired by". Gun used to have four barrels, but it was too much.
could be really cool for the jungle update maybe
[QUOTE=Svdl;51646413]Didn't want to make another camouflage patterned weapon, so I tried some other stuff. Dunno if it's too messy or just silly. [img]https://dl.dropboxusercontent.com/u/6526556/tigersdsdssdfds.jpg[/img] I'll keep the plain version as an alternative if I keep this or do something else. [url=https://en.wikipedia.org/wiki/ZSU-23-4]Yes, no, maybe?[/url] I guess I'd say it's more "vaguely inspired by". Gun used to have four barrels, but it was too much.[/QUOTE] The actual texture is really amazingly executed as usual, But i'd say it is too visually noisy, much prefer the plain one.
[QUOTE='[Square];51646459']The actual texture is really amazingly executed as usual, But i'd say it is too visually noisy, much prefer the plain one.[/QUOTE] yea the plain texture really exaggerates the awesome shapes of the model, this ones a bit too busy and makes the gun a little less appealing to look at.
Well, like I said I'm not ditching the plain one so I wouldn't think they are competing with one another. In any case, I'll see if I can tone down the pattern, or try out something else. [QUOTE=ikes;51646443]could be really cool for the jungle update maybe[/QUOTE] Yeah, that was the idea.
scale the pattern up a bit so there are fewer, larger stripes
[QUOTE=scooterman15;51643126]The Power Plant: yet another idea for a cosmetic item that popped up in my head today so I again decided to do some concept art and seek modellers (better than the first one) Crude concept art: [url]http://i.imgur.com/sVG2Jy7.png[/url][/QUOTE] Way better than the first one for sure, lol. Though I think only the pot should be paintable and not the bulb. Otherwise, nice idea.
Crits? [url]https://p3d.in/YfpyU[/url] Still very early so if anyone spots any not so obvious errors please tell me. Helmet and some planned weapons will deffo get released at ~some point~ but the rest is basically trying to learn how to rig stuff.
[QUOTE='[Square];51646459']The actual texture is really amazingly executed as usual,[/QUOTE] agree [QUOTE='[Square];51646459']But i'd say it is too visually noisy, much prefer the plain one.[/QUOTE] disagree
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