• TF2 Emporium 65 - End of an era
    5,004 replies, posted
Another mod revival, this time an Uzi. ([URL="http://gamebanana.com/skins/84508"]http://gamebanana.com/skins/84508[/URL]) Still lots of stuff to fix as always. [t]http://images.akamai.steamusercontent.com/ugc/94977361889703672/19371A98CA794C286407D82B42E5094983B8502D/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94977361889704702/352112909D6F58B618424CBA6FA5E30CF8715FE4/[/t] Working on third person animations as well. [t]http://i.imgur.com/b4H7kIB.png[/t] Note: the custom arm models aren't rigged well so ignore the weird sharp points on the arms.
I'm supposed to give a shit about Bain's motives because...? If the guy comes back in after his ban (assuming it isn't permanent) and starts to cause drama, just ignore him, report him and move on.
Always wanted to update this old thing, considering the old model was really lazy and rushed. Though the Caber has been nerfed to hell since the first mod came out, so I get to look forward to a lot of work for nothing! [t]http://i.imgur.com/6YHlBV7.png[/t] Really happy with the hilt, though. Took a lot of fiddling to get it to look how I wanted it to
[QUOTE=ficool2;51865813]Another mod revival, this time an Uzi. ([URL="http://gamebanana.com/skins/84508"]http://gamebanana.com/skins/84508[/URL]) Still lots of stuff to fix as always. [t]http://images.akamai.steamusercontent.com/ugc/94977361889703672/19371A98CA794C286407D82B42E5094983B8502D/[/t] [/QUOTE] Yoooo, I remember using this back in the day. I completely forgot about it.
[QUOTE=ZombiPlastiClok;51865869]Always wanted to update this old thing, considering the old model was really lazy and rushed. Though the Caber has been nerfed to hell since the first mod came out, so I get to look forward to a lot of work for nothing! [t]http://i.imgur.com/6YHlBV7.png[/t] Really happy with the hilt, though. Took a lot of fiddling to get it to look how I wanted it to[/QUOTE] This idea may sound stupid, but someone had done it before Make it replace the Katana and killing with it could either add or break the blade, or you know, just make it replace the eye-lander if your going for mod opportunities .
[QUOTE=BaconDaemon;51866099]This idea may sound stupid, but someone had done it before Make it replace the Katana and killing with it could either add or break the blade, or you know, just make it replace the eye-lander if your going for mod opportunities .[/QUOTE] [URL="http://gamebanana.com/skins/138591"]Are you talking about this one?[/URL] Because I made that one too. It was a fun idea that admittedly I got lazy on midway through, and wanted to try and do it better.
[QUOTE=ZombiPlastiClok;51866207][URL="http://gamebanana.com/skins/138591"]Are you talking about this one?[/URL] Because I made that one too.[/QUOTE] You said your remaking the model, and obviously you haven't added the Claymore portion. What I was referencing was this mod for the Half-Zatoichi [URL="http://gamebanana.com/skins/130689"]http://gamebanana.com/skins/130689[/URL] Since you have it where the blade breaks, I suggested something like that. I know you made the original model though.
[QUOTE=BaconDaemon;51866244]You said your remaking the model, and obviously you haven't added the Claymore portion. What I was referencing was this mod for the Half-Zatoichi [URL="http://gamebanana.com/skins/130689"]http://gamebanana.com/skins/130689[/URL] Since you have it where the blade breaks, I suggested something like that. I know you made the original model though.[/QUOTE] Ohh. Figured having the original one in the picture for comparison was enough, guess I was being kinda vague though. That explains the Half Zatoichi thing though, I had NO idea what you were talking about
[QUOTE=ZombiPlastiClok;51865052]Model is great, but the texture needs to go back to the drawing board. It's incredibly boring to look at. Hell it's very blocky, maybe take some inspiration from the Widowmaker, texture-wise? Or some team colored bits at least [B][U]EDIT:[/U][/B] Reading back my comment, the "very blocky" part sounds like a bad thing, wanted to elaborate that it's not. I very much like the look of the gun. If anything, it kind of reminds me of one of Engineer's buildings, so adding some teamcolor might make it look a bit Dispenser-y.[/QUOTE] Yeah, I think I rushed texturing to get it done. I tried adding rust, plus some red and blue hues, to it. [T]https://puu.sh/uh58y/27e1e55969.jpg[/T] Apart from that, if it's still missing stuff, speak up!
Its still basically one color.
is there a color pallet for weapons like wood? because the one from here only has team variants and metal variants no neutral team wood colours.
[QUOTE=LonelyRobot;51866259]Yeah, I think I rushed texturing to get it done. I tried adding rust, plus some red and blue Apart from that, if it's still missing stuff, speak up![/QUOTE] I honestly can't tell the difference. There's nothing to make the texture look interesting at all. It's all mottled grey. Download the resource pack in the OP and use some other colors from the palette. [QUOTE=TheFORBIDDENF;51866363]is there a color pallet for weapons like wood? because the one from here only has team variants and metal variants no neutral team wood colours.[/QUOTE] Open some of the original weapon textures, I know the grenade launcher texture has some of its wood colors as mini swatches on it.
[QUOTE=ficool2;51865813][t]http://i.imgur.com/b4H7kIB.png[/t][/QUOTE] Alright~! Theses are your animations, Correct? Do you think they'd work with my [URL="http://i.imgur.com/K7p4WX5.png"]UZI Concept[/URL]? If they will I'd happily model it.
Idea I've had in my head for a bit. (Linework ended up being a lot thicker than intended, sorry about that.) [t]http://i.imgur.com/gFUujmv.png[/t] Pupper is up for grabs. [QUOTE=Dragara;51843393]Any of these colors work for the bedroll? [t]http://i.imgur.com/WUdVON3.png[/t] Personally, I'm leaning towards a tan or cream spirit. The reds feel off to me. (But at the same time I'm worried there's not enough team color and I'm not sure where else to put it. Ugh.)[/QUOTE] Also a bump for this because I never really got conclusive feedback.
progress on the wood flaregun, nothing close to done yet. [IMG]https://i.gyazo.com/29f2e5034ba02e77b25b01a927c8ea91.png[/IMG]
[QUOTE=IJCT;51866879]progress on the wood flaregun, nothing close to done yet. [IMG]https://i.gyazo.com/29f2e5034ba02e77b25b01a927c8ea91.png[/IMG][/QUOTE] Looks incredible, but is it just me or does it look more like a DOTA weapon like this? Maybe it'll look better in Pyro's hands [B][U]EDIT:[/U][/B] Also finished the model for the new Double Claymore. Anyone interested in texturing it? [t]http://i.imgur.com/4cAV0pX.png[/t]
[QUOTE=ZombiPlastiClok;51866973]Looks incredible, but is it just me or does it look more like a DOTA weapon like this? Maybe it'll look better in Pyro's hands [/QUOTE] after the compile it will look much more like a tf2 weapon, that was on the blender viewport with no light.
REVAMP! [t]http://images.akamai.steamusercontent.com/ugc/94976727972584341/54445C0680363BE99BEF30FF2813519F83376324/[/t] Updates -fixed rigging so now when what ever hat is equipped, where ever the hat goes the eyes go with it. -Centered pupils in the "eyes" to reduce clipping when moving around lots. clip of the new rigging \/ \/ \/ [url]https://www.youtube.com/watch?v=HGZeyHterDg&feature=youtu.be[/url] -Added new texture style so eye brows are now paintable. [t]http://images.akamai.steamusercontent.com/ugc/94977361891011282/C57FEFD5DC8BE7B4C37E2FDB695F7FD0FD1663C6/[/t] workshop link! [url]http://steamcommunity.com/sharedfiles/filedetails/?id=866267970[/url]
Hey, I'll try to keep working on the texture on the Liberator pistol model to make it less shit, but its going to take a bit with uni coming in, and trying not to feel down after how lackluster the model came out to everyone.
[QUOTE=IJCT;51866879]progress on the wood flaregun, nothing close to done yet. [IMG]https://i.gyazo.com/29f2e5034ba02e77b25b01a927c8ea91.png[/IMG][/QUOTE] Looks great. Only things I noticed is the wood between the handle and the round metal clamp could more texture, looks like its only base colors. 2nd thing is the orange part on the inside, I get its supposed to be glowing hot but it's pure orange and its just a hard change between the outside wood and the orange. I'd add some dark/black craggly lines to better smooth that transition and make it less nerf-gun-orange and more glowing embers (like [URL="https://thumbs.dreamstime.com/x/background-flames-glowing-embers-20182693.jpg"]these logs[/URL])
[QUOTE=TheJukebox;51867550]Looks great. Only things I noticed is the wood between the handle and the round metal clamp could more texture, looks like its only base colors. 2nd thing is the orange part on the inside, I get its supposed to be glowing hot but it's pure orange and its just a hard change between the outside wood and the orange. I'd add some dark/black craggly lines to better smooth that transition and make it less nerf-gun-orange and more glowing embers (like [URL="https://thumbs.dreamstime.com/x/background-flames-glowing-embers-20182693.jpg"]these logs[/URL])[/QUOTE] [IMG]https://i.gyazo.com/737aac10ccf5298b7456e49bc7529136.png[/IMG]
About to sudoku trying to get demo animations to compile in crowbar. So for the Double Claymore I wanted to swap the bottle anims (caber) to use the Eyelander animations. I know it's possible, I've seen people do it (along with some fun things, like Soldier's Zatoichi anims being the same as Demo's). Finding demo's first person anims in the c_models folder was easy enough, as well as decompiling. Copied/renamed the Eyelander anims to be the same name as the bottle anims, and tried to recompile, and I get the following error at the end of the compile: [code] ERROR: unknown bone reference 'root' in weightlist 'weights_r_handposes' ERROR: Aborted Processing on 'weapons/c_models/c_demo_animations.mdl' ... Compiling ".\c_demo_animations.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.38.0.0: "C:\Users\JoJo\Desktop\anims\c_demo_animations.qc" finished. [/code] I have no idea what I'm doing wrong. Can anyone shed some light on this?
[QUOTE=Sims_doc;51866648]Alright~! Theses are your animations, Correct? Do you think they'd work with my [URL="http://i.imgur.com/K7p4WX5.png"]UZI Concept[/URL]? If they will I'd happily model it.[/QUOTE] Yeah, it should with some very small tweaks. [t]http://i.imgur.com/2EqM3WY.png[/t]
[QUOTE=ficool2;51865813]Another mod revival, this time an Uzi. ([URL="http://gamebanana.com/skins/84508"]http://gamebanana.com/skins/84508[/URL]) Still lots of stuff to fix as always. [t]http://images.akamai.steamusercontent.com/ugc/94977361889703672/19371A98CA794C286407D82B42E5094983B8502D/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94977361889704702/352112909D6F58B618424CBA6FA5E30CF8715FE4/[/t] Working on third person animations as well. [t]http://i.imgur.com/b4H7kIB.png[/t] Note: the custom arm models aren't rigged well so ignore the weird sharp points on the arms.[/QUOTE] If its needed, I still have an old uzi model I never got to use. It just need some textures. [t]http://i.imgur.com/XDQSJKU.png[/t] [t]http://i.imgur.com/v9soIk4.png[/t]
[QUOTE=ZombiPlastiClok;51867651]About to sudoku trying to get demo animations to compile in crowbar. So for the Double Claymore I wanted to swap the bottle anims (caber) to use the Eyelander animations. I know it's possible, I've seen people do it (along with some fun things, like Soldier's Zatoichi anims being the same as Demo's). Finding demo's first person anims in the c_models folder was easy enough, as well as decompiling. Copied/renamed the Eyelander anims to be the same name as the bottle anims, and tried to recompile, and I get the following error at the end of the compile: [code] ERROR: unknown bone reference 'root' in weightlist 'weights_r_handposes' ERROR: Aborted Processing on 'weapons/c_models/c_demo_animations.mdl' ... Compiling ".\c_demo_animations.qc" finished. Check above for any errors. ... Compiling with Crowbar 0.38.0.0: "C:\Users\JoJo\Desktop\anims\c_demo_animations.qc" finished. [/code] I have no idea what I'm doing wrong. Can anyone shed some light on this?[/QUOTE] The animations don't have a reference model to work with, so the compiler has no idea what bones to compile. Therefore you need to add in $definebone lines. To do that, simply tick this box in Crowbar's decompile tab: Include $definebone lines (typical for view models). Then, decompile the demo animations again and in your .qc you will have the $definebone lines written for you. Lastly, you just copy those $definebone lines to your custom demoman animations, making sure they are in the exact same place. [editline]24th February 2017[/editline] [QUOTE=Rotzloeffel;51868108]If its needed, I still have an old uzi model I never got to use. It just need some textures. [t]http://i.imgur.com/XDQSJKU.png[/t] [t]http://i.imgur.com/v9soIk4.png[/t][/QUOTE] It's not really needed, but it would look awesome on the Uzi animations provided it has a decent texture.
[T]http://i.imgur.com/iNJX8uF.jpg[/T] ([URL="http://imgur.com/a/MRyTj"]album[/URL]) First time making selfillum maps, took me like 4 hours to figure out and solve all problems. The glowing parts have a sine wave for selfillumination, which worked for some time until it didn't. Pls give crits to either Ikes (model), IJCT (texture) or me (phong & selfillum masks), it helps us survive.
[QUOTE=Spike Nitros;51868643][T]http://i.imgur.com/iNJX8uF.jpg[/T] ([URL="http://imgur.com/a/MRyTj"]album[/URL]) First time making selfillum maps, took me like 4 hours to figure out and solve all problems. The glowing parts have a sine wave for selfillumination, which worked for some time until it didn't. Pls give crits to either Ikes (model), IJCT (texture) or me (phong & selfillum masks), it helps us survive.[/QUOTE] The colour of that glow doesn't look right, make it more orange?
[QUOTE=LonelyRobot;51866259]Yeah, I think I rushed texturing to get it done. I tried adding rust, plus some red and blue hues, to it. [T]https://puu.sh/uh58y/27e1e55969.jpg[/T] Apart from that, if it's still missing stuff, speak up![/QUOTE] I really like this item but it definitely needs a little bit more life to it. I decided to make a quick paintover concept [IMG]http://imgur.com/1m57AxC.png[/IMG] sights are crudely painted on red paint
[QUOTE=Spike Nitros;51868643][T]http://i.imgur.com/iNJX8uF.jpg[/T] ([URL="http://imgur.com/a/MRyTj"]album[/URL])[/QUOTE] Alright! While the model and various maps looks spectacularly great, It's the texture; I think it's too noisy or detailed something about it doesn't quite blend in with the environment? Possibility it's the wood.
gonna have to agree looks like it should be in dota
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