• TF2 Emporium 65 - End of an era
    5,004 replies, posted
[QUOTE=VIPig;51959980]Thank you for the great tips, the blade was really the weakest part of the weapon ! [T]https://image.noelshack.com/fichiers/2017/11/1489518730-try.png[/T] This still needs quite a few adjustments but it's already way better ![/QUOTE] Make the indent on the knife wayyy bigger. Details like that are the things you can exaggerate to make it look more in line with TF2's style.
Hello again ! About my spy knife, it's not finished yet but I've added a few details : [t]https://image.noelshack.com/fichiers/2017/11/1489610727-try.png[/t] [URL="https://p3d.in/jpcvK"]Once again a link to a 3D view[/URL] I am still quite unsure about how the blade should look like and if it have a big enough bevel. Could someone give a bit of feedback ? Sorry if I'm asking for too much feedback, I just want this thing to look good.
the notch used to unfold the knife can still do with some enlarging.
The Adventurer's Essentials Set [t]http://images.akamai.steamusercontent.com/ugc/94979365050581402/514080E28F4855A0689703B60780CC65CEA49089/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365050596793/77D2741997D177A1D4BEE77A1F54EF113C8D0177/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883779894[/url] [t]http://images.akamai.steamusercontent.com/ugc/94979365050599460/D9D12F18A98BD1014514ED7410ABC9AA3FCFFA27/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883883915[/url] Thanks to AndyO's and Bonk Nickletoon for all the help!
[QUOTE=TheFORBIDDENF;51967909]The Adventurer's Essentials Set [t]http://images.akamai.steamusercontent.com/ugc/94979365050581402/514080E28F4855A0689703B60780CC65CEA49089/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365050596793/77D2741997D177A1D4BEE77A1F54EF113C8D0177/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883779894[/url] [t]http://images.akamai.steamusercontent.com/ugc/94979365050599460/D9D12F18A98BD1014514ED7410ABC9AA3FCFFA27/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883883915[/url] Thanks to AndyO's and Bonk Nickletoon for all the help![/QUOTE] It needs some sharp edges, also the textures could do with a bit more detail, there a bit flat.
[QUOTE=TheFORBIDDENF;51967909]The Adventurer's Essentials Set [t]http://images.akamai.steamusercontent.com/ugc/94979365050581402/514080E28F4855A0689703B60780CC65CEA49089/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365050596793/77D2741997D177A1D4BEE77A1F54EF113C8D0177/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883779894[/url] [t]http://images.akamai.steamusercontent.com/ugc/94979365050599460/D9D12F18A98BD1014514ED7410ABC9AA3FCFFA27/[/t] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=883883915[/url] Thanks to AndyO's and Bonk Nickletoon for all the help![/QUOTE] Scouts fingers are bigger than half of those pouches, what could he even fit in there?
Got a bunch of comments on the Painsaw workshop sub saying that it should a Medic weapon... Instead of giving Medic a chainsaw which doesn't seem very fitting, I decided to do a sort of motorised surgical saw type thing. [IMG]https://puu.sh/uLtXn/35d2e8a4d6.jpg[/IMG]
[QUOTE=Magypsy;51968498]Scouts fingers are bigger than half of those pouches, what could he even fit in there?[/QUOTE] Marbles.
[QUOTE='[Square];51968736']Got a bunch of comments on the Painsaw workshop sub saying that it should a Medic weapon... Instead of giving Medic a chainsaw which doesn't seem very fitting, I decided to do a sort of motorised surgical saw type thing. [IMG]https://puu.sh/uLtXn/35d2e8a4d6.jpg[/IMG][/QUOTE] Looks more like your average hardware tool and less like an actual surgical instrument. Unless he plans to do some hardcore brain surgery on a whale. A circular saw for cutting through meat(namely cattle) will look more like this [T]http://www.komel.katowice.pl/images/ptrc.jpg[/t] And be a two-hand device, used for cut through with the aid of the motorized saw instead of using it as a slashing weapon. The whole point of putting a motor in a blade is to let the blade do the cutting for you. Im not even sure that the medic could even hold that thing one handed, let alone swing it without being carried away by the sheer weight of the motor. Not like tf2 has gone away with stuff that could not be carried normally by any human being(the flamethrower's sheer weight is far more than it looks) but this one looks like a rather off for what i presume is a meelee replacement for the medic.
[QUOTE=Metaru;51968868]Looks more like your average hardware tool and less like an actual surgical instrument. Unless he plans to do some hardcore brain surgery on a whale. A circular saw for cutting through meat(namely cattle) will look more like this [T]http://www.komel.katowice.pl/images/ptrc.jpg[/t] And be a two-hand device, used for cut through with the aid of the motorized saw instead of using it as a slashing weapon. The whole point of putting a motor in a blade is to let the blade do the cutting for you. Im not even sure that the medic could even hold that thing one handed, let alone swing it without being carried away by the sheer weight of the motor. Not like tf2 has gone away with stuff that could not be carried normally by any human being(the flamethrower's sheer weight is far more than it looks) but this one looks like a rather off for what i presume is a meelee replacement for the medic.[/QUOTE] Thanks for the feedback, That Cattle Tool is really interesting, I might do some redesigning and re-purpose my existing design for something else.
would it be possible to make it look like the blade is spinning?
[QUOTE=rolfum;51968951]would it be possible to make it look like the blade is spinning?[/QUOTE] Yep, just make a sequenze which adds the spining animation of the wheel to the idle/draw/hit animation of the weapon. I do remember that there is an old medigun which have an endless spining part included. Speaking of animation, does somebody know how to decompile the animation set of a class (firstperson) without damage? I have to create custom animation for our artillery sentry, but the project currently stucks due this problem.
Thanks for the tips
[QUOTE=Rotzloeffel;51968962] Speaking of animation, does somebody know how to decompile the animation set of a class (firstperson) without damage? I have to create custom animation for our artillery sentry, but the project currently stucks due this problem.[/QUOTE] What kind of damage? Generally (if you use Crowbar) the only damage that gets done is missing $definebone lines and some animations being rotated 90 degrees.
[QUOTE=SageJFox;51961133]Better? [t]http://images.akamai.steamusercontent.com/ugc/96104955044940084/00713878C65AEA17A51C04DBB7E826038355997B/[/t][/QUOTE] Is that the normal positioning of the weapon, or is that during mid swing? If that's how he holds it while not actually hitting M1, it ( IMO ) obstructs a bit too much of my view from anything happening on the right side of the screen for my tastes personally. Gonna quickly check to see if the other bone saws do that, just so I don't feel like a fool now lol.
[QUOTE=SageJFox;51961133]Better? [t]http://images.akamai.steamusercontent.com/ugc/96104955044940084/00713878C65AEA17A51C04DBB7E826038355997B/[/t][/QUOTE] Do you mind if we see video of it in action? It would give better details so other suggestions could be given.
[QUOTE=ficool2;51970806]What kind of damage? Generally (if you use Crowbar) the only damage that gets done is missing $definebone lines and some animations being rotated 90 degrees.[/QUOTE] Well damage like this: [t]http://i.imgur.com/a5ovw7Q.gif[/t] Sometimes its possible to fix these by hand, but fixing about 101 animation is too much. Im using crowbar
[QUOTE=Rotzloeffel;51972857]Well damage like this: [t]http://i.imgur.com/a5ovw7Q.gif[/t] Sometimes its possible to fix these by hand, but fixing about 101 animation is too much. Im using crowbar[/QUOTE] That is not Crowbar's fault, you are probably parenting the bones wrong. I'll take a look at it myself.
[t]http://i.imgur.com/tsxosme.png[/t] I've never textured TF2 hair before, does this read alright or is there or are there changes that should be made?
I think it looks a bit strange since it's next a large body of the scout's default hair which mainly consists of one flat colour. I'd suggest maybe making it a little less intense. I tend to use the spec map for hair since it can be used to highlight subtle details.
[QUOTE=Josher;51974054][t]http://i.imgur.com/tsxosme.png[/t] I've never textured TF2 hair before, does this read alright or is there or are there changes that should be made?[/QUOTE] not bad - make the hair texture a bit more subtle and increase the poly count on the pony tail.
Took a while but it was certainly worth the wait. Please vote for the W.A.S.P on Workshop! [t]http://images.akamai.steamusercontent.com/ugc/94979365057403772/26A4E7F732211BB1958100074F7C38EBC00D4921/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365057404103/12970A9C9F889C24AB139381DE1706A5542B4835/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365057400068/16DF6CF9360DE0B3F8FE53B48F128790D4DCC20B/[/t] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=885515341"][B][U]Vote here![/U][/B][/URL]
I'm having trouble with normal maps on my model. They won't show up on the model, its just flat. It is supposed to have this smooth noise bump on it. Screenshot: [t]http://i.imgur.com/uFHBqfz.jpg[/t] Normal map: [t]http://i.imgur.com/ykxSAhc.jpg[/t] VMTS: [url]http://pastebin.com/TDyrQRjq[/url] QC: [url]http://pastebin.com/n1se9faq[/url] Download if anyone wants to test it out: [url]https://www.dropbox.com/s/bwexe61u4zhu9h9/aug_normalmapisbroken_help_me.zip?dl=1[/url]
[QUOTE=ZombiPlastiClok;51939134]Man this got done quickly. Probably could have done this for the 72 hour TF2 Jam if I was more motivated. Oh well, check out the Bodacious Bifocals! [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=880428285"][t]http://images.akamai.steamusercontent.com/ugc/80342118768185937/A35C4B073FAAA5F0AAB6B3211DC4C6D7627CF99D/[/t][/URL] [U][B][URL="http://steamcommunity.com/sharedfiles/filedetails/?id=880428285"]Click here to vote![/URL][/B][/U] [t]http://images.akamai.steamusercontent.com/ugc/80342118768194973/A97147FAB653C267F079D17BCECEBED8752AB8DB/[/t] Thanks again to CMS2000 for cranking out these awesome SFM renders so quickly! Also I saw mods.tf is still in closed beta. Is there any way to sign up for it? Or do I just wait for open beta?[/QUOTE] I was going though the workshop and saw this and looks similar kinda funny (not saying you stole!!) just kinda funny :D [url]http://steamcommunity.com/sharedfiles/filedetails/?id=131486594&searchtext=[/url]
[QUOTE=TheFORBIDDENF;51977377]I was going though the workshop and saw this and looks similar kinda funny (not saying you stole!!) just kinda funny :D [url]http://steamcommunity.com/sharedfiles/filedetails/?id=131486594&searchtext=[/url][/QUOTE] Aw shit, I didn't even know that existed. To be fair my actual glasses are different, guess we ended up having a similar idea for Pyro and Engineer. Hopefully the guy doesn't mind
[QUOTE=ZombiPlastiClok;51977457]Aw shit, I didn't even know that existed. To be fair my actual glasses are different, guess we ended up having a similar idea for Pyro and Engineer. Hopefully the guy doesn't mind[/QUOTE] Well its not even compatible and was made in 2013 so I think your good
[QUOTE=ficool2;51975670]I'm having trouble with normal maps on my model. They won't show up on the model, its just flat. It is supposed to have this smooth noise bump on it. Screenshot: [t]http://i.imgur.com/uFHBqfz.jpg[/t] Normal map: [t]http://i.imgur.com/ykxSAhc.jpg[/t] VMTS: [url]http://pastebin.com/TDyrQRjq[/url] QC: [url]http://pastebin.com/n1se9faq[/url] Download if anyone wants to test it out: [url]https://www.dropbox.com/s/bwexe61u4zhu9h9/aug_normalmapisbroken_help_me.zip?dl=1[/url][/QUOTE] Remove "$basemapalphaphongmask" "1" Use "$bumpmapalphaphongmask" "1" pic in the link (apparently dropbox public links don't work anymore...) [url]https://www.dropbox.com/s/thk8e61wf9n2u7b/temp.png[/url]
[QUOTE=ZombiPlastiClok;51975632]Took a while but it was certainly worth the wait. Please vote for the W.A.S.P on Workshop! [t]http://images.akamai.steamusercontent.com/ugc/94979365057403772/26A4E7F732211BB1958100074F7C38EBC00D4921/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365057404103/12970A9C9F889C24AB139381DE1706A5542B4835/[/t] [t]http://images.akamai.steamusercontent.com/ugc/94979365057400068/16DF6CF9360DE0B3F8FE53B48F128790D4DCC20B/[/t] [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=885515341"][B][U]Vote here![/U][/B][/URL][/QUOTE] Is there any download for it? I would love to try it out in-game.
[QUOTE=JZeeba;51977739]Remove "$basemapalphaphongmask" "1" Use "$bumpmapalphaphongmask" "1" pic in the link (apparently dropbox public links don't work anymore...) [url]https://www.dropbox.com/s/thk8e61wf9n2u7b/temp.png[/url][/QUOTE] "$bumpmapalphaphongmask" is on by default, theres no reason to include it
Some stuff [t]http://i.imgur.com/vir11L2.png[/t] Scots Guard [t]http://i.imgur.com/V0p1wXn.png[/t] Guitarist's Toolbox [t]http://i.imgur.com/kVRWdCF.png[/t] Unusual Effect: Kraken
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