[QUOTE=Game Zombie;50768711][url]https://dl.dropboxusercontent.com/u/31115055/TF2/tip_w_models.rar[/url]
Scattergun is pretty much the same as the C model, none of them support skins, GL will have some odd rotations when fired, and the kritz may have been broken.
[url]https://dl.dropboxusercontent.com/u/31115055/TF2/TIP_RL.rar[/url]
That one should still mostly work.[/QUOTE]
nice, thanks so much!
Can someone tell me where the pyroland textures are?
I might do a mod.
[QUOTE=MarioDox;50773360]Can someone tell me where the pyroland textures are?
I might do a mod.[/QUOTE]
materials/rj
[QUOTE=Karmal Khan;50773741]materials/rj[/QUOTE]
Oh, no vmts in there?
I thought they had a vmt.... you know, shading and stuff.
Thanks.
[QUOTE=MarioDox;50773822]Oh, no vmts in there?
I thought they had a vmt.... you know, shading and stuff.[/QUOTE]
That seems to all be handled in replacements.vmt
Just Incase someone manages to sweet talk valve into making some sweet promo items!
[media]http://imgur.com/a/flwTI[/media]
[QUOTE=Game Zombie;50774187]That seems to all be handled in replacements.vmt[/QUOTE]
You mean replacements.txt?
Because vmt isn't there.
EDIT: OHHH, you meant in the categories wrote in... the txt...
[t]http://i.imgur.com/PThtnFo.png[/t]
Paint Preview. I'm quite proud of this hair.
[QUOTE=Blase005;50778017][t]http://i.imgur.com/PThtnFo.png[/t]
Paint Preview. I'm quite proud of this hair.[/QUOTE]
hair over a mask just doesn't work that well in general. the only times it does is when it's shamelessly a wig (Mullet, Bouffant)
Not the result I was expecting but meh.
[IMG]http://images.akamai.steamusercontent.com/ugc/266094712082450629/23CBBA53D16DFE2EF255DE497EB71D4456BA4D84/[/IMG]
[IMG]http://images.akamai.steamusercontent.com/ugc/266094712082458406/D67A9DFDD408389E44651DEF32F2DBEF66577B8D/[/IMG]
[IMG]http://images.akamai.steamusercontent.com/ugc/266094712082458966/45D78F8A63F2D84A59F83562F7A4B0C2C8EC6A93/[/IMG]
I didn't edit any vmts, I'm gonna do that right now.
Mario-Vision Goggles?
[QUOTE=Punchy;50778085]hair over a mask just doesn't work that well in general. the only times it does is when it's shamelessly a wig (Mullet, Bouffant)[/QUOTE]
it's suppose to be a wig.
Make a trump wig with jiggle bones to get that nice flowing hair action.
Crosspost from Frontline thread:
Ported now the sentry into the game. Therefore I used the decompiled QC file of the original sentry and changed it a little so it fits to the artillery. But I have some problems with the sequences of the sentry. There is a sequence (idle_off) which controlls the Y and Z axis of the sentry. In the HLMV everything works just fine, but ingame the sentry seem to have some errors depending on the direction of its basement.
[video]https://youtu.be/Mp_kVERD_tU[/video]
Here is also the qc lines of the sequences:
[CODE]
$animation "a_yaw_neutral" "sentry1_anims\a_yaw_neutral.smd" {
fps 30
}
$animation "a_pitch_neutral" "sentry1_anims\a_pitch_neutral.smd" {
fps 30
}
$sequence "idle_off" "sentry1_anims\idle_off.smd" {
fps 30
"ACT_OBJ_RUNNING" 1
loop
addlayer layer_aim_yaw
addlayer layer_aim_pitch
{ event AE_CL_ENABLE_BODYGROUP 0 "toolbox" }
}
$sequence "fire" "sentry1_anims\fire.smd" {
fps 30
subtract "@idle_off" 0
"ACT_RANGE_ATTACK1" 1
loop
delta
}
$sequence "disabled" "sentry1_anims\disabled.smd" {
fps 30
loop
}
$sequence "aim_nat" "sentry1_anims\aim_nat.smd" {
fps 1
}
$animation "a_yaw_back" "sentry1_anims\a_yaw_back.smd" {
fps 30
subtract "@idle_off" 0
}
$animation "a_yaw_left" "sentry1_anims\a_yaw_left.smd" {
fps 30
subtract "@idle_off" 0
}
$animation "a_yaw_forward" "sentry1_anims\a_yaw_forward.smd" {
fps 30
subtract "@idle_off" 0
}
$animation "a_yaw_right" "sentry1_anims\a_yaw_right.smd" {
fps 30
subtract "@idle_off" 0
}
$sequence "layer_aim_yaw" {
"a_yaw_neutral"
"a_yaw_left"
"a_yaw_forward"
"a_yaw_right"
"a_yaw_back"
fps 30
subtract "@idle_off" 0
delta
blendwidth 5
blend aim_yaw -180 180
}
$animation "a_pitch_down" "sentry1_anims\a_pitch_down.smd" {
fps 30
subtract "@idle_off" 0
}
$animation "a_pitch_center" "sentry1_anims\a_pitch_center.smd" {
fps 30
subtract "@idle_off" 0
}
$animation "a_pitch_up" "sentry1_anims\a_pitch_up.smd" {
fps 30
subtract "@idle_off" 0
}
$sequence "layer_aim_pitch" {
"a_pitch_neutral"
"a_pitch_center"
"a_pitch_up"
fps 30
subtract "@idle_off" 0
delta
blendwidth 3
blend aim_pitch -50 50
}
[/CODE]
Can somebody suggest me a solution?
[QUOTE=Rotzloeffel;50778367]Can somebody suggest me a solution?[/QUOTE]
[code]$PoseParameter "aim_pitch" -50 50
$PoseParameter "aim_yaw" -180 180 loop 360[/code]
I can't remember if this is it exactly but try sticking that above the sequences or replacing the ones already in the QC. If it doesn't work try replacing "loop 360" with "wrap" instead.
[QUOTE=Blase005;50778278]it's suppose to be a wig.[/QUOTE]
The way it bends into the head and it being relatively short and trimmed makes it look like it's meant to be real hair. If you compare it to the heavy coupe, the coupe has a lot of slight loose parts to imply it's a wig that's struggling to conform to the head
[QUOTE=Punchy;50778664]The way it bends into the head and it being relatively short and trimmed makes it look like it's meant to be real hair. If you compare it to the heavy coupe, the coupe has a lot of slight loose parts to imply it's a wig that's struggling to conform to the head[/QUOTE]
I'll continue experimenting with it next week.
I got banned for making that hat, 10/10 admin Big Dumb American
[QUOTE=DookUnBanned;50780818]I got banned for making that hat, 10/10 admin Big Dumb American[/QUOTE]
I don't think that's how you appeal bans :v:
[QUOTE=GoldenPickaxe;50780831]I don't think that's how you appeal bans :v:[/QUOTE]
I don't think appealing when I was banned for such a small thing would do anything.
Hell, I didn't even break the rules. Nothing in the section rules says anything about not posting joke hats.
Unless he just found it offensive because it was black. Damn racist man.
[QUOTE=Game Zombie;50778644][code]$PoseParameter "aim_pitch" -50 50
$PoseParameter "aim_yaw" -180 180 loop 360[/code]
I can't remember if this is it exactly but try sticking that above the sequences or replacing the ones already in the QC. If it doesn't work try replacing "loop 360" with "wrap" instead.[/QUOTE]
Thanks alot, the error is fixed now. Im using now:
[code]$PoseParameter "aim_pitch" -50 50
$PoseParameter "aim_yaw" -180 180 wrap[/code]
[QUOTE=DrPyspy;50614950]A while back I attempted a restoration of the beta head models for historical purposes. Most of them turned out decent, although Soldier looks like [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=318592828&searchtext=doe"]a big toe[/URL].
[t]http://i.imgur.com/HV5IhDz.png[/t]
Would anyone be interested in seeing them released?[/QUOTE]
Any news about you releasing these? I've always liked how the Engineer looked in beta. I'd like to see that model.
[QUOTE=Showin Growin;50785964]Any news about you releasing these? I've always liked how the Engineer looked in beta. I'd like to see that model.[/QUOTE]
I know everybody's voting late but they're really cool IMO.
And they'd be useful to the TF2006 guy :v:
[QUOTE=Showin Growin;50785964]Any news about you releasing these? I've always liked how the Engineer looked in beta. I'd like to see that model.[/QUOTE]
The project has expanded a little bit to include recreations of the Trailer 1 and Trailer 2 skins, and they'll be released together when they are both finished.
had a shot at a southwesty shirt
[IMG]https://i.gyazo.com/5479399a5deb1faf6b070ca7ffe81e66.png[/IMG]
I would change the black to a variaton of the engi's overalls colour.
[QUOTE=pipantarctic;50788306]I would change the black to a variaton of the engi's overalls colour.[/QUOTE]
[IMG]https://i.gyazo.com/a19c4a066d025eb5d197de6c7571cc47.png[/IMG]
like this?
[QUOTE=snowconedog;50788258]had a shot at a southwesty shirt
[IMG]https://i.gyazo.com/5479399a5deb1faf6b070ca7ffe81e66.png[/IMG][/QUOTE]
It doesn't look much like a shirt, to be honest, it looks like he's wearing a jumpsuit. And the way you have to cover over his rolled up sleeves looks odd and bulky. Just keep them rolled up.
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