• TF2 Emporium 65 - End of an era
    5,004 replies, posted
Hey! Could someone give me a brief run down how to do LODs in compiling. I've setup my QC file with the LOD file names and created corresponding LODs with those file names but it fails on compile. [url]http://pastebin.com/ReVm2Cdj[/url] And screenshot of my compile directory. [url]http://i.imgur.com/2VHYptR.png[/url]
First of all, the number after $lod is the transition distance, usually in TF2 it's around 11 for the first, 22 for the second, etc. Problem seems to be you call your reference mesh "c_battlebat_reference.dmx.smd" in the $model but "c_battlebat_reference.smd" in the LoD definitions, which are two different files you have there. Edit: But also, your LoDs don't seem to be any less detailed than the base mesh? At least, judging by the filesizes.
[QUOTE=SageJFox;50462395] Problem seems to be you call your reference mesh "c_battlebat_reference.dmx.smd" in the $model but "c_battlebat_reference.smd" in the LoD definitions, which are two different files you have there[/QUOTE] Ah, I'll fix that up now. [QUOTE=SageJFox;50462395]First of all, the number after $lod is the transition distance, usually in TF2 it's around 11 for the first, 22 for the second, etc.[/QUOTE] Wait? Theses numbers have meaning? and can't be 1 2 3 4. [QUOTE=SageJFox;50462395]judging by the filesizes.[/QUOTE] Nah, That's just the same file. I'm just trying to get it to compile then i'll do everything else.
They could be any number, but that small would be, well. [URL="https://i.gyazo.com/cabcf25d745c44303a2aa463f1bc0cb1.png"]This is the Engy at LOD metric 1.[/URL] A tad closer than you'd normally get in-game, which means you'd just about always be seeing a LoD mesh instead of the base mesh.
[QUOTE=Sims_doc;50462459]Ah, I'll fix that up now. Wait? Theses numbers have meaning? and can't be 1 2 3 4. Nah, That's just the same file. I'm just trying to get it to compile then i'll do everything else.[/QUOTE] Those numbers after $lod are used for switching to it. If you set it to 10 it'd switch to the LoD when 1 unit would be 10/100 pixels tall
Everything is compile now. Thanks guys!
im still thinking about how the hair pass throught the mask... really early sketch [IMG]http://i.imgur.com/JCDI3Iq.png[/IMG]
[QUOTE=IJCT;50462893]im still thinking about how the hair pass throught the mask... really early sketch [IMG]http://i.imgur.com/JCDI3Iq.png[/IMG][/QUOTE] Maybe that's just me, but Spy here looks thinner than usual... Ik, it's just a concept, but is that supposed to be like that?
[QUOTE=Jhejh poT;50463783]Maybe that's just me, but Spy here looks thinner than usual... Ik, it's just a concept, but is that supposed to be like that?[/QUOTE]Sharp eye, the concept actually has erased parts of the spy's original suit, something you definitely should not do because then it does not make the concept possible to reproduce. I outlined the regular spy's suit in red to show how much it goes out in comparison. [img]https://i.gyazo.com/8750356a5e4e5cd7fabc25f281248809.png[/img] Consider working around the spy's model and do not alter the reference, you cannot slim down spy's suit ingame with your item.
[QUOTE=JasperDx17;50463850]Sharp eye, the concept actually has erased parts of the spy's original suit, something you definitely should not do because then it does not make the concept possible to reproduce. I outlined the regular spy's suit in red to show how much it goes out in comparison. [img]https://i.gyazo.com/8750356a5e4e5cd7fabc25f281248809.png[/img] Consider working around the spy's model and do not alter the reference, you cannot slim down spy's suit ingame with your item.[/QUOTE] u guys have really sharp eyes lol
[QUOTE=pipantarctic;50460416]Is that supposed to be fur or hair? If fur, I would distinguish it more from the moustache.[/QUOTE] Do these look better [t]http://puu.sh/pjane/a9c057dedb.png[/t][t]http://puu.sh/pjaqd/bc7a0ccc44.png[/t]
[QUOTE=Frying Dutchman;50458917][B]Information regarding the Emporium and Newpunch: [/B]As some of you may have noticed Garry has been working on a [URL="http://lab.facepunch.com/.home"]new version of the facepunch forums[/URL] which can currently already be tested and used. This change will bring a lot of customisability available to the users including the creation of their own subforums like the Overwatch or Music forums. To get to the point this would allow the Emporium to possibly move to it's own TF2 modding subforum. However seeing as the activity of TF2 modding has declined over the years including most of the regulars within the thread, I'm of opinion that the Emporium should stay within the TF2 section. I'm posting this to get some discussion going, if people would prefer a subforum please post and argument why it would be benefitial. Keep in mind that the switch of facepunch to the new system could still be months away. And to make this slightly easier, rate agree [IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] to let Emporium stay in TF2 section or disagree [IMG]https://facepunch.com/fp/ratings/cross.png[/IMG] to move out.[/QUOTE] I am for staying in the TF2 section, however; why not have one as a makeshift tutorial section? Things like BANG's tutorial on how to make sapper attachments for new buildings could go there permanently.
Heres a bit of a half assed idea I had for a while, If Valve is taking any models and just putting it in game replacing the old ones and not even checking them (Hazmat Headcase as an example) what would happen if someone took another completely different Item from the workshop (That they own) and just replace it with an item in game [B]TL;DR[/B] Take an item in game that's yours and replace it with something else from the workshop that's also yours
[t]http://puu.sh/pjpXT/08ed51d934.png[/t] ye idk
xpost [QUOTE=blueNES;50468226][B][U]The Frost Fighter's Furs[/U][/B] [B][I]Cranium Cover[/I][/B] [t]http://images.akamai.steamusercontent.com/ugc/440604528671132180/E276D19AA77B5898DB4A9CDA983DD53890A8A046/[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=698840662]Click here to vote![/url] [t]http://images.akamai.steamusercontent.com/ugc/440604528671174150/5A2F008E11D887057ED60412975536576E6D8C3E/[/t] [url=http://steamcommunity.com/sharedfiles/filedetails/?id=698847165]Click here to vote![/url][/QUOTE]
[QUOTE=IJCT;50462893]im still thinking about how the hair pass throught the mask... really early sketch [IMG]http://i.imgur.com/JCDI3Iq.png[/IMG][/QUOTE] have the top of the mask be a headband, cover the mouth and you can get something akin to [URL="http://iv1.lisimg.com/image/6247734/350full-rikimaru.jpg"]this[/URL].
[IMG]http://puu.sh/pkSFE/b2dea855ab.png[/IMG] Looking for work and general everyday drama's been keeping my artist's block running for a very long time, and now I've finally found the time and dedication to do something I'm here to show you my suggestion for an all-class cosmetic! It's an overcoat; a part of a uniform that the State Military wear in Fullmetal Alchemist. [IMG]http://st.cdjapan.co.jp/pictures/l/00/39/NEOGDS-10433_4.jpg?v=1[/IMG] Totally up for claiming!~
might not work well on soldier/engie due to their big collars, try drawing it over them
[QUOTE=Pagliacci;50475881]might not work well on soldier/engie due to their big collars, try drawing it over them[/QUOTE] I will work on separate references to showcase how the can fit on all the classes, but for the case of the Soldier and Engie, the easiest thing to do is use their collars in the designs. Seeing one of these trenchcoats with a popped collar wouldn't look that bad, anyway!
[IMG]http://i.imgur.com/YXBu9tM.png?2[/IMG] i just 2% missing in under shir clean of team paint line of other decoration? what are you think?
seems way too fancy and frilly for something soldier would wear
With how the Soldier holds his primary, that cowl draped over his shoulders would stretch horribly.
xpost from medieval [QUOTE=Flubbman;50477749]got a set that needs texturing, based on tabby's concept [IMG]http://puu.sh/plj5c/7d7b797498.jpg[/IMG] [IMG]http://puu.sh/plj9x/d1b74ed12f.jpg[/IMG] hit me up[/QUOTE]
It's very large at the back, it might make hitting the Demoman's head even harder.
[QUOTE=blueNES;50460398]Textures from Gadget: [IMG]http://puu.sh/phSE5/3986ac0491.png[/IMG][/QUOTE] why would you paint that part of the hat??
Because fur
[QUOTE=Magypsy;50478364]It's very large at the back, it might make hitting the Demoman's head even harder.[/QUOTE] Isn't there a misc that blocks Demo's head as much as his misc, though? [IMG]https://wiki.teamfortress.com/w/images/a/a7/Lordly_Lapels.png?t=20131103235812[/IMG] It is a Hallowe'en misc and all, but it still blocks Demo's head just as much (or even more) his item does.
Just because a mistake's in the game, that doesn't mean it's okay to repeat it.
[QUOTE=blueNES;50466662]Do these look better [t]http://puu.sh/pjane/a9c057dedb.png[/t][t]http://puu.sh/pjaqd/bc7a0ccc44.png[/t][/QUOTE] Can you show the mustache with the Duty Rag? :v:
[QUOTE=AkujiTheSniper;50479119]Can you show the mustache with the Duty Rag? :v:[/QUOTE] [IMG]http://puu.sh/plC9W/2dff7397df.png[/IMG] There's also a Hulk Hogan loadout on the submission page, if that's what you're looking for
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