[QUOTE=Vidal;29079007]Please tell me there is/is going to be made a normal medigun version of this?[/QUOTE]
I believe you could simply rename the files inside to the normal medigun's file names? Is that how it works? The only difference between the kritzkreig and medigun is the barrel so I assume there's no difference in bone rigging/etc.
[QUOTE=inno98;29077478][img_thumb]http://wizard.gamebanana.com/img/ss/srends/thm__1725-.jpg[/img_thumb]
[url=http://www.gamebanana.com/skins/108361]Gamebanana's WORST Mod of the Week?[/url][/QUOTE]Shit like that killed CS:S for me.
[media]http://www.youtube.com/watch?v=bY8q08VAzcE&feature=channel_video_title[/media]
Here's what we have on the TRON: FORTRESS pack so far.
Small things to keep in mind about the video:
-I'm a terrible player.
-It's compressed as fuck.
-It's not normally that dark (see above point for reason why it's so dark).
To do:
-Team color all weapon models, viewmodels, worldmodels, and c_hand models.
-Finish world textures
...-Majority of "natural" textures, such as wood, snow, etc
...-most props and other small details, such as cabinets, doors, windows, wheelbarrows, etc
...-misc company names on walls
-HUD, along with player icons
-optional sound pack (I have rocket launcher :identity disk: sound in the video).
woah
those particle effects are niiice
That is fucking awesome :O
[QUOTE=NeoDement;29079281]woah
those particle effects are niiice[/QUOTE]
They also absolutely murder your framerate. I usually get ~150 fps, and being too close to them (or around them at all) usually drops me to ~30-~50 fps. All of this needs some serious optimizing.
But yeah, they sure are trippy, a lot of fun to play with.
Can someone quickly either tell me what to put in the .qc to use teamcolors, or point me to a guide? Much appreciated.
[QUOTE=MugenOverlord;29079519]Can someone quickly either tell me what to put in the .qc to use teamcolors, or point me to a guide? Much appreciated.[/QUOTE]
[url]http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model[/url]
[QUOTE=Sexy Robot;29079551][url]http://developer.valvesoftware.com/wiki/Multiple_Skins_for_a_Single_Model[/url][/QUOTE]
And which team is which? 1st one=red, 2nd one=blue?
[QUOTE=Quiet Maniac;29077391][img_thumb]http://wizard.gamebanana.com/img/ss/skins/_4288-.jpg[/img_thumb]
[url=http://www.gamebanana.com/skins/108375]Gamebanana DECENT Mod of the Week?[/url][/QUOTE]
That reminds me of the magnifying glass that someone made for the spy. Was that ever released?
[QUOTE=MugenOverlord;29079605]And which team is which? 1st one=red, 2nd one=blue?[/QUOTE]
yep
and for players, 3 is uber red, 4 is uber blue
spies are complicated
[QUOTE=NeoDement;29079669]yep
and for players, 3 is uber red, 4 is uber blue
spies are complicated[/QUOTE]
also, it says it's required to come after $body, which isn't in the Scattergun's .qc, so where would this go? the scattergun also does not have a line in its .qc specifying which .vmt to be read (it simply just has comments informing you that it reads those files). So what should I do?
[code]$cd "C:\Users\Ryan\Documents\Ryan's Files\tf2 stuff\__\_decompiling tf2 models for tron\decompiled models\v_models\v_scattergun"
$modelname "weapons\v_models\v_scattergun_scout.mdl"
$model "v_scattergun" "v_scattergun_scout.dmx.smd"
$cdmaterials ""
$hboxset "default"
$hbox 0 "bip_hand_R" -1.350 -0.510 -2.300 3.030 7.580 4.490
$hbox 0 "bip_hand_L" -2.500 -7.580 -4.490 1.500 0.550 2.300
$hbox 0 "weapon_bone" -2.450 0.270 -6.690 2.550 5.270 22.990
[b]// Model uses material "models/weapons/v_scattergun/v_scattergun.vmt"
// Model uses material "models/player/scout/scout_hands.vmt"[/b]
$attachment "weapon_bone" "weapon_bone" -0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone1" "weapon_bone1" -0.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$surfaceprop "default"
$illumposition 18.551 7.797 0.713
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_Scatter_Gun.Draw" }
}
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00
$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
$sequence reload_loop "reload_loop" ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 1 "Weapon_Scatter_Gun.Reload" }
{ event 6002 5 "4" }
}
$sequence reload_end "reload_end" ACT_RELOAD_FINISH 1 fps 26.00[/code]
where would [code]$texturegroup skinfamilies[/code] go?
[QUOTE=Eeshton;29078156][img_thumb]http://gyazo.com/f866481995edcd349dbad92fc119893a.png[/img_thumb]
Did this in 20 minutes, any suggestions on what to add?
[media]http://filesmelt.com/dl/aztec_fire_0012.jpg[/media][/QUOTE]
How about making the proportions match the drawing a bit more?
[editline]10th April 2011[/editline]
Hell, how about adding all that stuff from the drawing?
[QUOTE=MugenOverlord;29079680]also, it says it's required to come after $body, which isn't in the Scattergun's .qc, so where would this go? the scattergun also does not have a line in its .qc specifying which .vmt to be read (it simply just has comments informing you that it reads those files). So what should I do?
[code]$cd "C:\Users\Ryan\Documents\Ryan's Files\tf2 stuff\__\_decompiling tf2 models for tron\decompiled models\v_models\v_scattergun"
$modelname "weapons\v_models\v_scattergun_scout.mdl"
$model "v_scattergun" "v_scattergun_scout.dmx.smd"
$cdmaterials ""
$hboxset "default"
$hbox 0 "bip_hand_R" -1.350 -0.510 -2.300 3.030 7.580 4.490
$hbox 0 "bip_hand_L" -2.500 -7.580 -4.490 1.500 0.550 2.300
$hbox 0 "weapon_bone" -2.450 0.270 -6.690 2.550 5.270 22.990
// Model uses material "models/weapons/v_scattergun/v_scattergun.vmt"
// Model uses material "models/player/scout/scout_hands.vmt"
$attachment "weapon_bone" "weapon_bone" -0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone1" "weapon_bone1" -0.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$surfaceprop "default"
$illumposition 18.551 7.797 0.713
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_Scatter_Gun.Draw" }
}
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00
$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
$sequence reload_loop "reload_loop" ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 1 "Weapon_Scatter_Gun.Reload" }
{ event 6002 5 "4" }
}
$sequence reload_end "reload_end" ACT_RELOAD_FINISH 1 fps 26.00[/code]
where would [code]$texturegroup skinfamilies[/code] go?[/QUOTE]
After cdmaterials, before hbox.
So in-between.
I just made Icons for "The Enforcer" and an improved version of "The Lone Ranger's" Icon if anyone wants them...
So here is what I have:
[code]$cd "C:\Users\Ryan\Documents\Ryan's Files\tf2 stuff\__\_decompiling tf2 models for tron\decompiled models\v_models\v_scattergun"
$modelname "weapons\v_models\v_scattergun_scout.mdl"
$includemodel "weapons\v_models\v_scattergun_scout_original.mdl"
$model "v_scattergun" "v_scattergun_scout.dmx.smd"
$cdmaterials ""
[b]$texturegroup skinfamilies
{
{ "models/weapons/v_scattergun/v_scattergun.vmt" }
{ "models/weapons/v_scattergun/v_scattergun_red.vmt" }
}[/b]
$hboxset "default"
$hbox 0 "bip_hand_R" -1.350 -0.510 -2.300 3.030 7.580 4.490
$hbox 0 "bip_hand_L" -2.500 -7.580 -4.490 1.500 0.550 2.300
$hbox 0 "weapon_bone" -2.450 0.270 -6.690 2.550 5.270 22.990
// Model uses material "models/weapons/v_scattergun/v_scattergun.vmt"
// Model uses material "models/player/scout/scout_hands.vmt"
$attachment "weapon_bone" "weapon_bone" -0.00 -0.00 0.00 rotate 0.00 0.00 -0.00
$attachment "weapon_bone1" "weapon_bone1" -0.00 0.00 -0.00 rotate -0.00 -0.00 -0.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$attachment "muzzle" "weapon_bone" 0.00 3.97 23.38 rotate -90.00 -0.00 0.00
$attachment "shell_eject" "weapon_bone" -3.05 4.57 8.63 rotate -4.17 147.92 -180.00
$surfaceprop "default"
$illumposition 18.551 7.797 0.713
$sequence draw "draw" ACT_VM_DRAW 1 fps 30.00 node raised {
{ event 5004 1 "Weapon_Scatter_Gun.Draw" }
}
$sequence idle "idle" loop ACT_VM_IDLE 1 fps 30.00 node raised
$sequence fire "fire" ACT_VM_PRIMARYATTACK 1 fps 30.00
$sequence reload_start "reload_start" ACT_RELOAD_START 1 fps 30.00
$sequence reload_loop "reload_loop" ACT_VM_RELOAD 1 fps 30.00 {
{ event 5004 1 "Weapon_Scatter_Gun.Reload" }
{ event 6002 5 "4" }
}
$sequence reload_end "reload_end" ACT_RELOAD_FINISH 1 fps 26.00[/code]
So what do I do from here? I keep getting this error on recompiling in GUIStudioMDL:
SteamStartup() failed: SteamStartup(0xf,0x0012FB3C) failed with error 1: failed to take master pipe connection lock
Did that Lead Pipe replacement for the Candy Cane ever get released?
[QUOTE=TheGreyLock;29079933]Did that Lead Pipe replacement for the Candy Cane ever get released?[/QUOTE]
no
[QUOTE=Sparkwire;29080076]no[/QUOTE]
damn it!
[QUOTE=Sexy Robot;29079987][img_thumb]http://gyazo.com/d415b40785ed030fb6b69e7469099ebe.png[/img_thumb]
[img_thumb]http://gyazo.com/c5950bb28159384e3c96e6f3b61758cb.png[/img_thumb]
Hmm.[/QUOTE]
I dunno, I think it still looks way to similar to the flare gun.
Although thats the problem I have with most skins now days.
[QUOTE=Sexy Robot;29079987][img_thumb]http://gyazo.com/d415b40785ed030fb6b69e7469099ebe.png[/img_thumb]
[img_thumb]http://gyazo.com/c5950bb28159384e3c96e6f3b61758cb.png[/img_thumb]
Hmm.[/QUOTE]
make it a neutral yellow, that way it is noticeably different from the default flaregun but also servers a similar purpose.
also
Submitted the hammer, does anyone want it as a replacement?
[QUOTE=Sexy Robot;29079987][img_thumb]http://gyazo.com/d415b40785ed030fb6b69e7469099ebe.png[/img_thumb]
[img_thumb]http://gyazo.com/c5950bb28159384e3c96e6f3b61758cb.png[/img_thumb]
Hmm.[/QUOTE]
Make the wires red/blue then make the body orange/yellow?
[QUOTE=BigBoom;29080191]I dunno, I think it still looks way to similar to the flare gun.
Although thats the problem I have with most skins now days.[/QUOTE]
Then suggest some alternative if you think it should be different.
[QUOTE=slashsnemesis;29080211]Make the wires red/blue then make the body orange/yellow?[/QUOTE]
Not a half bad idea.
I'll try that tomorrow.
[QUOTE=TheGreyLock;29079933]Did that Lead Pipe replacement for the Candy Cane ever get released?[/QUOTE]
as said no. but after rummaging around sparkwire's site i found this. [url]http://sparkwire.thanez.net/tf2/lead%20pipe/lead%20pipe.rar[/url]
[url]http://sparkwire.thanez.net/tf2/lead%20pipe/[/url]
not sure what the rar is. but maybe someone can use it.
[QUOTE=Sexy Robot;29080235]Then suggest some alternative if you think it should be different.[/QUOTE]
Okay make it a...
okay ideas are hard...
a modified fire hose that somehow shoots out a grenade like explosive thing.
Guys, im looking around in Dxsupport in /orangebox/bin and im wondering where ATI Radeon HD 3200 Graphics would be, anyone know?
FYI i searched for it and couldnt find it
[QUOTE=Sexy Robot;29079987][img_thumb]http://gyazo.com/d415b40785ed030fb6b69e7469099ebe.png[/img_thumb]
[img_thumb]http://gyazo.com/c5950bb28159384e3c96e6f3b61758cb.png[/img_thumb]
Hmm.[/QUOTE]
That could work as a Detonator model
I don't think I am cut out for this...:v:
[url=http://www.mediafire.com/?40gm11ld9aqhif9][IMG]http://i.imgur.com/ZpOes.png[/IMG][/url]
how do I promo I am not clever man
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