• The People's TF2 Emporium
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[QUOTE=majan_pl;29127585]Wow nice! Attendant hat should be his stock headgear (but imo without bowtie c:).[/QUOTE] Fuck you the bowtie is awesome and if you don't like this we shall settle this outside in sawmill with pistols.
Was the Scout whip released? [editline]12th April 2011[/editline] [QUOTE=BigBoom;29127664]Fuck you the bowtie is awesome and if you don't like this we shall settle this outside in sawmill with pistols.[/QUOTE] Bowties are cool. There's no doubting it.
They should remove the hat and have nothing but the bowtie.
[QUOTE=maxumym;29127748]Was the Scout whip released?[/QUOTE] Nope. If I can be bothered to finish it, it may be.
Patiently awaiting the lead pipe. By the way, has anyone ever considered making a version of the Engie where he has his rubber glove over his gunslinger hand? It may just need to be the regular model with a few bits of the gunslinger wrist visible/poking out.
Good day ladies and gentlements (and mentlegens). For lol user, here: [url=http://www.mediafire.com/?375odd9604gdppg][img]http://filesmelt.com/dl/Promo_LG.png[/img][/url] And yes, this promo breaks the art-style (I'm a bad boy) Missing contributions in the OP: [url=http://tf2mods.net/mod.php?id=97&do=display][img]http://img808.imageshack.us/img808/4086/minipromoratspikes.png[/img][/url] [url=http://dl.dropbox.com/u/25325795/lotsoroosebelt.rar][img]http://dl.dropbox.com/u/25325795/teddyboot.png[/img][/url] [url=http://dl.dropbox.com/u/9411074/teddystuff.zip][img]http://dl.dropbox.com/u/9411074/promo_Teddy.png[/img][/url] And again: Sparwire, replace the link of the American Dream with this please: [url]http://www.mediafire.com/?e3b6qnrb1te2rdq[/url] I will see what little works I can do today...
'scuse the French here (and being late to the party that I'm sure already started) but whoever decided that the Engie should stick a teddy bear in his pouch needs a slap upside the head. I don't have a problem with the Engie having one, but for me it just seems out of left field. I mean, why not a beer can or chaw or a even plushie unicorn? I remember on some other forums people making "pocket medic" models that would add a pocket with a rag doll medic plushie to sew onto the Heavy's armor vest, and as silly as that is, it at least makes sense as an in-joke, but what's the reasoning for the bear? I'm just curious if there's something else to this.
Start of my smd file [code]version 1 nodes 0 "weapon_bone" -1 end skeleton time 0 0 -11.865005 38.430702 -4.053461 1.570795 -0.000003 0.000000 end triangles batstinguisher.tga 0 -13.942168 38.830235 19.751123 -0.511063 -0.556444 -0.655080 0.148900 0.364146 1 0 1.000000 0 -14.109405 38.978447 19.330414 -0.699850 0.671865 -0.242378 0.112438 0.383509 1 0 1.000000 0 -14.086469 38.916142 19.299557 -0.507462 -0.607349 -0.611225 0.109476 0.377898 1 0 1.000000 batstinguisher.tga 0 -13.942168 38.830235 19.751123 -0.511063 -0.556444 -0.655080 0.148900 0.364146 1 0 1.000000 0 -13.964450 38.976353 19.811205 -0.382244 0.840358 -0.384198 0.155368 0.376367 1 0 1.000000 0 -14.109405 38.978447 19.330414 -0.699850 0.671865 -0.242378 0.112438 0.383509 1 0 1.000000[/code] .QC file [code]$cd "C:\Users\XXXXX\Desktop\TF2 modelling\Items\Nail_on_a_stick\compil" $modelname "weapons\c_models\c_rift_fire_mace\c_rift_fire_mace.mdl" $model "body" "c_rift_fire_mace.dmx.smd" $cdmaterials "models\weapons\c_models\c_rift_fire_mace\" $hboxset "default" $hbox 0 "weapon_bone" -6.752 -8.842 -5.551 6.825 31.003 5.979 $texturegroup skinfamilies { { "batstinguisher.vmt" } { "batstinguisherb.vmt" } } // Model uses material "models\weapons\c_items\batstinguisher.vmt" // Model uses material "models\weapons\c_items\batstinguisherb.vmt" $surfaceprop "metal" $illumposition 0.214 0.037 11.080 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 4.00 } [/code] .vmt File [code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\c_rift_fire_mace\c_rift_fire_mace" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "1" "360?$color2" "[ 0.9 0.8 0.8 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] Why my texture still wont show up ?
[QUOTE=BigBoom;29127664]Fuck you the bowtie is awesome and if you don't like this we shall settle this outside in sawmill with pistols.[/QUOTE] I think a lot of people's problems with the bowtie (and probably the necktie/scarf) is that it's a flammable accessory for someone who's wearing a fire-proof rubber suit, though given Pyro's characterization, that isn't really a stretch. Personally, I'd like it if some of the fabric hats and things for Pyro had scorchmarks or burns, which I know the bowtie does already have.
[QUOTE=E.C.S;29128741]Good day ladies and gentlements (and mentlegens). For lol user, here: [url=http://www.mediafire.com/?375odd9604gdppg][img_thumb]http://filesmelt.com/dl/Promo_LG.png[/img_thumb][/url] And yes, this promo breaks the art-style (I'm a bad boy) Missing contributions in the OP: [url=http://tf2mods.net/mod.php?id=97&do=display][img_thumb]http://img808.imageshack.us/img808/4086/minipromoratspikes.png[/img_thumb][/url] [url=http://dl.dropbox.com/u/25325795/lotsoroosebelt.rar][img_thumb]http://dl.dropbox.com/u/25325795/teddyboot.png[/img_thumb][/url] [url=http://dl.dropbox.com/u/9411074/teddystuff.zip][img_thumb]http://dl.dropbox.com/u/9411074/promo_Teddy.png[/img_thumb][/url] And again: Sparwire, replace the link of the American Dream with this please: [url]http://www.mediafire.com/?e3b6qnrb1te2rdq[/url] I will see what little works I can do today...[/QUOTE] Thank you about the Little Guillebon
[img]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img] Final texture. Anything else should be done or is it ready to release?
@Napy: try without the texturegroups, and see if they're breaking it I generally use them without any indents: ie $texturegroup skinfamilies { { "batstinguisher.vmt" } { "batstinguisherb.vmt" } } [editline]12th April 2011[/editline] [QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] needs hotter edges
[QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] make it a replacement for the rift axe
[QUOTE=NapyDaWise;29129052] .vmt File [code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\c_rift_fire_mace\c_rift_fire_mace" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "1" "360?$color2" "[ 0.9 0.8 0.8 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] Why my texture still wont show up ?[/QUOTE] Dat vmt. is pointing to the old texture.
[QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] Try and find Rockwell or similar Impressionist art where metal is being heated or poured, like steel factories or furnaces. Use that as a guide for painting the right kind of glow/temperature for the tip. ALSO MAKE AS REPLACEMENT FOR RIFT AXE NAO! [editline]12th April 2011[/editline] [QUOTE=Sexy Robot;29127298]Turn on normal mapping, I can't bear the sight of "seam" Scout.[/QUOTE] Looks more like he's collecting dust...
[QUOTE=NapyDaWise;29129052]Start of my smd file [code]version 1 nodes 0 "weapon_bone" -1 end skeleton time 0 0 -11.865005 38.430702 -4.053461 1.570795 -0.000003 0.000000 end triangles batstinguisher.tga 0 -13.942168 38.830235 19.751123 -0.511063 -0.556444 -0.655080 0.148900 0.364146 1 0 1.000000 0 -14.109405 38.978447 19.330414 -0.699850 0.671865 -0.242378 0.112438 0.383509 1 0 1.000000 0 -14.086469 38.916142 19.299557 -0.507462 -0.607349 -0.611225 0.109476 0.377898 1 0 1.000000 batstinguisher.tga 0 -13.942168 38.830235 19.751123 -0.511063 -0.556444 -0.655080 0.148900 0.364146 1 0 1.000000 0 -13.964450 38.976353 19.811205 -0.382244 0.840358 -0.384198 0.155368 0.376367 1 0 1.000000 0 -14.109405 38.978447 19.330414 -0.699850 0.671865 -0.242378 0.112438 0.383509 1 0 1.000000[/code] .QC file [code]$cd "C:\Users\XXXXX\Desktop\TF2 modelling\Items\Nail_on_a_stick\compil" $modelname "weapons\c_models\c_rift_fire_mace\c_rift_fire_mace.mdl" $model "body" "c_rift_fire_mace.dmx.smd" $cdmaterials "models\weapons\c_models\c_rift_fire_mace\" $hboxset "default" $hbox 0 "weapon_bone" -6.752 -8.842 -5.551 6.825 31.003 5.979 $texturegroup skinfamilies { { "batstinguisher.vmt" } { "batstinguisherb.vmt" } } // Model uses material "models\weapons\c_items\batstinguisher.vmt" // Model uses material "models\weapons\c_items\batstinguisherb.vmt" $surfaceprop "metal" $illumposition 0.214 0.037 11.080 $sequence idle "idle" fps 30.00 $collisionmodel "phymodel.smd" { $mass 5.0 $inertia 1.00 $damping 0.00 $rotdamping 4.00 } [/code] .vmt File [code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\c_rift_fire_mace\c_rift_fire_mace" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "1" "360?$color2" "[ 0.9 0.8 0.8 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] Why my texture still wont show up ?[/QUOTE] Why is your VMT reference c_rift_fire_mace? Shouldn't it be referencing batstinguiser.vtf?
[QUOTE=Mariner;29129312]ALSO MAKE AS REPLACEMENT FOR RIFT AXE NAO![/QUOTE] I just said that. [QUOTE=inno98;29129256]make it a replacement for the rift axe[/QUOTE]
[QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] Agreed with pogo and Mariner; the end should look more like this: [img]http://farm4.static.flickr.com/3640/3480024771_80bb55faea.jpg[/img] [editline]12th April 2011[/editline] Also Hecates, it better fucking glow in the dark. GOD HELP YOU IF THAT POKER DOESN'T GLOW IN THE GODDAMN DARK.
[QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] could use some light grey to indicate wear and tear
Yeah, and I also say and everyone else might disagree that it should have NO phong. It's supposed to be a dirty mistreated firepoker, right now it's glowing like it's brand new and also just got a piping hot red paintjob.
[code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\batstinguisher" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "1" "360?$color2" "[ 0.9 0.8 0.8 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] New VMT I also changed the .qc like pogothemunty said Texture still broken Also, here's what modelviewer say : [img]http://gyazo.com/8933e8e85f1f64848fc93a77cb3aa740.png[/img] I don't know where i forgot something, but it's annoying :v: Maybe it's just a typo, somewhere....
[QUOTE=Skunkrocker;29129441]Also Hecates, it better fucking glow in the dark. GOD HELP YOU IF THAT POKER DOESN'T GLOW IN THE GODDAMN DARK.[/QUOTE] try looking a couple posts ago...
3ds Max skills have no bounds! [img]http://gyazo.com/72865ad5b9d5432aa7646c773a8a3b5e.png[/img]
[QUOTE=Hecates;29129237][img_thumb]http://i1039.photobucket.com/albums/a480/Hecates_Gaspar/fire_poker.jpg?t=1302627919[/img_thumb] Final texture. Anything else should be done or is it ready to release?[/QUOTE] I know I'm late on saying this, and that it might've even been said before, but how about adding a battery ducttaped near the handle and connected with metal-clips to the othe end? I think it would make it look more TF2-ish, and would eplain why it's still red-hot even though there's no heat source... Unless it's too late...
[QUOTE=NapyDaWise;29129682][code]"VertexLitGeneric" { "$basetexture" "models\weapons\c_items\batstinguisher" "$phong" "1" "$phongexponent" "25" "$phongboost" "5" "$lightwarptexture" "models\lightwarps\weapon_lightwarp" "$phongfresnelranges" "[.25 .5 1]" "$basemapalphaphongmask" "1" "$rimlight" "1" "$rimlightexponent" "4" "$rimlightboost" "1" "360?$color2" "[ 0.9 0.8 0.8 ]" "$glowcolor" "1" // Cloaking "$cloakPassEnabled" "1" "Proxies" { "weapon_invis" { } "ModelGlowColor" { "resultVar" "$glowcolor" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$selfillumtint" } "Equals" { "srcVar1" "$glowcolor" "resultVar" "$color2" } } } [/code] New VMT I also changed the .qc like pogothemunty said Texture still broken Also, here's what modelviewer say : [img_thumb]http://gyazo.com/8933e8e85f1f64848fc93a77cb3aa740.png[/img_thumb] I don't know where i forgot something, but it's annoying :v: Maybe it's just a typo, somewhere....[/QUOTE] The VMT must be the same name as the texture you used when you saved the SMD. In this case, it should be batstinguiser.vmt
Drawing concepts for most classes a lil later on today, I have some great ideas as well.
[QUOTE=Sexy Robot;29129917]3ds Max skills have no bounds! [img_thumb]http://gyazo.com/72865ad5b9d5432aa7646c773a8a3b5e.png[/img_thumb][/QUOTE] What is it
[QUOTE=Recurracy;29130183]What is it[/QUOTE] Dunno yet. [editline]12th April 2011[/editline] Oh shit pageking.
[QUOTE=Skunkrocker;29129971]The VMT must be the same name as the texture you used when you saved the SMD. In this case, it should be batstinguiser.vmt[/QUOTE] [img]http://gyazo.com/5500efb82980d3a547b8308cd99d0a06.png[/img]
[QUOTE=NapyDaWise;29130207][img_thumb]http://gyazo.com/5500efb82980d3a547b8308cd99d0a06.png[/img_thumb][/QUOTE] I bet you did a typo somewhere or something.
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