1. Post #961
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,280 Posts
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  2. Post #962
    LolzMan1325's Avatar
    February 2009
    1,034 Posts
    To the creator of the "security shades"


    Would it be okay if you could make this a style?
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  3. Post #963
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,280 Posts
    To the creator of the "security shades"


    Would it be okay if you could make this a style?
    wrong shades, that's the summer ones

    also here's this:

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  4. Post #964
    Bazkip's Avatar
    July 2011
    3,276 Posts
    Very nice. I'm assuming the the "Name pending" means you're open to suggestions?
    How about The Skull Fracture? http://wiki.teamfortress.com/w/image...nballhit02.wav
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  5. Post #965
    Yeah, well, you know, that's just, like, your opinion, man.
    TacticalBacon's Avatar
    November 2010
    4,049 Posts
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  6. Post #966
    Toastador's Avatar
    November 2010
    680 Posts
    Little update on the neckerchief's texture:


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  7. Post #967
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,280 Posts
    Little update on the neckerchief's texture:


    is it supposed to use the saxxy animation or is that some itemtest bug?
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  8. Post #968
    Toastador's Avatar
    November 2010
    680 Posts
    is it supposed to use the saxxy animation or is that some itemtest bug?
    It's the same way he holds the sun-on-a-stick and, I'd assume, the other bats as well.

    Edited:
    for me that is
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  9. Post #969
    Gold Member
    Supacasey's Avatar
    May 2007
    4,970 Posts
    Thanks mate!
    Do you have what you need to release that team colored CM glow? I've been watching that progress.
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  10. Post #970
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,280 Posts
    It's the same way he holds the sun-on-a-stick and, I'd assume, the other bats as well.
    no, that's the saxxy animation, I take it it's a bug then
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  11. Post #971
    Gold Member
    OH-SNAP!'s Avatar
    September 2009
    2,658 Posts
    It's the same way he holds the sun-on-a-stick and, I'd assume, the other bats as well.
    It's your Model Detail/DirectX settings.
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  12. Post #972
    Trofflesby's Avatar
    March 2011
    219 Posts

    Progress!
    How does the texture look so far?
    Rate "Friendly" for "Good enough" and "Dumb" for "Needs work"
    And give me suggestions on what to do.

    On a somewhat related note, how does one do phong masks? The white parts are shiny and the black parts aren't, right?
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  13. Post #973
    Gold Member
    Recurracy's Avatar
    August 2009
    11,463 Posts
    The gold part on the neck of the bottle is pretty overdetailed.
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  14. Post #974
    Trofflesby's Avatar
    March 2011
    219 Posts
    The gold part on the neck of the bottle is pretty overdetailed.
    Noted
    How about phong masks though? Do I just create an alpha channel and make the parts I want to be shiny white?
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  15. Post #975
    Gold Member
    Jacen's Avatar
    April 2010
    1,614 Posts
    Pretty much.

    The closer it is to white, the shinier it is.
    The closer it is to black, the duller it is.
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  16. Post #976
    Bazkip's Avatar
    July 2011
    3,276 Posts

    Progress!
    How does the texture look so far?
    Rate "Friendly" for "Good enough" and "Dumb" for "Needs work"
    And give me suggestions on what to do.

    On a somewhat related note, how does one do phong masks? The white parts are shiny and the black parts aren't, right?
    The logo kinda looks blurry. Though that could just be the viewer.

    Btw, that's a rather narrow champagne bottle, their bases are usually fairly wide. Kinda looks like it might be a wine bottle.
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  17. Post #977
    Gold Member
    Recurracy's Avatar
    August 2009
    11,463 Posts
    Did you take the TF logo from the hud thing on FPSbanana? It looks like it is based on the picture.
    Remember that TF2 textures are simple brush strokes, and nothing else. Some weapons use wear and tear around their edges. That's the only thing that defies their detail.
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  18. Post #978
    Gold Member
    Supacasey's Avatar
    May 2007
    4,970 Posts
    You really should consider toning down or desaturating those colors.
    They're much too vivid.




    What is a disagree supposed to tell me :colbert:
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  19. Post #979
    Trofflesby's Avatar
    March 2011
    219 Posts
    The logo kinda looks blurry. Though that could just be the viewer.

    Btw, that's a rather narrow champagne bottle, their bases are usually fairly wide. Kinda looks like it might be a wine bottle.
    I was basing it all on one image, which is this

    Might change its name later on though.
    I'm working on the logo as we speak

    Did you take the TF logo from the hud thing on FPSbanana? It looks like it is based on the picture.
    Remember that TF2 textures are simple brush strokes, and nothing else. Some weapons use wear and tear around their edges. That's the only thing that defies their detail.
    Yeah. Should I just make the TF2 logo flat?
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  20. Post #980
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,280 Posts
    I was basing it all on one image, which is this

    Might change its name later on though.
    I'm working on the logo as we speak


    Yeah. Should I just make the TF2 logo flat?
    Why basing it on an inflatable bottle instead of a real one? O.o
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  21. Post #981
    Trofflesby's Avatar
    March 2011
    219 Posts
    Why basing it on an inflatable bottle instead of a real one? O.o
    Wait, posted the wrong one. I based it off this instead.


    Also, current progress

    Any more changes I should make?
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  22. Post #982
    Gold Member
    biodude94566's Avatar
    July 2006
    6,176 Posts
    [h2]IT WORKS[/h2] ...so far.

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  23. Post #983
    Eeshton's Avatar
    October 2010
    10,376 Posts
    Alright, guys, good news! Not only will I be able to compile it for the Huntsman, but I will be able to compile it with custom animations! The model and texture part of it, is completely done except for a new AO, so all I have to do is get Blaholzten to apply the AO in the VTF, then get a list of bones and stuff to rig the Ballista, and then animate it, and then I can submit/release! Also, a thing I noticed ingame is that the reload animation isn't very detail, so all I'll have to do is make Sniper load an arrow, which is different from what I thought I'd have to do.
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  24. Post #984
    Gold Member
    biodude94566's Avatar
    July 2006
    6,176 Posts
    whoops

    1:08 AM - Toa Mata Candy: let's just say
    1:08 AM - Toa Mata Candy: I'm glad the high five animations
    1:08 AM - Toa Mata Candy: aren't implemented in vanilla tf2
    1:08 AM - Toa Mata Candy:
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  25. Post #985
    Gold Member
    Recurracy's Avatar
    August 2009
    11,463 Posts
    Alright, guys, good news! Not only will I be able to compile it for the Huntsman, but I will be able to compile it with custom animations! The model and texture part of it, is completely done except for a new AO, so all I have to do is get Blaholzten to apply the AO in the VTF, then get a list of bones and stuff to rig the Ballista, and then animate it, and then I can submit/release! Also, a thing I noticed ingame is that the reload animation isn't very detail, so all I'll have to do is make Sniper load an arrow, which is different from what I thought I'd have to do.
    dude how do you animate that shit like woah

    Edited:

    I must know, simply for my Pomson. Haven't heard from Sparkwire ever since I asked him to animate it so I'm gonna do it myself
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  26. Post #986
    Bazkip's Avatar
    July 2011
    3,276 Posts
    dude how do you animate that shit like woah

    Edited:

    I must know, simply for my Pomson. Haven't heard from Sparkwire ever since I asked him to animate it so I'm gonna do it myself
    And thus, Recurracy's mind was lost to the wilds, never to be found again.
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  27. Post #987
    Gold Member
    Recurracy's Avatar
    August 2009
    11,463 Posts
    And thus, Recurracy's mind was lost to the wilds, never to be found again.
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  28. Post #988
    Eeshton's Avatar
    October 2010
    10,376 Posts
    And thus, Recurracy's mind was lost to the wilds, never to be found again.
    Are you assuming Recurracy is an actual human and not a machine designed by the Dutch in order to make models for TF2?

    Also, Recurracy, get the fuck on Steam.
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  29. Post #989
    Gold Member
    Recurracy's Avatar
    August 2009
    11,463 Posts
    Also, Recurracy, get the fuck on Steam.
    hooah
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  30. Post #990
    Gold Member
    The Ultimate's Avatar
    May 2010
    3,086 Posts
    Wait, posted the wrong one. I based it off this instead.


    Also, current progress

    Any more changes I should make?
    I have a couple things to note. The bottle model itself is great, its the texture that makes it strange.
    The label and and glass require alot more work and the gold foil doesn't look good at all in TF2's world. Perhaps a more flat and brushstroked foil would work. The cap is also in the same situation with the golden foil, it doesn't look to good in a TF2 world. For the glass and label, I suggest basing it off the scrumpy bottle for the demoman.
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  31. Post #991
    Bazkip's Avatar
    July 2011
    3,276 Posts
    Are you assuming Recurracy is an actual human and not a machine designed by the Dutch in order to make models for TF2?

    Also, Recurracy, get the fuck on Steam.
    Well then his CPU left on an amazing adventure to go find how to animate but will ultimately learn important life lessons along the way while getting up to shenanigans with an annoying yet lovable sidekick and what the fuck am I even saying.
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  32. Post #992
    Eeshton's Avatar
    October 2010
    10,376 Posts
    Is there a weapon ingame that has a texture size of 2048x1024? Jeez, Sexy Robot made the UV that big, I thought it looked wide.
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  33. Post #993
    Trofflesby's Avatar
    March 2011
    219 Posts
    Alright, so I compiled my model and I got this

    Error opening c:\program files\steam\steamapps\trofflesby\team fortress 2\tf\models/weapons/c_models/c_paintrain/c_paintrain.mdl! (Check for write enable)

    My .qc looks like this
    $cd "D:/NAME\Games\Champain\output"
    $modelname "weapons/c_models/c_paintrain/c_paintrain.mdl"
    $model "c_paintrain_reference" "champain.smd"
    $cdmaterials "\models\weapons\c_items"
    $hboxset "default"
    $hbox 0 "weapon_bone" -13.186 -5.220 -3.236 2.265 32.424 3.156
    // Model uses material "models/weapons/c_items/c_paintrain.vmt"
    $surfaceprop "metal"
    $illumposition -0.040 -5.460 13.602
    $sequence idle "idle" fps 30.00
    $collisionmodel "champain.smd" {

    $mass 4.1
    $inertia 1.00
    $damping 0.00
    $rotdamping 4.00
    }

    What did I do wrong this time?
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  34. Post #994

    September 2009
    3,245 Posts
    Alright, so I compiled my model and I got this

    Error opening c:\program files\steam\steamapps\trofflesby\team fortress 2\tf\models/weapons/c_models/c_paintrain/c_paintrain.mdl! (Check for write enable)

    My .qc looks like this
    $cd "D:/NAME\Games\Champain\output"
    $modelname "weapons/c_models/c_paintrain/c_paintrain.mdl"
    $model "c_paintrain_reference" "champain.smd"
    $cdmaterials "\models\weapons\c_items"
    $hboxset "default"
    $hbox 0 "weapon_bone" -13.186 -5.220 -3.236 2.265 32.424 3.156
    // Model uses material "models/weapons/c_items/c_paintrain.vmt"
    $surfaceprop "metal"
    $illumposition -0.040 -5.460 13.602
    $sequence idle "idle" fps 30.00
    $collisionmodel "champain.smd" {

    $mass 4.1
    $inertia 1.00
    $damping 0.00
    $rotdamping 4.00
    }

    What did I do wrong this time?
    Create the folder team fortress 2\tf\models/weapons/c_models/c_paintrain/
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  35. Post #995
    Eeshton's Avatar
    October 2010
    10,376 Posts
    Is there a folder in weapons/c_models for c_paintrain? If not, make it, if still not working, run as Admin ( I see write enable, think that means it needs admin)

    goddamit ducksink, let me be helpful for once.
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  36. Post #996
    MrCasual's Avatar
    August 2009
    2,055 Posts
    To the creator of the "security shades"


    Would it be okay if you could make this a style?
    Nice! Does this work with all paints?

    I wanted the Summer shades to be paintable from day one, I hope they don't stay yellow forever like the earbuds stay white.

    Also, did anyone remember that sore eyes still that didn't have pupils, and was paintable? I can't find the video of it on Youtube. I REALLY want that as a style in TF2. Could make Pyro so much more mysterious and frightening.

    And it would make this look possible:

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  37. Post #997
    Gold Member
    Sexy Robot's Avatar
    November 2010
    3,868 Posts
    Is there a weapon ingame that has a texture size of 2048x1024? Jeez, Sexy Robot made the UV that big, I thought it looked wide.
    Big weapon, big UV.
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  38. Post #998

    September 2009
    3,245 Posts
    Is there a folder in weapons/c_models for c_paintrain? If not, make it, if still not working, run as Admin ( I see write enable, think that means it needs admin)

    goddamit ducksink, let me be helpful for once.
    never
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  39. Post #999
    Eeshton's Avatar
    October 2010
    10,376 Posts
    Big weapon, big UV.
    Do I hear, compensation?
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  40. Post #1000
    Erfly's Avatar
    April 2011
    5,341 Posts
    Nice! Does this work with all paints?

    I wanted the Summer shades to be paintable from day one, I hope they don't stay yellow forever like the earbuds stay white.

    Also, did anyone remember that sore eyes still that didn't have pupils, and was paintable? I can't find the video of it on Youtube. I REALLY want that as a style in TF2. Could make Pyro so much more mysterious and frightening.

    And it would make this look possible:
    I'm pretty sure someone made glowing red eyes for pyro without a pupil. Let me find a picture of it.

    Edited:

    Here it is.
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