To the creator of the "security shades"
Would it be okay if you could make this a style?
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
Thanks mate!
Little update on the neckerchief's texture:
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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
Do you have what you need to release that team colored CM glow? I've been watching that progress.
no, that's the saxxy animation, I take it it's a bug then
It's your Model Detail/DirectX settings.
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 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?
Pretty much.
The closer it is to white, the shinier it is.
The closer it is to black, the duller it is.
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.
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.
What is a disagree supposed to tell me :colbert:
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
Wait, posted the wrong one. I based it off this instead.
Also, current progress
Any more changes I should make?
IT WORKS
...so far.
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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.
whoops
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.
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.
hooah
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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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.
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.
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/
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.
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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Big weapon, big UV.
never
Do I hear, compensation?
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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