Rageguy is credit to team.
Edit: You might have to make the belt ends as wide as the belt itself.
Rageguy is credit to team.
Edit: You might have to make the belt ends as wide as the belt itself.
I hope im not too page king.. Heh, dont post here alot, I will though, alot more.
Does this look decent so far? It's gonna be part of a set called the "Glaswegian Gentlemann".
Should I keep the monocle like that or should I add transparency and shit? I'm not exactly sure how to do that so help would be appreciated.
When you make an item replace another item, it doesn't matter which bone you use, so just use the one(s) that make it move properly when he moves.
Here we go. The program took me around 3 days, but that was on and off. It was very fun (God I love coding... When it works)
Anyway, without further adieu, I present the tf_english.txt merger.
It's a simple concept that I came up with during the Medieval Update, it allows mod makers to release tf_english.txt modifications that will have no negative repercussions on the user.
I've seen a number of mods release tf_english.txt modifications, that end up being used months after release, meaning lots of broken stuff in-game.
To make this program work, simply extract a fresh tf_english.txt from the GCF. Use the program to merge the altered version, and wha-bam. Basically you can use this to release mods with weapon or hat name changes very easily.
There are a few things I still wish to work upon, but it's in a basically fully functional state, though the mod maker needs to make sure the tf_english packaged with your mod is encoded in UCS-2LE, I plan on including conversion, but for now, please make sure it is.
Please let me know if you come across anything untoward, I think I've plugged most holes, but God knows what you guys'll do with it.
If you wish to make tf_english.txt modification, you can simply place the lines you alter in the txt you release, no need for the whole thing, the program will take care of placing them in the correct location.
Here you go! http://dl.dropbox.com/u/897064/tf_english_merger_v1.jar
Enjoy, I hope to see many more custom names in-game! (Feel free to package this program with your mod and modified tf_english.txt)
Edited:
If you wish to merge more than one file together (if you have a number of mods) simply use the edited file for the 'fresh' file for now. I'm considering a "What Tokens have been modified" bit, but we'll see.
Ignore how the Pyro is Baclavas are Forever red, he didn't import with textures.
![]()
could you make the hat a replacement for the safe n' sound?
Oh yeah. 784 verts, 941 faces, some of which are tris, most of which are not. Still needs some the hole in the neck. We'll see how it compiles. I need someone to UV (but not texture, I'd like to take a stab at texturing as well) it, please. I can export as either smd or obj, so if someone that's not working in Blender wants to take a stab at it, I'll export it.
Edited:
MY AUTOMERGE
Trying out different font and such.
![]()
holy fucking shit, i love you
Try using Smart Project or something
Is it jiggleboned? That would be awesome.
how do
I don't really know either myself but there is this
http://www.youtube.com/watch?v=JP9ce...eature=related
Yes I don't know how to media tag![]()
It's [video].
[video]http://www.youtube.com/watch?v=JP9ce_ygeSA&feature=related[/video]
Nope, its [media].
It's [media].
Huh, last I remember, when I used media it didn't work. And when I added the video with the editor, it slapped on video tags. Oh well.
So now I need a name
Clips terribly
I love you.
I can use my old item name restoration kit again.
I love you so fucking much right now.
\/ It made it worth it.
(Please lemme know if any problems crop up, I've been testing it, but you never know)
So the only way to make this a real thing is for me to learn modeling, eh?
http://www.deviantart.com/download/2...rg-d42d20l.jpg
okay
Edited:
damn it's too big.
Edited:
have a link, instead.
Let me just flag something up really quick:
I fucking hate Blender.
Hell yeah motherfucker
Any way I can pose models in Model Viewer?
Also is the positioning good? Should I change the monocle texture to something else?
Try rigging to bip_spine_3, if you haven't already. I made something a while back with similar placement on him, and that's what I used.
Why's that?
I'm hating Octane (a renderer - the one I use to make things pretty) right now because it refuses to import my mesh. I've tried joining everything I can think of.![]()
I used his collar. I'll fix it in a bit.
And thank you
Yes.
(I realize the stock looks fucking huge compared to the barrel, but what I'm about to add might make it look a bit better in comparison.)
If you are interested in doing the pack, there was also a secondary weapon (Bottle of Soy Sauce that is thrown like Mad Milk).![]()
I'll make it, Although I need some uv's for the belt.
Try using Blender's Smart Project, that's what I do.
Island is being a bitch for me, however.
http://www.livestream.com/bigbadbarron
Watch me make the rest of this shotgun.
Oh god I did something wrong didn't I
It looks fine in the loadout screen but ingame it just has a black texture
Wat do?
might be the lighting
Hmm, actually now that I look at it again I can still see some of the actual texture.
How do I fix this thing?
Remove the paintability in the VMT. I had the exact same problem.
Well I figured out my problem. Seems Blender was exporting the OBJ with the eyes being pointed to a null material, which crashed the program instantly. Exporting it to obj, fixing the problem, and re-exporting it seemed to fix it.
So anyone wanna take and UV the head?