1. Post #561
    Sharc's Avatar
    January 2010
    3,085 Posts
    After I saw that.

    ....

    Rageguy is credit to team.

    Edit: You might have to make the belt ends as wide as the belt itself.
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  2. Post #562
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
    I hope im not too page king.. Heh, dont post here alot, I will though, alot more.
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  3. Post #563
    Trofflesby's Avatar
    March 2011
    219 Posts

    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.
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  4. Post #564
    ninjaa003's Avatar
    May 2011
    208 Posts
    Can I just parent the tie to the spine of the engineer or is there a specific misc bone?
    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.
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  5. Post #565
    Gold Member
    Smashman's Avatar
    September 2009
    10,542 Posts
    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.
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  6. Post #566
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    Ignore how the Pyro is Baclavas are Forever red, he didn't import with textures.

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  7. Post #567
    cpt. Jebski's Avatar
    July 2011
    348 Posts


    Click me please ^^^
    could you make the hat a replacement for the safe n' sound?
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  8. Post #568
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    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
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  9. Post #569
    ninjaa003's Avatar
    May 2011
    208 Posts
    Trying out different font and such.

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  10. Post #570
    Gold Member
    Doomish's Avatar
    June 2009
    13,604 Posts
    Ignore how the Pyro is Baclavas are Forever red, he didn't import with textures.
    holy fucking shit, i love you
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  11. Post #571
    Trofflesby's Avatar
    March 2011
    219 Posts
    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
    Try using Smart Project or something
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  12. Post #572
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
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  13. Post #573
    Trofflesby's Avatar
    March 2011
    219 Posts
    Is it jiggleboned? That would be awesome.
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  14. Post #574
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
    Is it jiggleboned? That would be awesome.
    how do
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  15. Post #575
    Trofflesby's Avatar
    March 2011
    219 Posts
    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
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  16. Post #576
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    It's [video].
    [video]http://www.youtube.com/watch?v=JP9ce_ygeSA&feature=related[/video]
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  17. Post #577
    Gold Member
    loled's Avatar
    July 2007
    3,241 Posts
    It's [video].
    [video]http://www.youtube.com/watch?v=JP9ce_ygeSA&feature=related[/video]
    Nope, its [media].
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  18. Post #578
    Gold Member
    Smashman's Avatar
    September 2009
    10,542 Posts
    It's [video].
    [video]http://www.youtube.com/watch?v=JP9ce_ygeSA&feature=related[/video]
    It's [media].
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  19. Post #579
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    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.
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  20. Post #580
    Gold Member
    Sottalytober's Avatar
    May 2009
    4,545 Posts
    So now I need a name







    Clips terribly
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  21. Post #581
    Gold Member
    Digivee's Avatar
    December 2010
    3,857 Posts
    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.
    I love you.
    I can use my old item name restoration kit again.
    I love you so fucking much right now.
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  22. Post #582
    Gold Member
    Smashman's Avatar
    September 2009
    10,542 Posts
    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)
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  23. Post #583
    Roxerg's Avatar
    June 2011
    2,762 Posts
    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.
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  24. Post #584
    LolzMan1325's Avatar
    February 2009
    1,023 Posts
    Let me just flag something up really quick:

    I fucking hate Blender.
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  25. Post #585
    Trofflesby's Avatar
    March 2011
    219 Posts
    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?
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  26. Post #586
    ninjaa003's Avatar
    May 2011
    208 Posts
    So now I need a name







    Clips terribly
    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.
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  27. Post #587
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    Let me just flag something up really quick:

    I fucking hate Blender.
    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.
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  28. Post #588
    Gold Member
    Sottalytober's Avatar
    May 2009
    4,545 Posts
    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.
    I used his collar. I'll fix it in a bit.

    And thank you
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  29. Post #589
    Eeshton's Avatar
    October 2010
    9,934 Posts


    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.)
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  30. Post #590
    Sharc's Avatar
    January 2010
    3,085 Posts
    If you are interested in doing the pack, there was also a secondary weapon (Bottle of Soy Sauce that is thrown like Mad Milk).
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  31. Post #591
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
    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.
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  32. Post #592
    Trofflesby's Avatar
    March 2011
    219 Posts
    I'll make it, Although I need some uv's for the belt.
    Try using Blender's Smart Project, that's what I do.
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  33. Post #593
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
    Island is being a bitch for me, however.
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  34. Post #594
    bigbadrick's Avatar
    January 2011
    1,593 Posts
    http://www.livestream.com/bigbadbarron

    Watch me make the rest of this shotgun.
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  35. Post #595
    Trofflesby's Avatar
    March 2011
    219 Posts
    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?
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  36. Post #596
    Evil Boy Genius
    Rageguy's Avatar
    May 2011
    3,189 Posts
    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
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  37. Post #597
    I might be a Vampire Queen
    Dirt Bastard's Avatar
    July 2009
    1,707 Posts
    After I saw that.

    ....


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  38. Post #598
    Trofflesby's Avatar
    March 2011
    219 Posts
    Hmm, actually now that I look at it again I can still see some of the actual texture.
    How do I fix this thing?
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  39. Post #599
    Gold Member
    Sottalytober's Avatar
    May 2009
    4,545 Posts
    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.
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  40. Post #600
    Gold Member
    biodude94566's Avatar
    July 2006
    4,839 Posts
    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.
    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?
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