1. Post #401
    Gold Member
    biodude94566's Avatar
    July 2006
    6,351 Posts
    I smell trolling over here.
    Report and move on.
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  2. Post #402

    September 2011
    4 Posts
    Report and move on.
    ur gay
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  3. Post #403
    Misaki92's Avatar
    September 2011
    440 Posts
    Hmmm. I'm not sure if there's anything I can do about that, are you sure the mangler doesn't do it without the pulsating skin as well?
    he's right i have the same issue atm
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  4. Post #404

    engineer is not pleased with these images.

    Pictured is the final mustache
    Orange version of the 'stache+=
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  5. Post #405
    FISH KILL!'s Avatar
    July 2011
    1,409 Posts
    he's right i have the same issue atm
    As I said earlier, all dropped weapons are always RED. It's just more noticeable on a huge glowing weapon.
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  6. Post #406
    Mnemosynaut's Avatar
    August 2009
    807 Posts

    Something like that?
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  7. Post #407
    bigbadrick's Avatar
    January 2011
    1,593 Posts


    The bug will feature an optional invisible cigarette

    and arms as well if you like.
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  8. Post #408
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,377 Posts

    Something like that?
    Now it's too dull, it needs to look interesting without using loud and obnoxious colors and make all of the details stand out next to each other.
    Get some hue and brightness differences in there, sample some colors from other weapons, give parts like the tubes connected to the little tanks their own color and the wiggly thing in the middle there could possibly be a rubber/plastic tube and have a different color completely.

    If you/parazit would let me i could try and see if i could give it some neat base colors, the details are fine though

    Edited:



    Dicked around in Blender for a bit, came up with this on a whim.

    Y/N?
    would make sense for the kunai, but i'd like to see a simple syringe for the kunai, kinda like the beta medic weapon
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  9. Post #409
    FISH KILL!'s Avatar
    July 2011
    1,409 Posts

    Something like that?
    Maybe put team color on the tip of the barrel and on the rings at the ends of the thin coily part?
    I'm liking how black looks on the gun. Maybe try that, but with the parts I mentioned team colored? The thin rod on top could still be gray.
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  10. Post #410
    Pyrosexual Member (I vigorously masturbate to flames)
    Zadrave's Avatar
    March 2011
    10,025 Posts
    This just shows how sensitive people are towards ponies.

    The bug will feature an optional invisible cigarette

    and arms as well if you like.
    Damn man, I can't wait.
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  11. Post #411
    mnyfrsh's Avatar
    December 2010
    1,514 Posts


    Dicked around in Blender for a bit, came up with this on a whim.

    Y/N?
    Is it for ze spy?
    If so if the blades could splay out in the raised position would be pretty gnarly.
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  12. Post #412
    MugenOverlord's Avatar
    December 2009
    1,654 Posts


    Fits decently on Medic.

    On that note final texture sent to Barron.
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  13. Post #413
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,766 Posts
    I think you should have refined the shape of the model a lot more before you started texturing.
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  14. Post #414
    DoctorQ's Avatar
    November 2007
    575 Posts
    Interesting concept, maybe make it less bulky maybe?


    Better?

    ::EDIT::
    Now with smoothing
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  15. Post #415
    I regularly throw pity parties.
    A B.A. Survivor's Avatar
    August 2010
    12,494 Posts
    Is it possible to mirror selected mesh only in Blender?
    I have a specific part of a mesh selected, but adding a mirror modifier gives me a duplicate of the entire mesh.
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  16. Post #416
    bigbadrick's Avatar
    January 2011
    1,593 Posts
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  17. Post #417
    Haekb's Avatar
    June 2011
    92 Posts
    Bam, I think it's done. (Minus a bug)
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  18. Post #418
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,377 Posts
    the spy one at lest should have the baklava color for the non metal part
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  19. Post #419
    bigbadrick's Avatar
    January 2011
    1,593 Posts
    the spy one at lest should have the baklava color for the non metal part
    that would just look silly, its meant to match the spy's gloves and the medic's boots.
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  20. Post #420
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,377 Posts
    that would just look silly, its meant to match the spy's gloves and the medic's boots.
    ah, but medics boots aren't gray though, neither is his belt
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  21. Post #421
    bigbadrick's Avatar
    January 2011
    1,593 Posts
    I thought you meant the black part, regardless It would require teamcoloring and Im in no mood for that.
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  22. Post #422
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,377 Posts
    I thought you meant the black part, regardless It would require teamcoloring and Im in no mood for that.
    i did, and no it wouldn't, the belt and pouches are the same color on both teams (not the suspenders though)
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  23. Post #423
    bigbadrick's Avatar
    January 2011
    1,593 Posts
    -snip-
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  24. Post #424
    Gold Member
    theharribokid's Avatar
    October 2010
    1,310 Posts

    engineer is not pleased with these images.

    Pictured is the final mustache
    Glad to see you and Swig's collab pack hasn't been disappeared forever
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  25. Post #425
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    While working on base colors for my alien, I came across a problem



    Will fix
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  26. Post #426
    Gold Member

    June 2009
    8,467 Posts
    Make the flares green slime balls. Like that Opposing Force gun creature.
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  27. Post #427
    Community Slacker
    Shugo's Avatar
    July 2005
    8,182 Posts


    Remember this? I know a lot of people use and appreciate it, so I figure this was worth the bother to mess with:

    About a year ago, I came up with the idea to switch to a VMT-based system that used the characters' default textures and overlaid red/blue onto them in-game, much like what already happens on weapons and hats when Ubered. Murphy released a version of this back when I was working on it, but I wasn't satisfied with his version for a number of reasons. Call me nit-picky, but I prefer perfection (or as close to it as possible).

    I canned it because I hit a snag: I couldn't get the Engineer and Pyro's eyes to look glowy; the Uber effect VMT settings already took up all the tricks I would use to achieve the 'glow'. BUT! NeoDement fixed it. And it looks great.

    The difference between the existing VTF mod and the VMT version is the VTF mod replaces the tinted "invuln" textures with higher-res versions that match the base characters (because Valve's are really, really bad and once someone points out the problems with them you can't unsee it) while the VMT mod takes the base characters and overlays red/blue onto them. VMT has a few improvements: colors that match Ubered hats/weapons, possible performance boost due to using fewer textures, and compatibility with basically all skins.

    I suck at promos, so I asked NeoDement to make one if he gets the chance. For now, though, I've got the mod packed and ready to go: http://www.mediafire.com/?i3smdj8ybvdtrbq
    I still need to take pretty promo pics for the GameBanana entry (since this will be replacing the old '2.0'), but i did take some quick screenshots: http://steamcommunity.com/id/shugota...i/screenshots/
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  28. Post #428
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    Make the flares green slime balls. Like that Opposing Force gun creature.
    Something along those lines is in the plan

    Edit: Fixed

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  29. Post #429
    MugenOverlord's Avatar
    December 2009
    1,654 Posts


    Remember this? I know a lot of people use and appreciate it, so I figure this was worth the bother to mess with:

    About a year ago, I came up with the idea to switch to a VMT-based system that used the characters' default textures overlaid red/blue onto it in-game, much like what already happens on weapons and hats when Ubered. Murphy released a version of this back when I was working on it, but I wasn't satisfied with his version for a number of reasons. Call me nit-picky, but I prefer perfection (or as close to it as possible).

    I canned it because I hit a snag: I couldn't get the Engineer and Pyro's eyes to look glowy; the Uber effect VMT settings already took up all the tricks I would use to achieve the 'glow'. BUT! NeoDement fixed it. And it looks great.

    The difference between the existing VTF mod and the VMT version is the VTF mod replaces the tinted "invuln" textures with higher-res versions that match the base characters (because Valve's are really, really bad and once someone points out the problems with them you can't unsee it) while the VMT mod takes the base characters and overlays red/blue onto them. VMT has a few improvements: colors that match Ubered hats/weapons, possible performance boost due to using fewer textures, and compatibility with basically all skins.

    I suck at promos, so I asked NeoDement to make one if he gets the chance. For now, though, I've got the mod packed and ready to go: http://www.mediafire.com/?i3smdj8ybvdtrbq
    I still need to take pretty promo pics for the GameBanana entry (since this will be replacing the old '2.0'), but i did take some quick screenshots: http://steamcommunity.com/id/shugota...i/screenshots/
    We love you Shugo

    now submit it to valve and tell them to get off their lazy asses and use it to decrease GCF size
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  30. Post #430
    I regularly throw pity parties.
    A B.A. Survivor's Avatar
    August 2010
    12,494 Posts
    Cool, but I'm not going to use it.
    It's too small of a difference to risk having my game crash all the time.
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  31. Post #431
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,284 Posts
    Cool, but I'm not going to use it.
    It's too small of a difference to risk having my game crash all the time.
    Why would your game crash all the time? Skins never cause crashes, only having about 100 models does.
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  32. Post #432
    I regularly throw pity parties.
    A B.A. Survivor's Avatar
    August 2010
    12,494 Posts
    GUIStudiomdl keeps telling me this:

    [release]ERROR: c:\program files (x86)\steam\steamapps\robotchk12\team fortress 2\tf\models\player\mdldecompiler.qc(42): - can't find eyeball texture "eyeball_r" on model[/release]

    I didn't change anything with textures or really any part of the model.
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  33. Post #433
    Community Slacker
    Shugo's Avatar
    July 2005
    8,182 Posts
    Cool, but I'm not going to use it.
    It's too small of a difference to risk having my game crash all the time.
    It adds like five actual textures (low-res ones). The rest of the mod is entirely VMTs (which are simple text files, most of which are Valve's with minor changes). If anything, this HELPS performance because it cuts out the need for A LOT of textures.

    Base game's Uber texture system: at least 34 textures JUST for Ubered players
    With this mod: 5 textures
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  34. Post #434
    otterwolfy's Avatar
    August 2011
    1,073 Posts
    Still working on the label, but I've got a Demo on it now. lolz.

    So delicious.
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  35. Post #435
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,284 Posts
    You have to edit the SMDs. Find and replace (ctrl-h) "models/player/engineer" with "".
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  36. Post #436
    I regularly throw pity parties.
    A B.A. Survivor's Avatar
    August 2010
    12,494 Posts
    It adds like five actual textures (low-res ones). The rest of the mod is entirely VMTs (which are simple text files, most of which are Valve's with minor changes). If anything, this HELPS performance because it cuts out the need for A LOT of textures.

    Base game's Uber texture system: at least 27 additional textures JUST for Ubered players
    With this mod: 5 textures
    I didn't mean that it would clog my system, I meant that it would crash my game when I play on a server with sv_pure on.
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  37. Post #437
    Community Slacker
    Shugo's Avatar
    July 2005
    8,182 Posts
    I didn't mean that it would clog my system, I meant that it would crash my game when I play on a server with sv_pure on.
    Texture mods do not crash sv_pure.

    Also, my initial estimate was a little generous. I counted it and it's actually about 34 textures.
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  38. Post #438
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,766 Posts
    Bam, I think it's done. (Minus a bug)
    You should reposition it so it lines up with his hand, or add a grip.
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  39. Post #439
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,377 Posts


    Remember this? I know a lot of people use and appreciate it, so I figure this was worth the bother to mess with:

    About a year ago, I came up with the idea to switch to a VMT-based system that used the characters' default textures and overlaid red/blue onto them in-game, much like what already happens on weapons and hats when Ubered. Murphy released a version of this back when I was working on it, but I wasn't satisfied with his version for a number of reasons. Call me nit-picky, but I prefer perfection (or as close to it as possible).

    I canned it because I hit a snag: I couldn't get the Engineer and Pyro's eyes to look glowy; the Uber effect VMT settings already took up all the tricks I would use to achieve the 'glow'. BUT! NeoDement fixed it. And it looks great.

    The difference between the existing VTF mod and the VMT version is the VTF mod replaces the tinted "invuln" textures with higher-res versions that match the base characters (because Valve's are really, really bad and once someone points out the problems with them you can't unsee it) while the VMT mod takes the base characters and overlays red/blue onto them. VMT has a few improvements: colors that match Ubered hats/weapons, possible performance boost due to using fewer textures, and compatibility with basically all skins.

    I suck at promos, so I asked NeoDement to make one if he gets the chance. For now, though, I've got the mod packed and ready to go: http://www.mediafire.com/?i3smdj8ybvdtrbq
    I still need to take pretty promo pics for the GameBanana entry (since this will be replacing the old '2.0'), but i did take some quick screenshots: http://steamcommunity.com/id/shugota...i/screenshots/
    Truly great job
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  40. Post #440
    Gold Member
    Agent Fedora's Avatar
    February 2011
    2,599 Posts


    Remember this? I know a lot of people use and appreciate it, so I figure this was worth the bother to mess with:

    About a year ago, I came up with the idea to switch to a VMT-based system that used the characters' default textures and overlaid red/blue onto them in-game, much like what already happens on weapons and hats when Ubered. Murphy released a version of this back when I was working on it, but I wasn't satisfied with his version for a number of reasons. Call me nit-picky, but I prefer perfection (or as close to it as possible).

    I canned it because I hit a snag: I couldn't get the Engineer and Pyro's eyes to look glowy; the Uber effect VMT settings already took up all the tricks I would use to achieve the 'glow'. BUT! NeoDement fixed it. And it looks great.

    The difference between the existing VTF mod and the VMT version is the VTF mod replaces the tinted "invuln" textures with higher-res versions that match the base characters (because Valve's are really, really bad and once someone points out the problems with them you can't unsee it) while the VMT mod takes the base characters and overlays red/blue onto them. VMT has a few improvements: colors that match Ubered hats/weapons, possible performance boost due to using fewer textures, and compatibility with basically all skins.

    I suck at promos, so I asked NeoDement to make one if he gets the chance. For now, though, I've got the mod packed and ready to go: http://www.mediafire.com/?i3smdj8ybvdtrbq
    I still need to take pretty promo pics for the GameBanana entry (since this will be replacing the old '2.0'), but i did take some quick screenshots: http://steamcommunity.com/id/shugota...i/screenshots/
    I don't think it makes sense to remove normal maps, because having a beam remove the folds in your clothes just seems nonsensical to me. Also, I think you should add the stretch and compress stuff from the HWM vmts since it is possible to do that sort of thing:

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