1. Post #4361
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,121 Posts



    Now to do the primary weapon
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  2. Post #4362
    Gold Member
    Totenkreuz's Avatar
    January 2011
    12,454 Posts
    Oh baby
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  3. Post #4363
    Oh elderly
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  4. Post #4364
    The Lone Spy's Avatar
    April 2012
    5,145 Posts
    Oh crap!

    Another Pyro weapon I will have to fight. Why Spies doesn't get cool stuff?
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  5. Post #4365
    I'LL SUCK DICK FOR SELF-MADES
    Constructor's Avatar
    July 2011
    10,099 Posts
    Oh cadaver
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  6. Post #4366
    BY
    BY's Avatar
    January 2012
    267 Posts
    Oh Angel of Retribution
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  7. Post #4367
    INFERIOR CROCODILE ALLIGATOR
    TheFishyG's Avatar
    January 2010
    1,391 Posts
    Oh midlife crisis
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  8. Post #4368
    Gold Member
    -=NARH=-'s Avatar
    March 2011
    2,591 Posts
    Ok, done, Kanopy Killer for Reserve Shooter right here.

    "That's a fucking anti-aircraft gun, Vincent!"

    Now go rob a bookie's with it or something.
    Grah, I did that a while ago. I even made backpack icons for it.



    The thingy on the end of the barrel is faded out because it would cut off suddenly if it wasn't.
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  9. Post #4369
    Pfysicyst's Avatar
    April 2010
    652 Posts
    Double Release!






    My work here is done..

    I don't know if it's the mixing of the two mods that caused this, but I'm using the Medic animations and the first-person Quadwrangler mods. When I use medic's needleguns or crossbow, the left wrist is seriously twisted at one band of tris. Looks like old broken engineer arm.

    I was already using the Quadwrangler for a while and didn't notice a broken arm.
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  10. Post #4370
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,692 Posts
    So, I am still working on that bow replacement and everything is working out pretty well but I have one small problem. If I leave in the LOD part of the QC the whole thing borks up and it won't compile saying 'ERROR: c:\users\quinnjdq\desktop\mdldecompiler.qc(6): - Unknown replace model 'c_bow_reference'' even though I haven't changed the actual files it decompiled with in the slightest.
    Here's what it looks like prealtered.
    $cd "C:\Users\Quinnjdq\Desktop\*\Tf2\heros bow\imput"
    $modelname "weapons/c_models/c_bow/c_bow.mdl"
    $model "body" "c_bow_reference.dmx.smd"

    $model "arrow" "arrow_bodygroup.dmx.smd"
    $lod 7
    {
    replacemodel "arrow_bodygroup.dmx" "lod1_arrow_bodygroup.dmx"
    }
    $lod 13
    {
    replacemodel "arrow_bodygroup.dmx" "lod2_arrow_bodygroup.dmx"
    }
    $model "arrow" "UnknownModelName.smd"
    $lod 7
    {
    replacemodel "UnknownModelName" "lod1_UnknownModelName"
    }
    $lod 13
    {
    replacemodel "UnknownModelName" "lod2_UnknownModelName"
    }
    $cdmaterials "\models\weapons\c_bow\"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "weapon_bone" -17.024 -10.310 -0.786 12.094 1.532 0.733
    $hbox 0 "weapon_bone_1" -19.008 -8.833 -1.226 0.109 0.412 1.227
    $hbox 0 "weapon_bone_2" -6.654 -22.225 -1.204 0.264 0.244 1.231
    $hbox 0 "weapon_bone_4" -1.116 -1.263 -0.045 1.572 1.726 35.086
    // Model uses material "models/weapons/c_items/c_bow.vmt"
    // Model uses material "models/weapons/c_items/c_arrow.vmt"
    $attachment "muzzle" "weapon_bone_4" 0.00 -0.01 33.41 rotate -90.00 -0.00 0.00
    $surfaceprop "default"
    $illumposition 5.689 -0.335 -1.409
    $sequence ref "ref" fps 30.00
    $collisionmodel "phymodel.smd" {

    $mass 1.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
    }
    Is their anything directly wrong I need to cut out?
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  11. Post #4371
    Gold Member
    NapyDaWise's Avatar
    January 2011
    1,832 Posts
    Fuse the lods together, and replace the 2 "arrow" $models with one $bodygroup. Also you don't need unknownmodelname.and, just add a "blank" line.
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  12. Post #4372
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,692 Posts
    Fuse the lods together, and replace the 2 "arrow" $models with one $bodygroup. Also you don't need unknownmodelname.and, just add a "blank" line.
    Mind giving me an example of what you mean? I just tried to do that and I still get this
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  13. Post #4373
    Gold Member
    NapyDaWise's Avatar
    January 2011
    1,832 Posts
    I rose from my bed just for this :p


    You don't need the $cd line if your .qc is in the same folder as your models
    If you use 2 separate $model lines, it won't work as a bodygroup, they'll overlap
    You don't need 2 $cdmaterials lines
    you don't need the // Model uses material lines (they're commented out anyway)
    $modelname "weapons/c_models/c_bow/c_bow.mdl"
    $model "body" "c_bow_reference.dmx.smd"
    $bodygroup arrow
    {
    studio "arrow_bodygroup.dmx.smd"
    blank
    }

    $lod 7
    {
    replacemodel "c_bow_reference.dmx.smd" "lod1_c_bow_reference.dmx.smd"
    replacemodel "arrow_bodygroup.dmx.smd" "lod1_arrow_bodygroup.dmx.smd"
    }
    $lod 13
    {
    replacemodel "c_bow_reference.dmx.smd" "lod2_c_bow_reference.dmx.smd"
    replacemodel "arrow_bodygroup.dmx.smd" "lod2_arrow_bodygroup.dmx.smd"
    }


    $cdmaterials "\models\weapons\c_bow\"
    $hboxset "default"
    $hbox 0 "weapon_bone" -17.024 -10.310 -0.786 12.094 1.532 0.733
    $hbox 0 "weapon_bone_1" -19.008 -8.833 -1.226 0.109 0.412 1.227
    $hbox 0 "weapon_bone_2" -6.654 -22.225 -1.204 0.264 0.244 1.231
    $hbox 0 "weapon_bone_4" -1.116 -1.263 -0.045 1.572 1.726 35.086
    $attachment "muzzle" "weapon_bone_4" 0.00 -0.01 33.41 rotate -90.00 -0.00 0.00
    $surfaceprop "default"
    $illumposition 5.689 -0.335 -1.409
    $sequence ref "ref" fps 30.00
    $collisionmodel "phymodel.smd" {

    $mass 1.0
    $inertia 1.00
    $damping 0.00
    $rotdamping 0.00
    }
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  14. Post #4374
    Evil_Knevil's Avatar
    October 2010
    1,377 Posts
    So I'm designing a Eureka Effect wrench for the Classic update to complement my shotgun:



    It's a custom made tool, a merger of a hammer    fer hittin'    and a wrench. The Hammer element is also meant to be some manner of electronic device, though I don't want to burden it with a specific function. Visually, I want to make enough of a connection that there's a technical reason (unrelated to stats) why the wire goes into it without adding unnecessary or overly specific greebles, though I am uncertain how to achieve this end.

    What say you Emporium?
    Is this concept taken already?
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  15. Post #4375
    Gold Member
    Deodorant's Avatar
    November 2011
    2,363 Posts
    That achievement "vote on a workshop item" is fucking up the workshop. There are items on the first page of top rated that are not worthy of being there.


    (including mine)
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  16. Post #4376
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,692 Posts
    Thanks again, nappy!

    Going to work on the wood a tad bit more but aside from that it is pretty close to done
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  17. Post #4377
    I'LL SUCK DICK FOR SELF-MADES
    Constructor's Avatar
    July 2011
    10,099 Posts


    honk
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  18. Post #4378
    Bapaul's Avatar
    March 2012
    1,130 Posts
    Is this concept taken already?
    Yup
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  19. Post #4379
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,692 Posts
    Does anyone from who makes backpack icons know the rot value for the huntsman?
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  20. Post #4380
    Gold Member
    -=NARH=-'s Avatar
    March 2011
    2,591 Posts


    See this is what happesn when I don't sleep

    I'll also make a Lollichop version with the Fire Axe and all that jazz
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  21. Post #4381
    Bapaul's Avatar
    March 2012
    1,130 Posts
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  22. Post #4382
    Tal
    Tal's Avatar
    September 2011
    299 Posts


    A little something for Petachepas.
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  23. Post #4383
    Gold Member
    Deodorant's Avatar
    November 2011
    2,363 Posts


    See this is what happesn when I don't sleep

    I'll also make a Lollichop version with the Fire Axe and all that jazz
    No offense, but if one wants to see a regular-looking flamethrower in pyroland that badly.. Wouldn't it be easier to use the regular flamethrower?
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  24. Post #4384
    Human Garbage
    Sparkwire's Avatar
    June 2008
    9,714 Posts


    A little something for Petachepas.
    Incredbily awkward pose, sorry.
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  25. Post #4385
    Gold Member
    Jetamo's Avatar
    June 2008
    6,985 Posts
    Crossquoting from dota 2 emporium, because I still need a texturer aadadasdasdas




    Still need a texturer for this. It only needs rigging and a texture and it'd be ready to submit.
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  26. Post #4386
    Harakiwi's Avatar
    November 2010
    569 Posts
    Background music first:
    Go!




    EDIT: third degree replacement - http://www.mediafire.com/file/lbt9wh...hirddegree.zip






    Please report any missing/broken files, and I'll fix them. Thanks!
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  27. Post #4387
    Gold Member
    XanaToast.'s Avatar
    July 2010
    8,391 Posts
    man, theres been a lotta sweet new pyro gear this Emporium
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  28. Post #4388
    Tal
    Tal's Avatar
    September 2011
    299 Posts
    Incredbily awkward pose, sorry.
    Maybe its just the shot.
    Heres how it looks:


    And click here for the whole poster.
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  29. Post #4389
    Dr. Ethan Asia's Avatar
    September 2011
    2,066 Posts

    No Third Degree replacement? I'd love to turn my Dr. G set into this.
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  30. Post #4390
    Harakiwi's Avatar
    November 2010
    569 Posts
    No Third Degree replacement? I'd love to turn my Dr. G set into this.
    Good one, I'll get to it.

    EDIT: third degree replacement
    http://www.mediafire.com/file/lbt9wh...hirddegree.zip
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  31. Post #4391
    Dreams of chronic and sustained critglows.
    ned_ballad's Avatar
    December 2010
    16,961 Posts

    :o
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  32. Post #4392
    Tophat Enthusiast
    Quinnjdq's Avatar
    July 2011
    3,692 Posts
    I have absolutely no idea what any of this means!
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  33. Post #4393
    Dreams of chronic and sustained critglows.
    ned_ballad's Avatar
    December 2010
    16,961 Posts
    Community Schema 2.0, changing lots and lots and lots of things using just the item server
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  34. Post #4394
    HLMV ain't working, so have a disturbing viewport shot:


    I AM THE PROTECTOR OF BLU'S INTELLIGENCE
    Thank you for making this, friend.
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  35. Post #4395
    Ego
    Ego's Avatar
    July 2012
    1 Posts
    Could somebody maybe fix the problem with all of sniper's unlocks where bullets eject out of his face?
    scout's baby face blaster has the same problem.

    Also, the big earner for spy seems a bit too big and clips into his arm in the viewmodel.
    Thanks in advance.
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  36. Post #4396

    June 2011
    32 Posts
    man, theres been a lotta sweet new pyro gear this Emporium
    Don't mean to whine, but can we do the Demoman next?

    "What makes me a good demoman? All you guys making those cool mods."
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  37. Post #4397
    Gadget | TF2M's Avatar
    July 2012
    422 Posts
    Hey guys. I have a question about smoothing. How do you approach it? Maya has a default normal angle of 30 degrees which looked fine on my last model but now I'm working on a gun and it causes really bad lighting in some areas. I have now tried different angles between 45 and 75 degrees and it certainly looks better with sharper edges and no lighting errors. So how do you do it, just smooth the whole thing with a specific angle or smooth the edges individually?
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  38. Post #4398
    Bapaul's Avatar
    March 2012
    1,130 Posts
    Hey guys. I have a question about smoothing. How do you approach it? Maya has a default normal angle of 30 degrees which looked fine on my last model but now I'm working on a gun and it causes really bad lighting in some areas. I have now tried different angles between 45 and 75 degrees and it certainly looks better with sharper edges and no lighting errors. So how do you do it, just smooth the whole thing with a specific angle or smooth the edges individually?
    Don't exactly know how maya works but I'd say don't let it auto-smooth at a certain angle degree.
    Add smoothing groups or whatever those are called for maya
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  39. Post #4399

    June 2012
    3 Posts
    I don't want to know where Heavy's hand is going.
    :3



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  40. Post #4400
    Doughnut Bear's Avatar
    October 2011
    213 Posts

    started the texture
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