1. Post #1121
    Gold Member
    Sam Za Nemesis's Avatar
    November 2007
    9,044 Posts


    MAN THE HEAVY WILL BE SO KAWAII WITH THIS~~ ^_^
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  2. Post #1122
    The_Broker's Avatar
    May 2009
    845 Posts
    Nice Kabuto AyesDyef, I look forward to seeing it in-game.

    Also Skizot, I noticed you made a crying Indian Soldier. Very interesting.
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  3. Post #1123
    Gold Member
    ZomBuster's Avatar
    June 2006
    1,886 Posts


    MAN THE HEAVY WILL BE SO KAWAII WITH THIS~~ ^_^
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  4. Post #1124
    Dudey1997's Avatar
    July 2009
    67 Posts


    Time to make a blue skin, then it's pretty much done.
    we need a sword to replace the shovel to go with this
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  5. Post #1125
    Gold Member
    Sam Za Nemesis's Avatar
    November 2007
    9,044 Posts
    we need a sword to replace the shovel to go with this
    Katana*
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  6. Post #1126
    Gold Member
    Campin Carl's Avatar
    October 2006
    5,257 Posts
    It doesn't have to be a katana. I think a Wakisahiziazaixa (something like that) would be better
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  7. Post #1127
    Necrotic Alt's Avatar
    September 2009
    54 Posts
    It doesn't have to be a katana. I think a Wakisahiziazaixa (something like that) would be better
    Can we just leave it at "Samurai sword".
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  8. Post #1128
    Ranchita's Avatar
    September 2009
    51 Posts
    Just got back from school, put the idle_acheivement on and went to sleep.

    When I woke up, 2 KGB, 1 FaN.

    :(
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  9. Post #1129
    Gold Member
    Campin Carl's Avatar
    October 2006
    5,257 Posts
    Can we just leave it at "Samurai sword".
    Maybe...*sniff* Maybe
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  10. Post #1130
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    now how owuld one set about compiling using notepad++?
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  11. Post #1131
    Gold Member
    Campin Carl's Avatar
    October 2006
    5,257 Posts
    I only use notepad++ for editing my .qc and .smd's
    I use GUIStudioMDL when compiling
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  12. Post #1132
    few words to create space
    Marden's Avatar
    January 2009
    9,971 Posts


    Time to make a blue skin, then it's pretty much done.

    Wow, wow, wow. I hope this will be added in some pack that Valve will release. Looks really good, the Indian feather thing, too.
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  13. Post #1133
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    I only use notepad++ for editing my .qc and .smd's
    I use GUIStudioMDL when compiling
    i keep getting dodgy errors wit that E.G

    WARNING: AppFramework : Unable to load module p4lib.dll!
    MountAppFilesystem() failed: SteamMountAppFilesystem(4294967295,4294967295,0xa9 efd24) failed with error 4: Bad launch configuration
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  14. Post #1134
    Gold Member
    Campin Carl's Avatar
    October 2006
    5,257 Posts
    Did you set the compiler up for TF2?
    Did you choose the orange box engine when compiling?
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  15. Post #1135
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    Did you set the compiler up for TF2?
    Did you choose the orange box engine when compiling?
    yes
    yes
    DOUBLE FUCKING YES (not meanig to be angry at you i'm just pissed that nothing works)
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  16. Post #1136
    Gold Member
    ZomBuster's Avatar
    June 2006
    1,886 Posts
    best way to compile is, make a .bat and put this in it
    Code:
    "%sourcesdk%/bin/orangebox/bin/studiomdl" %1
    then just drag'n'drop your qc file onto it
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  17. Post #1137
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    say i just made a replacement for the ukashana what kind of thing would i stick in the QC?
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  18. Post #1138
    Gold Member
    pedroion's Avatar
    December 2007
    3,608 Posts
    Hey there, y'all hatmakers.

    Inspired by the picture below, what do you think about making a TopHat for the Demoman and Luke's Blue Newsboy for the Scout?

    Picture:
    http://dog.fpsbanana.com/ss/maps/110307a.jpg

    Taken from this: http://www.fpsbanana.com/maps/110307
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  19. Post #1139
    Gold Member
    Campin Carl's Avatar
    October 2006
    5,257 Posts
    I think somone was working on one Pedroion.

    Thisguy123; I find it alot easier to decompile an exisiting model and replace what I need instead of having to make a completely new .qc
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  20. Post #1140
    Gold Member
    Albatross's Avatar
    July 2006
    432 Posts
    Alright, I finally got to modelling and after messing about for a bit I made this silly beanie:



    Now I need to get it into TF2 I can't wait to texture it.

    Also I have no idea how the scale is cause I dont have a clue how to import TF2 models into max.
    I'll have to look up some tutorials it seems :/

    Oh and the round thing is supposed to be a badge, or whatever.
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  21. Post #1141
    Dudey1997's Avatar
    July 2009
    67 Posts
    Alright, I finally got to modelling and after messing about for a bit I made this silly beanie:



    Now I need to get it into TF2 I can't wait to texture it.

    Also I have no idea how the scale is cause I dont have a clue how to import TF2 models into max.
    I'll have to look up some tutorials it seems :/

    Oh and the round thing is supposed to be a badge, or whatever.
    may i ask what class is it for and heres a tut about the tf2 models and importing them in 3ds max : http://www.pldx.com/blog.php/2009/06...ls-to-3ds-max/
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  22. Post #1142
    Gold Member
    Albatross's Avatar
    July 2006
    432 Posts
    may i ask what class is it for and heres a tut about the tf2 models and importing them in 3ds max : http://www.pldx.com/blog.php/2009/06...ls-to-3ds-max/
    At this point? any class really. I'm just trying to get the routine of making a final product down.

    This is pretty much my first model, so yeah.

    Edit: thanks for link <3
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  23. Post #1143
    Ambo's Avatar
    June 2008
    260 Posts
    Alright, I finally got to modelling and after messing about for a bit I made this silly beanie:



    Now I need to get it into TF2 I can't wait to texture it.

    Also I have no idea how the scale is cause I dont have a clue how to import TF2 models into max.
    I'll have to look up some tutorials it seems :/

    Oh and the round thing is supposed to be a badge, or whatever.
    Anyone else think this was a deathstar hat? :aaaaa:
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  24. Post #1144
    Dudey1997's Avatar
    July 2009
    67 Posts
    At this point? any class really. I'm just trying to get the routine of making a final product down.

    This is pretty much my first model, so yeah.

    Edit: thanks for link <3
    No problem and i think it should be for heavy , engineer or demoman.I didnt say soldier because we have too many hats for him right now.
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  25. Post #1145
    Gold Member
    Mister Royzo's Avatar
    June 2007
    3,596 Posts


    i'm thinkin i'm done.

    Does that come with the tear?
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  26. Post #1146
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    I think somone was working on one Pedroion.

    Thisguy123; I find it alot easier to decompile an exisiting model and replace what I need instead of having to make a completely new .qc
    guess what i've been doing...

    but i may have kafuckzled the QC along the way so ill try once more

    Code:
    $cd "C:\Program Files (x86)\Steam\steamapps\thisguy1234\team fortress 2\tf"
    $modelname "player\items\heavy\heavy_ushanka.mdl"
    $model "body" "heavy_ushanka_reference.smd"
    $cdmaterials "\models\player\items\heavy\"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "bip_head" -5.529  -11.041  -8.136  5.529  0.000  4.110
    // Model uses material "models/player/items/heavy/heavy_ushanka.vmt"
    $surfaceprop "cloth"
    $illumposition 2.008 0.000 5.519
    $sequence idle "idle" fps 30.00
    where do you think the finished product would end up in this case?
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  27. Post #1147
    Skizot's Avatar
    August 2009
    505 Posts


    calling it done. packaging it up now.

    and YES, the tear comes standard on all models.
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  28. Post #1148
    Gold Member
    DementNeo's Avatar
    April 2006
    3,327 Posts
    no offense

    but get rid of the tear
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  29. Post #1149
    Skizot's Avatar
    August 2009
    505 Posts
    :O

    but everyone likes the tear...




    VVVVVVV that was actually my plan all along.. SHHH
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  30. Post #1150
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    how about have a version with and without
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  31. Post #1151
    Gold Member
    Albatross's Avatar
    July 2006
    432 Posts
    Tear looks odd.

    Also my hat has the size of beach ball compared to my medic example.

    brb scaling
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  32. Post #1152
    few words to create space
    Marden's Avatar
    January 2009
    9,971 Posts
    Why the tear? If I can ask.
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  33. Post #1153
    Gold Member
    thisguy123's Avatar
    August 2008
    8,705 Posts
    COMPILE GODDAMYOU!!!!

    hey that finished messaged flashed up so fast it didn't know if it had faile dor not. did you suceed. where did you put my hard work?
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  34. Post #1154
    Skizot's Avatar
    August 2009
    505 Posts
    Why the tear? If I can ask.
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  35. Post #1155
    Gold Member
    Albatross's Avatar
    July 2006
    432 Posts
    Well, this is ok I suppose



    What's the next step?


    Wish the ears wouldn't clip but this is just for practice so meh.
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  36. Post #1156
    Gold Member
    Kindlinho's Avatar
    July 2007
    2,038 Posts
    http://www.youtube.com/watch?v=m4ozVMxzNAA
    Or simply..


    But I'd really release it without the tear, because the tear doesn't look right. It's even quite pointless.
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  37. Post #1157
    NOT King Shit's Avatar
    August 2009
    546 Posts
    What did you do with the texture on those feathers? Is it just modelviewer doing that or what :I
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  38. Post #1158
    Skizot's Avatar
    August 2009
    505 Posts
    Indian Headdress

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  39. Post #1159
    scout-on-a-train's Avatar
    June 2009
    1,697 Posts
    Chief Sitting Maggot
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  40. Post #1160
    Skizot's Avatar
    August 2009
    505 Posts
    What did you do with the texture on those feathers? Is it just modelviewer doing that or what :I
    I made it look like a feather and used a normal map to accentuate it. it looks GREAT moving. stills maybe not so much.
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