HaekB wrote: »
And the download link
Took about 3-4 hours. About the polycount...blame Canada.
PatrickL wrote: »
At the request of some friends, here is the wrench I made for TF2 way back when the submission process first opened up:
It's now getting included in the Engineer update, and can be seen with a tag linking to my steam profile! Very awesome.
(Yes, that's a bottle opener in the top.)
Shad0wForce wrote: »
You forgot Mexico.
oobersli wrote: »
if anyone has any info on how to attach effects *like the teleporter effect* to meshes i'd buy you an imaginary twinkie in gratitude.
AAA_BATTERY wrote: »
you would create a bone on the mesh wherever you want the particle effect to spawn from, named "build_point_0" using a rigid bind, that way it will get optimized out when compiling.
and use the $attachment command in the qc file. it should look like this:
$attachment "build_point_0" "name of whatever build_point_0 is parented to" 0.00 -4.00 0.00 rotate -0.00 0.00 0.00
if you did it right it should now use the teleport particle effect once its in-game
IdleTard wrote: »
You still need a $keyvalues block in your .qc for that to work. Also, you don't really need to name the bones anything specific, but you do need to make an $attachment to them just like you said.
For using particles in models, look at this:http://developer.valvesoftware.com/wiki/Particles_On_Models
If is still confusing I'll write a mini tutorial.
AAA_BATTERY wrote: »
thanks for adding that, when i made a bonk re-skin with a custom particle effect, all i did was do what i wrote, and it worked perfectly. i guess the way the bonk particle is might be different from everything else though...
mradamw wrote: »
hey guys sorry another question - is there a way i can get the weapons too? (max files or whatever) so i have scaling reference (ie how big to make the stock of a rifle etc)
Grobi wrote: »
I like the weapon on the left and it looks like it would be the easiest for the heavy to wield, although the ammo clip on the second is pretty looking and I like the slightly stubbier nature of it. I think your main concerns would be fitting it to the heavies huge hands and making sure it lay well against the hip, perhaps reducing the size of the handle would help?
Just been painting this hat some more. I think I'm making some progress but I'm still not sure on it;
TheTrooper wrote: »
After taking a look at all the amazing TF2 Polycount Pack entries I decided to get back into modelling After 2 hours maybe and a little sketch on paper this came out:
Now I'm stuck. I can't decide between 1 and 3. I'm probably gonna stick with number 3. Adda few details and call it done. What do you guys think?
Also, being smaller than the Heavy's minigun, if I ever decide to get it ingame it's going to need a new set of animations right?
nrek wrote: »
Awesome project oobersli, I cant wait to see the proton pack. Considering the new engi update you should totally make one of these to replace the Wrangler.http://www.yourprops.com/norm-45d5fa081e82b-Ghostbusters+%281984%29.jpeg
mradamw wrote: »
JoshuaC - digging the new shotgun there man, really cool i think make the magazine a little fatter (sideways) as shotgun shells are pretty beefyRossC - haha classic!PatrickL - I like it dude, i like it alot
Small update on my shotty - took some inspiration from the miniguns (regarding the ammo barrel on the side) im thinking like 8 shells in there or something. Not really sure how to "close" off the back of the shotgun so any ideas would be cool. sitting at about 3,5k at the moment.
Ive increased the size on the trigger guard and reload mechanism so (hopefully accomodate the heavy's sausage fingers)
EDIT: upon looking at this (can't believe i didnt pick it up before - guess im tired) but the sliding cocking mechanism below the cartridge ejector is UTTERLY redundant as the new round is chambered by cocking the trigger guard thing like on the scouts scattergun) so this will get removed...DOH