I have to say I'm not really liking these backpack things. They're well made, as always for you, but they don't really add anything to the style of the character. They have no flavor, no strange identifying trait, no humor. No one's going to really want to get this item.
I'm aware that its not for everyone. I do see that it has potential. I never was aiming for the hilarious nor anything radical for that notion. I like its subtleness. Besides, we will never know if people or valve will like it if don't spend the time to model it, do we?
Finally the sniper and spy. If all goes well, it should be ready to texture tomorrow.
I for one applaud you Ronin. It's the small things that add to the overall flavor to the game. It's like the dish that needs the tiniest pinch of salt to make it go from an OK dish to a fantastic meal.
Given the Halloween costume theme this year I'm a bit disappointed that the Creature from the Loch Degroot didn't get in, but oh well. Really though, congrats to everybody who got there stuff in.
As if random crits from candy drops wasn't enough, now we get krit ubers upon exiting he underworld. If a demo gets out of that with sticky launcher, its slaughter time.
some new WIP, started texturing now laying out the basic colour scheme trying to keep within certain guidelines, but it feels more like a toy than a gun atm. Thoughts?
Dunno who still remembers this old thing, but I decided seeing as I wasn't going to finish it, somebody else might as well give it a shot.
Mundy's Marksetter, it's just a .max and .FBX file right now, but if anybody wants to unwrap, texture and compile this, feel free. My only condition is that you credit me if you submit this to the workshop.
decompile the character mesh and import into max (the reference model without LOD#) (use mdl decompiler - the downloadable meshes don't have the rigs skinned to the meshes)
Be sure to check 'change from Left hand coord space' so he'll be rightside up (in Max at least). Blender i guess you don't need to do that.
Also make sure when you import 'skin weights' is checked.
Then you should be able to click skin modifier (Max here but Blender should be similar) and you can select verts and see what weights they are. Use the same weights for verts in same areas on your model.
Only add and export the bones your model uses. No need for any others to be involved. The bones don't need to be attached to each other. They don't need cenetered on grid or anything. They just need to stay relative to each other and the base mesh.
Seems Valve is pretty keen on even weights too.
Like the foot bone will have 1 row of verts 1.0, weight, the next row is .75, the next is .25 and the next is 1.0 on the toe.
Well, I fiddled with it for another three hours today, and made zero progress. I decompiled the meshes straight from the .gfc and all that jazz, and my orientation is still off. And my bones and weighting don't make it in-game.
Messing with the handle on the knife. Tell me what you think.
On this one, I'm skeptical it wouldn't visibly clip with the hands, but I'd have to check.
they broke that rule ages ago, and don't even care now about the silhouettes.
Well the Halloween costumes are event/full moon only, so the silhouette break doesn't have that big of an impact, the Halloween map itself is already so chaotic that you don't pay to much attention to what class your'e actually facing
Well the Halloween costumes are event/full moon only, so the silhouette break doesn't have that big of an impact, the Halloween map itself is already so chaotic that you don't pay to much attention to what class your'e actually facing
im not talking about just this update i mean in general, a design goal of tf2 was to make classes easily recognizable, so you can quickly figure out how to best fight your opponet, but now the silhouettes are getting messed up, and weapons vary so much there might as well be 9 more classes.
fighting a demoknight takes a way different approach than fight a stock demo, and the same thign foes for the heavy, with the last few chainguns, and several other classes.
That looks nice eedobaba7726, but I don't think you've nailed the style. It's looking very muddy, and TF2 is largely characterised by it's clean, bold look. Your Eternal Reward would be a good place to look as a reference as it's a similarly ornate blade.
Click the images to rate up.
All-class backpack (misc)
never too early to vote. Thanks for you support guys. Still has some issues but it's more encouraging to fix them knowing they're already in the workshop.
I'm sorry, but I've heard this way too many times. The giant eyeball enemy has been used countless times, way too many for any one to be considered what Monoculus is supposed to be in reference too.
Looks more like this to me anyways.
It's an interesting idea, Ronin. I think the engi is the mosst successful at this point as the things you've given him all fit the character. I'm not so sure about giving the characters who don't use them sheathed knives. Fair enough for the sniper and spy, but you might be better to match the accessories to the characters more closely for the others. This'll also give you a chance to give them a bit more personality and perhaps humour.
If nothing else, I'd give the medic a bunch of syringe reloads.
Ronin, I really think you should have invested more time into giving these personality. I mean, think of the vast creative possibilities. You could put French stamps on the spy's backpack, and maybe a snapshot of Scout's mom peeking out of the pack. The same sort of thing could be done for all of these. I just feel that you've made these in the most simple, logical way, and have kind of bypassed humor and style in the design.
some new WIP, started texturing now laying out the basic colour scheme trying to keep within certain guidelines, but it feels more like a toy than a gun atm. Thoughts?
Ok, I was wrong. The Orange looks really good. :thumbup: :thumbup: :thumbup: :thumbup:
The only thing I suggest for it now, is removing the N64 logo, and the USSR patch. This way there are no copyright infringements, and if for any reason someone at valve dislikes Russians/the USSR, they will not be offended. Perhaps re-texture with the ManCo. logo?
can anyone help with exporting a obj(hat) using itemtest, im using XSI and i have the hat in the right place (using TF_heads) i compile and the hat looks fine in HLMV but in the game apears flipped upside down, if i rotate (x-180 degrees) in XSI the hat goes to the right place but the ilumination (when using phong/spec) looks rong, anyone with the same problem fixed?
Question to anyone who has submitted to the workshop already:
After you submit something into the workshop, are you able to later edit the model files/textures later on after it was already submitted. Say you needed to make a quick change to the model. Is there an edit button for re-uploading the zip?
@ronins: instant thumbsDOWN for selling possibility of selfmade items for unusuals in tf2 trading forums.
You sure that's Ronin on those forums? It could just be an impostor trying to get some free unusuals. I doubt someone so involved in the community would do something so stupid.
Replies
I'm aware that its not for everyone. I do see that it has potential. I never was aiming for the hilarious nor anything radical for that notion. I like its subtleness. Besides, we will never know if people or valve will like it if don't spend the time to model it, do we?
Finally the sniper and spy. If all goes well, it should be ready to texture tomorrow.
they broke that rule ages ago, and don't even care now about the silhouettes.
The wolf is cool, but the Loch monster is better imo.
The HHH did break silohette, but it can only be used a few days of the year...
edit: *cough*
some new WIP, started texturing now laying out the basic colour scheme trying to keep within certain guidelines, but it feels more like a toy than a gun atm. Thoughts?
http://farm7.static.flickr.com/6222/6288775877_389f924239_b.jpg
Mundy's Marksetter, it's just a .max and .FBX file right now, but if anybody wants to unwrap, texture and compile this, feel free. My only condition is that you credit me if you submit this to the workshop.
Download: http://www.mediafire.com/?bfixcoksfuux7ro
SteamID: http://steamcommunity.com/id/Veerdinwraith
Valve asks for a bank Routing Number, else the submission fails.
No such thing here. What do we do ?
Well, I fiddled with it for another three hours today, and made zero progress. I decompiled the meshes straight from the .gfc and all that jazz, and my orientation is still off. And my bones and weighting don't make it in-game.
I... don't know what you're trying to say. The blade is plain?
Probably done. Just packing the zip and ready to submit.
On this one, I'm skeptical it wouldn't visibly clip with the hands, but I'd have to check.
I'd suggest making it look older, and worn. I can't quite explain why, but the gun reminds me of old video and still cameras.
Too much, just put some knob thing there or something
Well the Halloween costumes are event/full moon only, so the silhouette break doesn't have that big of an impact, the Halloween map itself is already so chaotic that you don't pay to much attention to what class your'e actually facing
It's a nice looking weapon, just needs the minor tweaks to make it perfect.
im not talking about just this update i mean in general, a design goal of tf2 was to make classes easily recognizable, so you can quickly figure out how to best fight your opponet, but now the silhouettes are getting messed up, and weapons vary so much there might as well be 9 more classes.
fighting a demoknight takes a way different approach than fight a stock demo, and the same thign foes for the heavy, with the last few chainguns, and several other classes.
http://steamcommunity.com/sharedfiles/filedetails/?id=3210
2 weeks until Nov 11
Just finished it
oh yeah for those who don't get it
http://en.wikipedia.org/wiki/Poppy
go down to symbolism
All-class backpack (misc)
never too early to vote. Thanks for you support guys. Still has some issues but it's more encouraging to fix them knowing they're already in the workshop.
Looks more like this to me anyways.
If nothing else, I'd give the medic a bunch of syringe reloads.
Ok, I was wrong. The Orange looks really good. :thumbup: :thumbup: :thumbup: :thumbup:
The only thing I suggest for it now, is removing the N64 logo, and the USSR patch. This way there are no copyright infringements, and if for any reason someone at valve dislikes Russians/the USSR, they will not be offended. Perhaps re-texture with the ManCo. logo?
http://steamcommunity.com/sharedfiles/filedetails/?id=2089
Pink and powder blue are the only colours you'll ever need.
best
Mark
Fun little WIP.
Now the Sniper will need an Elven sword.
Give him a long ornate bow to go with it and ya got a decent set, lol. Thing is though, kinda looks like Leonard Nimoy to me now, lol.
Can someone help me with this? while compling new engy model, weapon goes in wrong place. More info here: http://www.gamebanana.com/wips/39039
now in the workshop
http://steamcommunity.com/sharedfiles/filedetails/?id=3259
will probably add some styles down the road as suggested
Thanks!
Nice one! Reminds me of this:
Maybe some goggles up on top?
Best
Mark
After you submit something into the workshop, are you able to later edit the model files/textures later on after it was already submitted. Say you needed to make a quick change to the model. Is there an edit button for re-uploading the zip?
you can edit everything but the creators-revenue sharing
You sure that's Ronin on those forums? It could just be an impostor trying to get some free unusuals. I doubt someone so involved in the community would do something so stupid.
Comments please.