I had an insatiable urge to make a heavy-calibre rifle for the Sniper recently, but the Barrat has been done to death and SVDL (the talented bastard) did the Boys Anti-Tank Rifle better than I ever could.
Luckily, I could still claim the good old PTRS-41.
I call this monstrosity The Mannkannon.
Sorry about the huge influx of images there...
Any thoughts on what I could do with this before I polish it off and unwrap it?
@sexy robot - awesome item! @ronin - good job as always. the red band looks a bit off to me though (is it supposed to be cloth?). @Masich - I like the idea. The top part looks a bit big imo. Kind of takes attention off the other parts. @3Dnj - fbeautiful map
@sexy robot - awesome item! @ronin - good job as always. the red band looks a bit off to me though (is it supposed to be cloth?). @Masich - I like the idea. The top part looks a bit big imo. Kind of takes attention off the other parts. @3Dnj - fbeautiful map
Yes the red band is suppose to be made of cloth that runs all the way to the back of the model and tied at the end.
@ 3Dnj - Looks amazing. I don't usually do CTF much these days but this would be just the thing to get me back into it. Fantastic. I would buy a stamp of this no problem :-)
@Napy - Nice item. I get the idea that if mixed with a couple of other items the Medic could look quite menacing (and more individual to the player). Nice one.
@ Sexy Robot - Nice model and texture. But (personally) I think the wire on the side of the device is way too big and chunky. I would consider changing it for something else or leaving it out. Otherwise though I really like it!
I need some help getting my demos to record as movies. I can do that easily enough, but the jigglebones never seem to work in the movie. Does anyone know the solution to this?
Seeing this got me thinking about sapper unlock stat ideas. One in particular may work for this model or for a new purpose built model. A sapper that would not disable a building, or alert the engineer that it was placed, but enabled the 'team glow' on that building (like the one on the intelligence or the cart) that would allow teammates to see the building's position through walls/at a distance. It would function as a silent tracking device of some sort until removed. That way a spy could sneak in and give his team valuable intel on the positioning of buildings so they could better plan and execute pushes.
They have been adding an item most weeks, but no major updates since christmas. The next major updates (saxxy, meet the pyro) will hopefully host more community items.
There is a huge amount of quality material on the workshop, it would be a shame to let it go to waste.
It's very very long right now, might be worth reworking the length of some parts to bring it more in line with the size of the other rifles. This would also fix your clipping problem with the hand.
It's very very long right now, might be worth reworking the length of some parts to bring it more in line with the size of the other rifles. This would also fix your clipping problem with the hand.
After wresting with tutorials I finally got this thing working (I think).
"The Triage" Medigun backpack set. I think I'm ready to submit, is there any particular manner in which you should zip the files? Folder structure and stuff?
I really like the look of this gun. It's a shame you had to short it up a bit but it doesn't take anything away from it. For a sniper rifle it's intimidating. Is it based on a specific anti-tank rifle?
After wresting with tutorials I finally got this thing working (I think).
"The Triage" Medigun backpack set. I think I'm ready to submit, is there any particular manner in which you should zip the files? Folder structure and stuff?
Valve prefers that you upload stuff to the workshop zipped while preserving the file structure itemtest outputs. You don't need to use itemtest at all, just mimicking the directories it creates is sufficient.
ALSO this pack is really, really great man. I would love to see this in the game.
Valve prefers that you upload stuff to the workshop zipped while preserving the file structure itemtest outputs. You don't need to use itemtest at all, just mimicking the directories it creates is sufficient.
ALSO this pack is really, really great man. I would love to see this in the game.
Thanks much! I even got some nice jiggle bone action on the whip antenna too.
Item test never seems to work for me, it always cancels the compile with some nondescript warning. Using GUIStuidioMDL works fine though. Doesn't' generate a .phy though and I'm not sure how to create one or if its terribly important.
Also my skins work just fine in the model viewer but not in the ingame test level. I'm so confused lol
I really like the look of this gun. It's a shame you had to short it up a bit but it doesn't take anything away from it. For a sniper rifle it's intimidating. Is it based on a specific anti-tank rifle?
Valve prefers that you upload stuff to the workshop zipped while preserving the file structure itemtest outputs. You don't need to use itemtest at all, just mimicking the directories it creates is sufficient.
ALSO this pack is really, really great man. I would love to see this in the game.
Easiest just to run something through Itemtest so you've got a convenient template then pop your files in to the appropriate spots.
Before you do that though, the UVs on the bottom grip look a bit odd. Is that how it's supposed to be?
Easiest just to run something through Itemtest so you've got a convenient template then pop your files in to the appropriate spots.
Before you do that though, the UVs on the bottom grip look a bit odd. Is that how it's supposed to be?
Did just that. Got my template for folders using a garbage obj. I'm still worried about the problem with seeing textures in the viewer but not in game.
As far as the handle it looks like I goofed and have the wood grain running the wrong way on the underside. It kind of makes it look like a stretched UV doesn't it? Thanks for that
After wresting with tutorials I finally got this thing working (I think).
"The Triage" Medigun backpack set. I think I'm ready to submit, is there any particular manner in which you should zip the files? Folder structure and stuff?
I was going to mention the stretched UV as well, but looks like someone beat me to it.
I'm not a fan of the green. I realize the soldier has the Liberty Launcher which is that military toy green, but for the medic I'd desaturate that and make it more grey-green.
Otherwise the set is looking pretty nice. I'm liking the geometry quite a lot. It's subtly different from the existing mediguns while also being distinctive.
This is the doubleshot, its the primary weapon for Improvised Immunization. I've even made custom firing animations for it. You can also find it on tf2mods or gamebanana as a replacement model.
The Kralle:
You all might recognize this thing, I've gone back and made a backpack for it. I've also made custom animations for healing so that the claw will rotate and grasp while healing players. there are some blend animations included for it as well for the backpack and the medigun's uber. I've made the animations work in hlmv, but its up to valve to get the game to use them.
The Corpsman's Cutlass:
I remember posting this here a while back, here is the second version of it properly textured. it includes a blend animation which already works when replacing the ubersaw. Currently it opens a cap every for every 25% of uber you get. I'm thinking of adding another animation that it would play at 100%.
Replies
progress so far. Hopefully i can rig it soon.
You have been warned.
I had an insatiable urge to make a heavy-calibre rifle for the Sniper recently, but the Barrat has been done to death and SVDL (the talented bastard) did the Boys Anti-Tank Rifle better than I ever could.
Luckily, I could still claim the good old PTRS-41.
I call this monstrosity The Mannkannon.
Sorry about the huge influx of images there...
Any thoughts on what I could do with this before I polish it off and unwrap it?
@ronin - good job as always. the red band looks a bit off to me though (is it supposed to be cloth?).
@Masich - I like the idea. The top part looks a bit big imo. Kind of takes attention off the other parts.
@3Dnj - fbeautiful map
The spy-a-pult
and the Double Elegance
still a WIP
Yes the red band is suppose to be made of cloth that runs all the way to the back of the model and tied at the end.
@Napy - Nice item. I get the idea that if mixed with a couple of other items the Medic could look quite menacing (and more individual to the player). Nice one.
@ Sexy Robot - Nice model and texture. But (personally) I think the wire on the side of the device is way too big and chunky. I would consider changing it for something else or leaving it out. Otherwise though I really like it!
Great stuff guys!
Still working on the rigging of the arm guards. On texture. Rough compile through the itemtest tool and guistudio.
Re did the texture.
Seeing this got me thinking about sapper unlock stat ideas. One in particular may work for this model or for a new purpose built model. A sapper that would not disable a building, or alert the engineer that it was placed, but enabled the 'team glow' on that building (like the one on the intelligence or the cart) that would allow teammates to see the building's position through walls/at a distance. It would function as a silent tracking device of some sort until removed. That way a spy could sneak in and give his team valuable intel on the positioning of buildings so they could better plan and execute pushes.
My guess is this:
I expect they'll do what they did with the Uber update, unleash a whole batch of new community made weapons and the like in one massive update.
There is a huge amount of quality material on the workshop, it would be a shame to let it go to waste.
ps: why is this thread not stickyed
Showing these off again, pretty much everything's been remade since their debut on the workshop back in 2011:
Fucking ace. I'd actually spend money on those.
They look fucking great man, I hope you updated the workshop files for that.
Temp texture.
Playing around with the wear on the leather, will probably follow blaholtzen's advice on FP and make the worn parts smaller.
The Burnout
Click to vote!
Yes.
http://steamcommunity.com/sharedfiles/filedetails/?id=853088
UV'ing this sonofabitch:
Very basic idea of what colour I plan to put where. Baked some AO onto it for some depth.
Time to start texuring! Whoop-te-doo!
Scale be fixed. Bit of clipping on the hand, but eh, what'cha gonna do?
"The Triage" Medigun backpack set. I think I'm ready to submit, is there any particular manner in which you should zip the files? Folder structure and stuff?
I really like the look of this gun. It's a shame you had to short it up a bit but it doesn't take anything away from it. For a sniper rifle it's intimidating. Is it based on a specific anti-tank rifle?
Valve prefers that you upload stuff to the workshop zipped while preserving the file structure itemtest outputs. You don't need to use itemtest at all, just mimicking the directories it creates is sufficient.
ALSO this pack is really, really great man. I would love to see this in the game.
Thanks much! I even got some nice jiggle bone action on the whip antenna too.
Item test never seems to work for me, it always cancels the compile with some nondescript warning. Using GUIStuidioMDL works fine though. Doesn't' generate a .phy though and I'm not sure how to create one or if its terribly important.
Also my skins work just fine in the model viewer but not in the ingame test level. I'm so confused lol
Love those Hermes Hightops. + voting those.
Aye, it is. It's based off the Russian PTRS-41.
This sonovabitch:
Easiest just to run something through Itemtest so you've got a convenient template then pop your files in to the appropriate spots.
Before you do that though, the UVs on the bottom grip look a bit odd. Is that how it's supposed to be?
As far as the handle it looks like I goofed and have the wood grain running the wrong way on the underside. It kind of makes it look like a stretched UV doesn't it? Thanks for that
@Masich: That thing is a monster.
I was going to mention the stretched UV as well, but looks like someone beat me to it.
I'm not a fan of the green. I realize the soldier has the Liberty Launcher which is that military toy green, but for the medic I'd desaturate that and make it more grey-green.
Otherwise the set is looking pretty nice. I'm liking the geometry quite a lot. It's subtly different from the existing mediguns while also being distinctive.
Very happy with how it's turned out.
The Doubleshot:
This is the doubleshot, its the primary weapon for Improvised Immunization. I've even made custom firing animations for it. You can also find it on tf2mods or gamebanana as a replacement model.
The Kralle:
You all might recognize this thing, I've gone back and made a backpack for it. I've also made custom animations for healing so that the claw will rotate and grasp while healing players. there are some blend animations included for it as well for the backpack and the medigun's uber. I've made the animations work in hlmv, but its up to valve to get the game to use them.
The Corpsman's Cutlass:
I remember posting this here a while back, here is the second version of it properly textured. it includes a blend animation which already works when replacing the ubersaw. Currently it opens a cap every for every 25% of uber you get. I'm thinking of adding another animation that it would play at 100%.