:O that's soo... cool. The Heavy has to get it, he just HAS to.
It looks good. The only changes I can think of right now is to tone down the white wrap and edit the crack slightly (it looks kind of funny right now, almost accidental).
Back with an update! Sadly I haven't had a lot of time in the last week to really work on this idea so I'm taking the time from lunch to work on some real rough ideas.
I'm really digging the far right tiki, just needs more work on the proportions.
So I'm working on a replacement minigun for the heavy, and it quickly became apparent that the ammo drum he uses is fabricated or pulled from some other piece of machinery
Anyone know what it's supposed to be (if anything)?
I also thought it was funny how there's really no trigger either
Not that I have any advanced knowledge in engineering, but the bar looks like it is used to hold the end piece of engine in place (preventing it from turning).No idea about the wires or switch though.
Question need solution : From my understand you need to decompile in order to obtain a idle.smd,here is where the problem starts.
I downloaded MDLDecompiler made by cannonfodder to extract a idle.smd, but I get a weird error: Extra App ID set to 211, but no SteamAppID.
Does anyone know a different programm to decompile?
Also I assume it's necessary to have a idle.smd when compiling with GUI StudioMDL is this statement correct or is there a way around it?
* Forget about this post, I've found a fixed version of the MDLDecompiler.
Sometimes when decompiling, you need to be logged into steam (or sometimes not logged in), or sometimes you need the model viewer open. Try those and it should work.
So I'm working on a replacement minigun for the heavy, and it quickly became apparent that the ammo drum he uses is fabricated or pulled from some other piece of machinery
Anyone know what it's supposed to be (if anything)?
I also thought it was funny how there's really no trigger either
It looks like it might be built from an old hot water service or something like that.
I think its a catch and release system to hold the ammo drum in place. You flip the switch and it releases or relaxes the bar allowing the drum to slip out. Not everything in TF2 is 100% sandlot tech...
I think its a catch and release system to hold the ammo drum in place. You flip the switch and it releases or relaxes the bar allowing the drum to slip out. Not everything in TF2 is 100% sandlot tech...
Can't wait to try out the update, but I sketched this out today and think it'd be a great basis for a themed set for the scout (I like the scout, so sue me)
The idea is that the scout is always running against time, so time/clock themed items would fit with him. The hat's clock would have the arrows at least jiggleboned (animated, if I can), and if I can animate it, they would spin very fast, giving the impression of a sort of crazed speed-obsession.
I'm trying to decide on what sort of hands to use on the clock (I doodled a few in the corner, but I'm making more-- also debating on things being either more simple or more ornate, depending on how things look), and on the style of the hat itself. For the most part, I like how this hat looks, but the spikes/frayed back of the hat is still a point of brainstorming. I'm not sure if I want it to be actual spikes coming out, i.e. Sonic, or if it should look like it was 'blown out', and exposes the back of the scouts head.
I'm rambling, but I really like this idea and am pretty excited to start working on it.
do you mean the swamp themed props?
ooookay...
Do you guys know a good tutorial to recompile player models again into tf2? because the gunslinger IS the engineer, not a weapon or a hat
Congrats on the FrankenHat, it's definately one of my favorites. Me and a friend from work are working on a little christmas hat pack. I'm currently making an elf hat:
796 tris, no texture atm.
Currently WIP, any crits or suggestions? They'd be greatly appreciated. You guys think the inside of the top loop is too jagged? How strict are the poly limits?
Thanks for your help and inspiration, you guys are all very talented.
I submitted these to Valve this weekend for the Engineer. I wish I had known about this thread sooner, I would have come here for feedback before submitting. I would still love to hear what everyone thinks though!
quick question. i'm assuming the gunslinger file that I have to overwrite is the one called roboarm_bodygroup.dmx.smd.
but... if I overwrite it the exporter gives me an error because I guess it thinks the file extension is .dmx.smd.
I exported it as Roboarm_bodygroup.smd.. what do I need to do with this file?
(at the moment is without textures, just want to see where i can remove polys)
Had this idea the other night and thought I would post here for some feedback before I start unwrapping. Any thoughts/critiques/suggestions?
And for anyone wondering, yes that is the spy's foot
Shoe Phone: 1244 tris - 657 polys
REF:
It's about damn time someone did the shoe phone. Right now, it looks very good, But maybe you might want to add a mic area, or flip open the heel, because it looks too far awar from his mouth and touching his cheek.
Replies
not finished with texturing. Any thoughts on having a rear sight on this?
It looks good. The only changes I can think of right now is to tone down the white wrap and edit the crack slightly (it looks kind of funny right now, almost accidental).
I'm really digging the far right tiki, just needs more work on the proportions.
Anyone know what it's supposed to be (if anything)?
I also thought it was funny how there's really no trigger either
http://mediaimages.boxedart.com/TireIron500.gif
I downloaded MDLDecompiler made by cannonfodder to extract a idle.smd, but I get a weird error: Extra App ID set to 211, but no SteamAppID.
Does anyone know a different programm to decompile?
Also I assume it's necessary to have a idle.smd when compiling with GUI StudioMDL is this statement correct or is there a way around it?
* Forget about this post, I've found a fixed version of the MDLDecompiler.
http://developer.valvesoftware.com/wiki/Mdldecompiler
I would add more segments on the magazine. The lack of roundness is throwing it off
probably this.
-It's necessary triangulate the hat to submit it?
-chef hats have lines like this(sorry my bad english):
what's better: put them in uv's or model them into the hat?
please help this Chilean 3d n00b
Looks like the cleaver hats just squeaked in and the Frankenstein heavy finally got accepted.. congrats guys!
Here is my Kitchen Knife I have done earlier in a different thread and got the idea for a TF2 weapon.
This weapon would be for both the spy and hunter class.
I dub it "Momma's Daddy Dicer".
I am still confused on how to texture it with the TF2 art style. I also need help on how to take the UV and put it into photoshop to get it started.
I have maya 2011 and photoshop CS4 any help will be very useful.
Thank you!
The idea is that the scout is always running against time, so time/clock themed items would fit with him. The hat's clock would have the arrows at least jiggleboned (animated, if I can), and if I can animate it, they would spin very fast, giving the impression of a sort of crazed speed-obsession.
I'm trying to decide on what sort of hands to use on the clock (I doodled a few in the corner, but I'm making more-- also debating on things being either more simple or more ornate, depending on how things look), and on the style of the hat itself. For the most part, I like how this hat looks, but the spikes/frayed back of the hat is still a point of brainstorming. I'm not sure if I want it to be actual spikes coming out, i.e. Sonic, or if it should look like it was 'blown out', and exposes the back of the scouts head.
I'm rambling, but I really like this idea and am pretty excited to start working on it.
http://wiki.teamfortress.com/wiki/File:Cadaver%27s_Cranium.png
need to confirm though - tf2's currently updating and i can't access the mann-co sotre yet...
Confirmed, I saw a player running around with your hat.
And it's very nice, I love it.
By the way have you gotten your self made version of your hat yet?
Since vig didn't take the cap...:poly136:
so, no long range but more damages at short range YAAAR
GCFScape is giving me this erro when I try to extract the enginer files
and when I try to open the "extracted" .mdl with notepad++ it's empty
In the meantime you could try GCFexplorer, which is reported to still work:
http://www.mediafire.com/?yhoe64kbaevt9ts
ooookay...
Do you guys know a good tutorial to recompile player models again into tf2? because the gunslinger IS the engineer, not a weapon or a hat
Uploaded with ImageShack.us
796 tris, no texture atm.
Currently WIP, any crits or suggestions? They'd be greatly appreciated. You guys think the inside of the top loop is too jagged? How strict are the poly limits?
Thanks for your help and inspiration, you guys are all very talented.
[ame="http://www.youtube.com/watch?v=VKsq3An5T3E"]http://www.youtube.com/watch?v=VKsq3An5T3E[/ame]
HaHa that's really funny. Good luck hope it gets picked.
In the model viewer it says that it cannot load the textures, and underneath it is the location where the files are. It just doesnt want to work!
but... if I overwrite it the exporter gives me an error because I guess it thinks the file extension is .dmx.smd.
I exported it as Roboarm_bodygroup.smd.. what do I need to do with this file?
(at the moment is without textures, just want to see where i can remove polys)
And for anyone wondering, yes that is the spy's foot
Shoe Phone: 1244 tris - 657 polys
REF:
It's about damn time someone did the shoe phone. Right now, it looks very good, But maybe you might want to add a mic area, or flip open the heel, because it looks too far awar from his mouth and touching his cheek.
Now, if you will, imagine it shooting rocket-propelled chainsaws.
Yes.