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Team Fortress 2 - Workshop Thread

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  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    texturefixingnow.png
    Texture needs fixing
    but overall its done
  • nordahl154
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    nordahl154 polycounter lvl 9
    texturefixingnow.png
    Texture needs fixing
    but overall its done

    Looks quite nice! :)
    I think the axe blade contrasts too much though.
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    nordahl154 wrote: »
    Looks quite nice! :)
    I think the axe blade contrasts too much though.
    that would be the lighting
    also
    fancy ingame pic
    tf2axecomplete.png
  • Cronotic
    that would be the lighting
    also
    fancy ingame pic
    tf2axecomplete.png

    do you have a pic of the view model?
  • Hawt Koffee
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    Hawt Koffee polycounter lvl 13
    do you have a pic of the view model?
    never took one
  • nordahl154
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    nordahl154 polycounter lvl 9
    Progressing pretty great :)
    Although those 2 little knobs look like plastic rather than metal.
    Still figuring out how to import it in-game, just found a better tutorial so let's hope that works.
    4lknT.png
    nloPS.png
  • EVIL
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    EVIL polycounter lvl 18
    whats the polycount on that hat? I know valve likes to keep things around the 800 triangles for hats
  • Arcaltarion
    Does anobody knows if this QC is enough to recompile the C_arms?
    this is what MDLdecompiler creates when I extract the arms. But I guess I still need the .QCI file
    $cd "C:\Users\Alberto\Desktop\extract\arms"
    $modelname "weapons\c_models\c_engineer_arms.mdl"
    $model "c_engineer_arms" "c_engineer_arms.dmx.smd"
    $model "rightarm" "c_glove_bodygroup.dmx.smd"
    $model "rightarm" "[COLOR=Red]c_robotarm_bodygroup.dmx.smd[/COLOR]"
    $cdmaterials "models\player\engineer\"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
        {"models/player/engineer/engineer_red.vmt"
     "models/player/engineer/engineer_handL.vmt"
     "models/player/engineer/engineer_handR_red.vmt"
    }
         {"models/player/engineer/engineer_blue.vmt"
     "models/player/engineer/engineer_handL.vmt"
     "models/player/engineer/engineer_handR_red.vmt"
    }
     }
    $hboxset "default"
    $hbox 0 "bip_upperArm_L" -4.641  -13.284  -4.244  3.085  1.296  5.267
    $hbox 0 "bip_lowerArm_L" -4.009  -11.593  -4.234  3.085  3.956  4.316
    $hbox 0 "bip_wrist_L" -2.389  -2.036  -2.897  2.395  2.872  3.116
    $hbox 0 "bip_hand_L" -2.629  -1.508  -2.830  2.389  1.575  3.122
    $hbox 0 "bip_thumb_0_L" -1.283  -3.100  -2.004  1.545  0.400  1.056
    $hbox 0 "bip_thumb_1_L" -1.283  -2.635  -2.266  1.545  1.866  0.966
    $hbox 0 "bip_thumb_2_L" -0.997  -1.642  -0.852  1.545  1.630  0.848
    $hbox 0 "bip_index_meta_0_L" -1.788  -3.307  -1.802  0.798  0.000  1.498
    $hbox 0 "bip_index_0_L" -1.174  -2.893  -1.947  1.057  3.003  1.129
    $hbox 0 "bip_index_1_L" -0.966  -2.615  -2.875  0.818  1.318  0.560
    $hbox 0 "bip_index_2_L" -0.867  -1.592  -0.833  0.678  1.266  0.438
    $hbox 0 "bip_middle_meta_0_L" -0.723  -3.409  -2.160  0.759  0.000  1.837
    $hbox 0 "bip_middle_0_L" -0.844  -2.800  -2.534  1.113  2.654  1.355
    $hbox 0 "bip_middle_1_L" -0.844  -2.577  -1.660  0.886  1.467  0.619
    $hbox 0 "bip_middle_2_L" -0.634  -1.980  -0.807  0.735  1.042  0.420
    $hbox 0 "bip_ring_meta_0_L" -0.874  -3.388  -1.891  0.783  0.000  1.726
    $hbox 0 "bip_ring_0_L" -0.901  -2.085  -2.073  0.849  2.711  1.222
    $hbox 0 "bip_ring_1_L" -0.851  -2.366  -2.017  0.794  2.149  0.536
    $hbox 0 "bip_ring_2_L" -0.612  -1.967  -0.749  0.537  0.989  0.464
    $hbox 0 "bip_pinky_meta_0_L" -0.692  -3.298  -1.773  1.620  0.000  1.625
    $hbox 0 "bip_pinky_0_L" -0.797  -1.952  -2.262  1.196  2.110  1.096
    $hbox 0 "bip_pinky_1_L" -0.754  -2.031  -1.651  0.629  1.704  0.562
    $hbox 0 "bip_pinky_2_L" -0.528  -1.685  -1.260  0.629  0.719  0.391
    $hbox 0 "forearm_twist_01_L" -3.157  -7.797  -3.552  2.489  1.388  3.510
    $hbox 0 "bip_upperArm_R" -3.085  -1.296  -5.267  4.641  13.252  4.244
    $hbox 0 "bip_lowerArm_R" -4.620  -6.141  -4.934  5.088  12.976  4.973
    $hbox 0 "bip_hand_R" -4.906  -4.187  -4.604  8.330  8.164  4.169
    $hbox 0 "bip_thumb_0_R" -2.179  -0.816  -1.375  1.348  4.308  2.446
    $hbox 0 "bip_thumb_1_R" -2.165  -1.888  -0.946  1.348  2.800  2.296
    $hbox 0 "bip_thumb_2_R" -1.081  -1.996  -0.774  1.075  1.700  1.230
    $hbox 0 "bip_index_meta_0_R" -1.737  -0.271  -2.082  2.161  4.832  2.399
    $hbox 0 "bip_index_0_R" -1.491  -2.211  -1.180  1.266  3.172  1.953
    $hbox 0 "bip_index_1_R" -1.357  -1.649  -0.660  1.071  2.887  1.933
    $hbox 0 "bip_index_2_R" -1.327  -1.283  -0.529  0.811  1.633  0.828
    $hbox 0 "bip_middle_meta_0_R" -1.532  -1.072  -2.191  2.664  4.459  3.119
    $hbox 0 "bip_middle_0_R" -1.326  -2.078  -1.396  1.464  3.219  1.964
    $hbox 0 "bip_middle_1_R" -0.838  -0.664  -0.682  1.223  2.540  1.729
    $hbox 0 "bip_middle_2_R" -0.747  -1.034  -0.542  1.151  2.014  0.807
    $hbox 0 "bip_ring_meta_0_R" -2.535  -0.607  -1.872  2.053  4.201  2.203
    $hbox 0 "bip_ring_0_R" -1.242  -1.684  -1.268  1.286  3.060  1.671
    $hbox 0 "bip_ring_1_R" -0.676  -0.547  -0.651  1.275  2.232  1.878
    $hbox 0 "bip_ring_2_R" -0.592  -0.773  -0.517  1.212  2.028  0.790
    $hbox 0 "bip_pinky_meta_0_R" -1.998  -0.312  -1.892  1.694  4.189  2.179
    $hbox 0 "bip_pinky_0_R" -1.331  -2.047  -1.213  1.144  2.403  1.945
    $hbox 0 "bip_pinky_1_R" -0.769  -1.627  -0.587  0.675  1.462  1.636
    $hbox 0 "bip_pinky_2_R" -0.730  -1.095  -0.512  0.661  1.751  1.116
    $hbox 0 "bip_twist_R" -3.797  -4.456  -4.056  5.088  4.663  4.973
    $hbox 0 "prp_starter" -0.954  0.000  -0.735  1.784  1.376  0.676
    // Model uses material "models/player/engineer/engineer_red.vmt"
    // Model uses material "models/player/engineer/engineer_handL.vmt"
    // Model uses material "models/player/engineer/engineer_handR_red.vmt"
    // Model uses material "models/player/engineer/engineer_mech_hand.vmt"
    // Model uses material "models/player/engineer/engineer_blue.vmt"
    // Model uses material "engineer_mech_hand_blue.vmt"
    $attachment "weapon_bone" "weapon_bone" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone1" "weapon_bone1" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone2" "weapon_bone2" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone3" "weapon_bone3" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone4" "weapon_bone4" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone5" "weapon_bone5" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone_1" "weapon_bone_1" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone_2" "weapon_bone_2" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $attachment "weapon_bone_3" "weapon_bone_3" 0.00 0.00 0.00 rotate 0.00 0.00 0.00
    $includemodel "weapons\c_models\c_engineer_animations.mdl"
    $surfaceprop "metal"
    $illumposition 0.321 -2.546 45.795
    $sequence c_engineer_arms "c_engineer_arms" fps 30.00
    
  • Sharkisss
    Arcaltarion: Thanks dud you really helped

    thxiv.jpg
  • The Scrub
    Vig wrote: »
    ChipperTest03.gif

    Added some of the suggestions, did a little work on the reload animation and some more texture work.

    Wow I love it

    This looks seriously badass though some dark teamcolors coudn't hurt (as in keep it the same shade of green but with RED and BLU)

    Though it looks like it may be a bit too long for the Heavy :( (I'd like to see some world models for this :D)

    Soviet Sawduster

    Lenin Logger

    Stalin Stumper
  • Arcaltarion
    Okay guys. 'I'm testing this AO method
    Method 2: Mental Ray AO element
    This method is even simpler to set up and doesn’t require any materials.
    • Change your renderengine to Mental Ray.
    • As render to texture element, choose Ambient Occlusion (MR).
    • You probably want to up the samplecount in the Element Unique settings, 64-128 is decent.
    • Render it.
    Downsides: Quite slow if you want decent quality (more than 64 samples), especially slow if you want it noise-free.


    but this is the result:


    33ah4d4.jpg

    why are those weird round shadows appearing?


    Edit: also, this is the original texture

    mijjp5.jpg

    isn't the result too dark?
  • Mark Dygert
    Okay guys. 'I'm testing this AO method
    isn't the result too dark?
    You need to check the actual file it output what it shows in the render preview window is a full render (diffuse, spec, height, normal, even the scene ligting) of the object. It is absolutely incorrect, don't ever trust what it shows you in the render preview window, and whatever you do don't save that and apply it.

    The actual AO file will be a black and white image you can multiply over your diffuse.

    It does a full render and then saves out the elements you wanted. Under the "add button where you specified MentalRay(AO) there is a file name/path option, that's the file you want.
  • Arcaltarion
    thank you.
    oh, and your weapon looks awesome. have you already tested it in game? because I noticed that heavy's miniguns overal look changes the most when they are held by him

    this is a nice AO, thanks

    mi2yid.jpg

    uhm... there is any way to get rid of that weird "edge spread"?
  • Mark Dygert
    Thanks and yep working on the world model. The weird edge spread is padding and you actually want that otherwise the background will bleed into the image portion of your UV layout and you'll see noticeable seams on the model. You'll want to pad your diffuse texture also.

    More info on edge padding: http://wiki.polycount.com/EdgePadding?action=show&redirect=Edge+Padding
  • genic
    Hey, thank you very much for the feedback, guys! :)
    Contrails wrote: »
    ... might take off the normals on the folds of the cloth - valve tends to ignore small details like that ...

    Hmm, you do find quite a few normaled folds on the players close, soft weapons like the boxing gloves and other hats and i always enjoyed its look with the tf2 shading.
    Although id generally agree with you that it has been the norm for hats in the past to be flat and plane, the trent seems to go more towards complex normal maps and textures recently.
    For instance, if you take a look at the halloween horseman hat (the most stunning hat so far imo.) normal map, you wound find a pixel that is untouched there.
    In my case, my headband is supposed to appeae rather soft. it bends over the ears and the folds kind of emerge from that peek and taper towards the neck neck.
    A shape hardly realizable polygonal while maintaining a low mesh therefor i was quite happy that i was able to fall back on the normal map here to realize my vision.

    i do value your input though and youre sure right not to do it unnecessarily but i find it can add a lot of charm, ... and since its free ... ;)
    i for example really went crazy with folds for my most recent hat 'the TECHWIZARD' wich i made this friday.
    But even though its a complex normal map, for me, combined with the plane material it still maintaines the desired look.

    techwizard.jpg

    1127 tris :(
    256 pix. color/normal/paintalpha

    i made some experiments with the paint overlays during this project and noticed that you can get a very clean, AO preserving result with a uncolored/dark background.
    Though you need one extra texture for this, additional to the teamcolors. 8/
    But in direct compare it really looks a lot better than to overlay the paint on top of the teamcolors.

    Color samples (created with the paint overlay alpha):

    twcolors.jpg
  • Arcaltarion
    nice hat, have you tried tf2 logos instead stars?

    I'm going to add jigglebones to my hat if I learn how to use them, Do you guys know any good jiggle tutorial? I'm starting with the Dev Wiki and this:

    [ame]http://www.youtube.com/watch?v=tmfK-xlNn88[/ame]
  • genic
    nice hat, have you tried tf2 logos instead stars?

    Aww thanks, dude :)
    Hmm ... i do kinda like the stars :poly124:
    Though, i thought about replaceing the biggest one with a engi-emblem?
    Or may sneak a half moon in there somwhere.

    i dont like to tag the items too much generally, i only did it for the BOOMJAH cause i found this image during my research for it and it looked so much like the tf2 logo anyway:
    http://mabryonline.org/blogs/baylor/archives/mud%20cloth.jpg

    really, thanks for your sympathies though <3
  • Arcaltarion
    okay,I managed to set up jigglebones and they are working, but not as I would like. I tested all of the Dev wiki presets and this is my current one
    $jigglebone "jigglebone01" {
        is_flexible {
            yaw_stiffness 700
            yaw_damping 6
            pitch_stiffness 700
            pitch_damping 8
            tip_mass 5
            length 30
            angle_constraint 37
        }
    }
    
    I'm testing and playing witn numbers. but anybody here has already setup a good cloth effect?

    for reference, i'm jigglin these two cloth pieces:
    2i9gvfa.jpg
  • IdleTard
    Does anobody knows if this QC is enough to recompile the C_arms?
    this is what MDLdecompiler creates when I extract the arms. But I guess I still need the .QCI file
    *decompiled QC*
    

    You shouldn't use the QC the decompiler spits out, the decompiler it's very outdated and most of the time does things in strange ways.

    You should use this:
    $cd "[FULL PATH TO THE QC]"
    $modelname "weapons\c_models\c_engineer_arms.mdl"
    $model "c_engineer_arms" "c_engineer_arms.dmx.smd"
    $bodygroup rightarm
    {
        studio "c_glove_bodygroup.dmx.smd"
        studio "[COLOR=Red]c_robotarm_bodygroup.dmx.smd[/COLOR]"
    }
    $cdmaterials "models\player\engineer\"
    $texturegroup skinfamilies
    {
        { "engineer_red" "engineer_handL" "engineer_mech_hand" }
         { "engineer_blue" "engineer_handL" "engineer_mech_hand_blue" }
     }
    // Model uses material "models/player/engineer/engineer_red.vmt"
    // Model uses material "models/player/engineer/engineer_handL.vmt"
    // Model uses material "models/player/engineer/engineer_handR_red.vmt"
    // Model uses material "models/player/engineer/engineer_mech_hand.vmt"
    // Model uses material "models/player/engineer/engineer_blue.vmt"
    // Model uses material "engineer_mech_hand_blue.vmt"
    
    $bonemerge weapon_bone
    $bonemerge weapon_bone1
    $bonemerge weapon_bone2
    $bonemerge weapon_bone3
    $bonemerge weapon_bone4
    $bonemerge weapon_bone5
    
    $includemodel "weapons\c_models\c_engineer_animations.mdl"
    $surfaceprop "metal"
    $illumposition 0.321 -2.546 45.795
    $sequence c_engineer_arms "c_engineer_arms" fps 30.00
    
    If the textures don't appear, you may also want to go to the decompiled SMD, open it in your modelling software of choice and edit the texture names. The decompiler likes to concatenate the full path to the texture and it's name and use an empty $cdmaterials. If you don't want to do that you can add the empty $cdmaterials yourself, either way it works, I just don't like doing that.
  • Sharkisss
    Anyone know how to make my bolo tie ropes look like ropes ? I need a good texture for them and i think there is a map for such things (the optical illusion i think). Can ya help meh ?
  • Arcaltarion
    OHMYGODOHMYGOD It's ingame and working (almost)
    thanks a lot idletard, again

    2u7rfop.jpg

    now I have to deal with two problems.. the pistol animations are broken and it's ignoring the smoothing groups, but when I open the SMDs they are smooth.

    Edit: the arms and the other hand are as well without smooth
  • ಠ_ಠ
    Wow genic, that's badass. And I'm pretty sure Valve has some wiggle room with hat polycount, so I bet it would work.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    @Arcaltarion, does that hat really need jigglebones? Seems kind of unnecessary. Anyway try putting down the Stiffness a lot, maybe 100 or less. I think that will give you results closer to what you want but I haven't messed with jigglebones in a while.

    Also you'll have to redo the smoothing groups on the hands. When you decompile it shows up in Max, but once you apply a new Edit Poly modifier they disappear which is how it shows up once compiled. I'm not sure why your glove lost its smoothing groups though.
  • Arcaltarion
    good news is that it's working good
    bad news is that the engravings hasn't enough resolution to look good even in 1080
    zup8ab.jpg
    Ii have to remove the normals or redo the unwrap leaving making the palm bigger

    I also have to play with the specular because I think everything is too shiny
    D:

    Edit:

    I achieved a specular I like a lot more. with the normals only in the broken screen it looks better, however it will need a new UV, I can't submit that blurry texture

    14xkwsg.jpg
  • Yamo
    Dude I need to see that glove in motion, please please make a video
  • Arcaltarion
    does tf2 have something to record videos? otherwise I have camtasia installed.
    also, I know how to put the game in 3rd person, but there is a command to see the front part of the engineer(free camera or something)? I can also ask a friend for help
  • Yamo
    Not sure about the video part, I don't really have any experience there, but use "thirdperson_mayamode" to get a camera that you can rotate around (might have to enable "thirdperson" first, I can't remember)
  • Stromberg90
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    Stromberg90 polycounter lvl 11
    Arcaltarion: Looks wicked, about recording use fraps instead since camtasia dosnt realy work for game capturing from what i remember.
  • Arcaltarion
    thanks for the tips, but first i'm going to unwrap it again. I just learned a valuable lesson: never work with higher resolutions than the final ones
  • Noors
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    Noors greentooth
  • Yamo
    Haha I wouldn't know what to do with them besides showing off animations
  • Cronotic
    arcal, that looks incredible!, but i on't lke the UV's too much (the gold color is too flat for me).

    PD: Where are you from? spain ? :D
  • Arcaltarion
    oh boy I don't even know how to reorganize the unwrap. I think instead I'm going to do the engravings less detailed and leave the rest of the work to the "less is more" philosophy

    Edit: @cron: yes, I'm from Spain, that explains why sometimes I have a hard time expressing myself in english
  • Dr.FeelGood
    I'm new to all this but I love TF2 and haaaaats so thought i'd give it a go;

    kepi3.png

    It's a Kepi (worn by French Police mostly) like this, http://upload.wikimedia.org/wikipedia/commons/4/47/Kepi_mg_3387.jpg ,although I've tried to make mine look a bit more interesting. Any advice or suggestions? And it's pretty cool to see loads of items in this thread which I recognise from TF2!
  • Arcaltarion
    the first thing i notice is that the hat seems to big for that head.

    Edit: guys, with the current resolution the engravings don't look good, I'm gonna get rid of them
  • Contrails
    oh boy I don't even know how to reorganize the unwrap. I think instead I'm going to do the engravings less detailed and leave the rest of the work to the "less is more" philosophy
    Before you give up could you upload your current uvs and normals? I think it adds a lot to the model and there should be a way to achieve what you want...
  • IdleTard
    does tf2 have something to record videos? otherwise I have camtasia installed.
    also, I know how to put the game in 3rd person, but there is a command to see the front part of the engineer(free camera or something)? I can also ask a friend for help

    Try thirdperson_mayamode & thirdperson_platformer 1, this should make you able to look at the engie from any angles.
  • Nzdjh
  • Mark Dygert
    Hahahah the Grinch antler hat is awesome!
  • PatrickL
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    PatrickL polycounter lvl 9
    One of the best hat ideas I've seen.
  • nordahl154
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    nordahl154 polycounter lvl 9
    @ Zipfinator, or anyone else. (Also, thanks for a clear tutorial, looks much better than others)
    Do I need to include the "$specmap" "models\effects\surgeon_general_spec" in this file devoted to my diffuse, or should I scrap that line and make another .vmt with that line of code for my specular map?
    Is that spec line of code correct?
    Is that generally how the spec's .vmt should look like, also?

    PFH7T.png
  • Zipfinator
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    Zipfinator polycounter lvl 9
    Delete that line, it makes no sense and has no purpose. $specmap isn't a valid command and you don't have any lines after that telling it what to do with that spec map.

    Also you can't have two VMT files for one material and I don't know why you're talking about VMF files. A VMF file is a Valve Map File, the files that you save maps to in Hammer. Did you mean VTF or VMT?
  • nordahl154
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    nordahl154 polycounter lvl 9
    Yes, I just edited my post before you replied. I meant .VMT, and I added my questioning about is that spec line valid.
    I also moved my spec map to models/effects/
    Sorry for the confusion. This is my final word.
  • bestlame
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    bestlame polycounter lvl 8
    Hi all, showing guitaraxe for pyro

    guitaraxe.jpg

    guitaraxe3.jpg
  • Zipfinator
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    Zipfinator polycounter lvl 9
    Don't place your specular map in models/effects. It shouldn't even have its own VTF. Your specular map should be placed in the alpha channel of your diffuse map. Your phong is already being told to look in the diffuses alpha through $basemapalphaphongmask.
  • Arcaltarion
    Contrails wrote: »
    Before you give up could you upload your current uvs and normals? I think it adds a lot to the model and there should be a way to achieve what you want...

    current look
    2e1zimr.jpg


    The normals are just now in the screen, I think the drawings look better if they are just a subtle change in the specular.

    -diffuse
    6tfcxj.jpg

    -Specular
    25q4ui1.jpg

    -And the UV
    2m2bz44.jpg


    and I thought this UV was a good idea.... D:

    I think I can shrink the main leather part with "conagher" to scale up the hand. the typewritter keys are also bigger than they should.
    Do you guys see other things I can change? what do you think about the texture itself?
  • nordahl154
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    nordahl154 polycounter lvl 9
    @ Arcaltarion, did you try using a checkered pattern diffuse to make sure everything is proportional?

    @ Zipfinator, like this?
    YM83f.png
    Edit: Already far past this part, on to viewing it in-game, but it would be nice to know if I did it correctly anyway.
  • Zipfinator
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    Zipfinator polycounter lvl 9
    @nordahl, yes like that.

    @Arcaltarion, it looks like there is a lot of stuff on there that you could overlap. For instance, the keys on the typewriter are barely visible. You could probably get away with overlapping all of them. It looks like there are parts of the fingers that you could overlap too. The floppy parts that connect the fingers to the hand could all use the same UV space probably. Definitely a lot of stuff you could optimize in that UV.
  • Smack
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    Smack polycounter lvl 18
    Here is a quick shot of one of my Christmas hats, The Lou-do:

    TheLou-do.png

    It is all jiggleboned and ready to go. On to the next hat!
  • nordahl154
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    nordahl154 polycounter lvl 9
    Okay, now I'm back to this problem. I cannot select Team Fortress 2 as my current game.
    Edit: I also do not have the Orange Box as a selection for the engine.
    Also, what command do I use to make my hat appear in a test map as a physics prop?
    VTgfU.png
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