Konras wrote: »
Scudz Here is fantastic tutorial about lunching hats in-game http://forums.steampowered.com/forums/showthread.php?t=1109465
It will "mask" the ghasty gibbus for demoman, so all you need to do is to work in heavy folders, but probably it will be a peace of cake for you I was haveing some problem with missing textures, but that was because putting materials in "modesl" not "materials" branch in tf folder. Anyway if you wll have any problem post it here or there and for sure someone will help you right away
Jackablade wrote: »
With regards to the Frankenstein cranium (which is looking mighty nifty), I'd suggest simplifying the hair detail so that it could be drawn with just a few arcing lines. That should look nicer and suit the TF2 universe better too.
I dunno whether you could do the same with your design, Scudz but it might be worth considering.
Some great stuff coming through here, Guys. Here's to having a 100% Polycount release this time instead of a mere 60%
Noors wrote: »
valve shud integrate all our custom items succesfuly compiled in tf2, as reward for the shit we've been through ^^
ScudzAlmighty wrote: »
no no, they should hire anybody that's actually able to pull this off (like you:) now when I get home and this works I'm going to dance a little jig and if it doesn't work I'm going to do the white guy thriller dance outside Valve's office until they provide a less infuriating method of testing a damned hat.
Konras wrote: »
because model alone has pivot kicked out in space and is impossible to view IMO.
DKK wrote: »
(you just need to close and reopen the model viewer) its a little tedious but its faster than loading a level each time.
wasn't sure if yous guys had seen this