Like these characters:
Medic's personality is strict, frustrated, and sadistic.
He has a very neat posture, and very well attended appearance, and an accent very stereotypical to this stereotype.
Ps. Sniper has stereotypically Australian accent and vocabulary.
Although there was an error in my writing, I thought that would be obvious enough either way.
Thanks for the explanation about the barrel, unfortunately it won't help me with my weapon, as I wanted to add another rotating element which isn't in the same axes as the barrel T_T.
I've started the texture and tried some color pattern and arrangement, this is where i went so far :
(yay angles flood) nothing final, I'm mostly fighting with this 512 map constraint >.<
Looks great but, it doesnt have a trigger.
To me that gun looks like it was made to start with a pull string (like a lawnmower)
maybe instead of spinning up, your set up time is pulling the string.
To be honest, I didn't bother with the trigger because the original minigun just doesn't have anything looking like one. So let's keep the "magic triggering" stuff~.
On a more serious side, I'm adding some more modeling details to compensate the lack of texture resolution, so I'll see if I find something interresting that fit in the triangles budget for the trigger (if not I'll simply let it this way ~)
I am heavy cooking guy... and THIS, is my eggbeater... she beats 5 eggs at 2000 rounds per minute, it cost 400,000 dollars to eat those eggs... for 12 seconds...
Looking ace, I'd darken the brown parts of the handle a bit more though and offer some slight variation in color tone. Now show us heavy holding this having his chef hat.
Quick update~
Not much change in the texture I've added some modeling to regain some detail (I'm now around 7800 triangles) :
Miscellaneous question time ! I've notice that the model viewer was displaying twice as my poly count in maya.
Anyone know if there is something wrong in my model compilation that I get double sided mesh or is this the way that the model viewer handles any models? o.O (Cause I noticed that the original minigun get the same doubled poly count as in maya)
I am not sure about Maya, but the model viewer should be showing the triangle count, while Maya could be showing the number of faces. So if you are modelling in quads, you'll have twice as less quads than tris.
At least this is how Max works. Poly count shows the number of faces rather than the number of tris.
I'm refering to my triangles count in maya so I know it is the right polycount.
I was guessing that the model viewer was drawing triangles in a double sided way mostly because I've seen some thread on polycount where people get their model right in the model viewer but with reversed normal in TF2.
well unfortunately I'll have to do a v_model as the minigun does not have a c model version and mostly because in the first person view the minigun is absolutely cheated in its proportion so it can fit well in the screen.
@ Karkasmolenklok : I don't think I'll make it grey. In one of my first test, I did it in grey and it wasn't that much looking good. However I still haven't paint the black part variation in the texture yet, and I wanted to use these variation to get the beater slightly lighter.
Natascha is just the ammo belt, refered as ludmila in the c_models. And then ludmila exist in c_v_ludmila and c_w_ludmila, which respectively plug themselves on the minigun (sasha).
Then there is also a texture mask to make the minigun completely black, but it's not the issue here
ok...incoming problem x_X... I was working on the V_model for the minigun (v and w model are a lot different) but I can't get it right. So I tried to just decompile and recompile the original minigun and....it doesn't give anything good. Look like the animation smd that i get are just wrong. Anyone know how to deal with this issue?
ok...incoming problem x_X... I was working on the V_model for the minigun (v and w model are a lot different) but I can't get it right. So I tried to just decompile and recompile the original minigun and....it doesn't give anything good. Look like the animation smd that i get are just wrong. Anyone know how to deal with this issue?
First, about the double polygon count in HLMV: that's a bug having to do with the cloaking code in your .vmt. It sounds strange, but if you set "$cloakPassEnabled" to 0, it'll fix your polygon problem. It's perfectly normal, so just leave $cloakPassEnabled to 1.
As for the view model animations, that's due to the fact decompiled animations tend to be a bit shit. The only known way to get around this is to use the $includemodel command.
- Copy and paste the minigun.mdl into a folder of your choosing, but within TF2's file structure (models/weapons/Anims works well)
- In your .qc add $includemodel "weapons/anims/minigun.mdl" (adjust to fit where you put the .mdl), and remove the $sequences.
$includemodel will copy over only the $sequence and $animation data, nothing else; you won't have two miniguns fighting for screen space.
Thanks a lot it seems to work fine (I was starting to have an headache trying all export possibility).
Now I have to see how to handle the bones and mesh indexation in the .smd because when I export my smd model all element don't get exactly the same index and in my case for example, the hand animation is playing in a bad orientation.
Edit : nevermind, this problem was just due to the fact that I was removing the unused influence object during the skinning process, which was deleting some bones of the hierarchy. It works fine now (now I have to redo this but with the final model, this was just for testing purpose O.o; ). Thanks again OpethRockr55.
You crossed the line bud!
Only saxtion hale should have the ability to create such awsome weapons!
But if you do not care of saxtion hales wrath ... this is quite the heavy weapon! Also you must think about how the pyro will be jealous ...
very nice, i like the current texture of the barrel but i think a silver texture would work aswell when you think of actual eggbeaters/mixers. also i think the name should be somethign along the line of 'head beater' or something along those lines.
well I absolutely love the whole egg beater concept and the fact you keep giving us more pictures to get us excited bu I kinda want to see this beater in action yah know. just a sip of whats to come.
I must say I have somewhat changed my mind on this not fitting Heavy.
While I still think the "Russian Chef" stereotype is a little farfetched... I think this could still pass because of Heavy's figure and love for eatings things such as the Sandwich.
The second gear of the minigun isn't moving as it's code controlled (I'll just mention it on the submission note stuff)
The cookie, chef hat and minigun seems ready now. (Just need to do a lil plate for the cookie as dropped item.)
I can't get something satisfying on the oven glove skinning and setup ( as well as there is no custom animation done) but as I like them visually, I think I'm gonna submit the model this way and let valve handle it.
As for the dish towel there was some skinning issue too, so I guess I'm gonna do a kind of pin or badge instead but I need some idea.
I liked the mittens, can't you consult some other skilled modeler on the issues you're facing with it :O?
I really feel it would make your pack complete to include the mittens.
They fit the Chef theme perfectly and would be a good backup in case Valve decides they don't want the cookie, as there is a possibility they wouldn't want more items to have unfitting voice lines like the Dalakohs-bar or because it could be considered to stray a bit too far out of the "Chef" theme.
If you can't get the dish towel to work, just crap the idea of a misc item.
I personally don't think we need more medals, but do a misc item if you can come up with something interesting that isn't a medal :S
Replies
Anyway, serious mode. That thing is WIN! Im tied between loving your pack more or Buck's pack more
I CANT DECIDE
How is it that NOBODY sees the extremely obvious Nazi stereotype Medic is based on?
I'm not great at making examples, however I can give a few.
Battlefield Heroes.
0.58 in this video.
[ame]http://www.youtube.com/watch?v=u87Amt0Z8Pc&feature=related[/ame]
Herr Flick of the Gestapo from Allo' Allo'
[ame]http://www.youtube.com/watch?v=JciDsoPISLw[/ame]
[ame]http://www.youtube.com/watch?v=SBharndqLNA[/ame]
Like these characters:
Medic's personality is strict, frustrated, and sadistic.
He has a very neat posture, and very well attended appearance, and an accent very stereotypical to this stereotype.
Ps. Sniper has stereotypically Australian accent and vocabulary.
Although there was an error in my writing, I thought that would be obvious enough either way.
the barrel bone is coded, so just swap your model with the default model in the smd, link the barrel to that bone and it should work ingame.
I've started the texture and tried some color pattern and arrangement, this is where i went so far :
(yay angles flood) nothing final, I'm mostly fighting with this 512 map constraint >.<
oh man i just noticed the easybake mini oven part
BRILLIANT!
To me that gun looks like it was made to start with a pull string (like a lawnmower)
maybe instead of spinning up, your set up time is pulling the string.
On a more serious side, I'm adding some more modeling details to compensate the lack of texture resolution, so I'll see if I find something interresting that fit in the triangles budget for the trigger (if not I'll simply let it this way ~)
Maybe i'd make that white darker too much white for TF2 in my opinion.
We just need you to give us a picture of the trigger on the default Minigun in TF2 so we know where to start :poly121:
colors as awesome...dont change anything
Not much change in the texture I've added some modeling to regain some detail (I'm now around 7800 triangles) :
Miscellaneous question time ! I've notice that the model viewer was displaying twice as my poly count in maya.
Anyone know if there is something wrong in my model compilation that I get double sided mesh or is this the way that the model viewer handles any models? o.O (Cause I noticed that the original minigun get the same doubled poly count as in maya)
At least this is how Max works. Poly count shows the number of faces rather than the number of tris.
I was guessing that the model viewer was drawing triangles in a double sided way mostly because I've seen some thread on polycount where people get their model right in the model viewer but with reversed normal in TF2.
Modelviewer is counting each face as if it had two sides. Hence twice the number of polys.
Also, since Valve is using c_models now, there's no need to chop sides you won't see in first person.
@ Karkasmolenklok : I don't think I'll make it grey. In one of my first test, I did it in grey and it wasn't that much looking good. However I still haven't paint the black part variation in the texture yet, and I wanted to use these variation to get the beater slightly lighter.
Then there is also a texture mask to make the minigun completely black, but it's not the issue here
First, about the double polygon count in HLMV: that's a bug having to do with the cloaking code in your .vmt. It sounds strange, but if you set "$cloakPassEnabled" to 0, it'll fix your polygon problem. It's perfectly normal, so just leave $cloakPassEnabled to 1.
As for the view model animations, that's due to the fact decompiled animations tend to be a bit shit. The only known way to get around this is to use the $includemodel command.
- Copy and paste the minigun.mdl into a folder of your choosing, but within TF2's file structure (models/weapons/Anims works well)
- In your .qc add $includemodel "weapons/anims/minigun.mdl" (adjust to fit where you put the .mdl), and remove the $sequences.
$includemodel will copy over only the $sequence and $animation data, nothing else; you won't have two miniguns fighting for screen space.
Now I have to see how to handle the bones and mesh indexation in the .smd because when I export my smd model all element don't get exactly the same index and in my case for example, the hand animation is playing in a bad orientation.
Edit : nevermind, this problem was just due to the fact that I was removing the unused influence object during the skinning process, which was deleting some bones of the hierarchy. It works fine now (now I have to redo this but with the final model, this was just for testing purpose O.o; ). Thanks again OpethRockr55.
Merge edges would have been a better phrase to use on my half.
Only saxtion hale should have the ability to create such awsome weapons!
But if you do not care of saxtion hales wrath ... this is quite the heavy weapon! Also you must think about how the pyro will be jealous ...
But please continue the awsome work!
-spamqad
It should really have the batter beater appliance sound when it winds up.
INCREDIBLY PEERFECT!
While I still think the "Russian Chef" stereotype is a little farfetched... I think this could still pass because of Heavy's figure and love for eatings things such as the Sandwich.
Here's a suggestion: Elena.
[ame]http://www.youtube.com/watch?v=kW_W6VTEd4o[/ame]
The second gear of the minigun isn't moving as it's code controlled (I'll just mention it on the submission note stuff)
The cookie, chef hat and minigun seems ready now. (Just need to do a lil plate for the cookie as dropped item.)
I can't get something satisfying on the oven glove skinning and setup ( as well as there is no custom animation done) but as I like them visually, I think I'm gonna submit the model this way and let valve handle it.
As for the dish towel there was some skinning issue too, so I guess I'm gonna do a kind of pin or badge instead but I need some idea.
I really feel it would make your pack complete to include the mittens.
They fit the Chef theme perfectly and would be a good backup in case Valve decides they don't want the cookie, as there is a possibility they wouldn't want more items to have unfitting voice lines like the Dalakohs-bar or because it could be considered to stray a bit too far out of the "Chef" theme.
If you can't get the dish towel to work, just crap the idea of a misc item.
I personally don't think we need more medals, but do a misc item if you can come up with something interesting that isn't a medal :S
Please do a napkin bib