I present, the "Gentle Manne's Aeronauts" pack for the soldier. Because he's the most airborne of the classes, I figured I could make him a leather flight hat and goggles, a launcher designed for flight, and an official pair of flight wings to wear showing his proficiency in aeronautic endeavours.
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the concept looks really cool, should be interesting to see this develop !
I DO think you should consider a replacement shotgun or melee instead of the Flight Wings (although I love them) and maybe incorporate the Flight Wings as part of the hat that appear on the chest or even pinned to the leather hat?
I think 2 - 3 weapons will have a better chance of winning than a hat/misc and 1 weapon, imho.
I've given it some thought. There's lots of potential in the shotgun, you could take inspiration from the shapes of WW1 biplane machine gun silhouettes. It could still be a shotgun and use the animations, but be very distinctive.
Here's some gun shape references:
For the melee, maybe he could use an airplane propeller rigged to a rotor with tape and bolts?
WW1 fighter plane for reference:
I always thought (since that page referenced the soldier) that his rocket launcher unlock would be loosed basely on a zeppelin
Khthon: I did see your post, thanks for all the great reference. I may do the gun instead of the wings if I find enough time to work on it. Kids make finding time for mod work difficult.
Yeah, but that was made by daimao, and he said he wouldn't be submitting most of his hat mods.
/not helpful at all
It's hard to choose
2 just looks silly, and 4 lacks the cool goggles.
1, I like the comedy of 2 but maybe it could be more subtle, he could have a pair on the back of his head and a pair around his neck as well as the main pair of goggles?
Go to Steam-SteamApps-Username-Source SDK Base-Source SDK Content-TF-Modelssrc-Player. Choose a class, there will be three folders there, go to parts and choose your format
I was able to get the SMDImporter working and got the SMD file in, but I have the same issue as with the OBJ, no UV's set up for the texture file.
This is what it looks like in-program. The textures tile, which I haven't seen before, and it's just a mess of UV's. They seem like they're mapped in the right places if I load the correct TGA for each bit.