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File 128962682093.png - (946.11KB , 1280x704 , Zombie Scoot WIP.png )
73 No. 73
I'm supposing that there is no possible way to get around the fact that classes of both teams will share one eye color (or in this case, set of 2 eyes) without recompiling something with 2 skinfamilies (this is me assuming the eye is it's own little entity. Skinning I know. Modeling is yet beyond my grasp and/or understanding). At this point, the eyes are pretty much the only thing besides the model itself that I can't change between teams (and we won't get into the whole "Different models for each team" discussion).

I would love to not have to make the BLU scootzombie have the exact same gouged eye, but I suppose if I have no choice, then such is life.

If the eye IS it's own little beast, then there's a slight chance I could correctly decompile/recompile it, if that is in fact what would need to be done. I might be waaaay off - again, I don't know models that well. If anyone has any ideas, this could unlock all kinds of possibilities, not only for skinning in general, but if I decide to make an entire zombie team of my own (I know it's been done, but I'm a zombie aficionado, and I wanted to do something with more extensive damage).

The fuck is with me and parentheses. Seriously.
Expand all images
>> No. 76
Yeah the yes is its own little beast. You gotta recompile and change the QC to have 2 sets of eyes, I guess. The only trick with the eyes without recompiling anything is creating new eyes like you did by editing the vmt and assigning them to the left or the right eye of a character, but I don't think you can create 2 different sets of eyes for the same model without recompiling
>> No. 77
>>76

Well, looks like I've got a task ahead of me. Time to go learn how to write QC files properly! Oof.
>> No. 79
Holy shit, I lvoe the detail in the blood and the eyes. Can't wait to see this one finished.
>> No. 157
File 12901254932.png - (964.71KB , 1182x650 , Zombie Scoot WIP 3.png )
157
Bah. Necrobumping my own thread, but I can't seem to locate the eyes on their own, so I'm just gonna find some creative way for BLU zombiescoot's eye to also be missing.

<- That's the little RED critter there. I guess that one is pretty much done. Not much I can do at the moment without altering the model. At least normal maps do offer some possibilities for creative carnage.

Anyhow, I've noted that in order to use a skin in Gmod, it needs to be "hexed", so I'm going to be reading up on how to do that, and I'm desperately hoping it's a relatively simple task with the right programs.

Now I must pose another question, I'm afraid. I'll just ask it here, as I don't want to litter up the fresh chan with unnecessary threads.

I've spent hours reading through tutorials and putzing around in various programs trying to animate a texture. Sprays I can animate, no problem - VTFEdit does all the work for you. But, even the most comprehensive tutorial I tried yielded no positive results.

I just want to make a steampunk Engineer, buildables, and weapons to go with my frontier justice, and I'm hellbent on putting little windows with moving gears, or a little pulsing light on Engie's goggles - just little touches. I had originally wanted to make the little thing at the back of the FJ be a tiny radar screen, but I gave up on that. I'm trying to remain within 7 frames of animation, I want it to cooperate with the normal map, and (probably the most damning) is that I work at double the size for every skin I do. For example, Engie's head I have at 2048x2048.

I figure this chan's got all of the best modelers and skinners, and someone here might be able to either let me know outright that it won't work with my specifications, or drop me a hint on the best way to compile a texture that large. I don't need step-by-step or anything, just any little tip would help, if anyone knows why it didn't seem to work following all the steps for using Vtex.

Thank you for your patience. I apologize for rambling and being generally pesky.
>> No. 161
>>157
Hexing is more tedious than it is complicated, honestly. And your zombiescoot is amazing. Are you planning to do any other classes?

As far as recompiling for revised eye mapping - it might be worth looking at the Valve sources rather than a decompiled model, as honestly I find the QCs as they were actually written easier to understand than the QCs as they get spat out by the decompiler.
>> No. 162
Holy cow, this zombie Scout is AMAZING. I'm mighty impressed by your modding skills.
>> No. 163
>>161

Heh...tedious I can handle. ADD brain is okay with tedious.

As for other classes, I am definitely planning on it. I'd like to do some of them after famous zombies, like make Heavy up like the poster zombie and Medic like "Flyboy" from the original "Dawn of the Dead", and make Soldier up like "Bub" from "Day of the Dead". And maybe Demoman could be "Big Daddy" from "Land of the Dead".

>>162

I'm more impressed with everyone else's modding skills. I'm limited to what I can do in two dimensions with textures, and even that confounds me at times.
>> No. 164
>>163
>maybe Demoman could be "Big Daddy" from "Land of the Dead".

OH SHIT YES OH GOD PLEASE
sorry.
I just really, really like Land of the Dead.
I wish i could help with your questions for modding, but i really know nothing about it, so i will just say that i really like your zombie Scout, especially how you did that eye. It looks creepily real.
>> No. 187
this is so relevant to all of my interests
>> No. 275
File 129141298375.png - (889.04KB , 1280x704 , Zombie Scoot Hands.png )
275
First-person zombie hands! Okay, well...you wouldn't be able to see them quite this well in-game, but you get the idea.

It's a shame that you can't have team-colored first-person Scout hands, but there's so much blood on them, it doesn't really matter all that much anyway. The current difference in skin color between RED zombiescoot and BLU zombiescoot is noticeable, but minimally so.

Soon as I finish BLU zombiescoot, fix the world-view hands on RED, and make some huds/select icons, the little buggers will be ready to ship out, and I can start on the next zombie.

But who? I'm thinking Medic next...
>> No. 284
>>275
Wow, I can't wait. The progress looks wonderful.
>> No. 298
god DAMN, son.

i am going to pose the ever liveing shit out of these
>> No. 299
damn...
makes me really want these skins when I'm playing ZombieFortress.
>> No. 323
>>299

That was the thought behind it, actually. I might stick to getting the useable melee classes from that out of the way first. I forget if there's any others you can use besides Scout and Spy...
>> No. 337
>>323
for Zombie Fortress?
The zombies would be Spy, Scout, and Heavy.
This one server jokingly called them Smokers, Hunters, and Tanks.
>> No. 649
File 130076169937.png - (681.65KB , 1102x704 , Zombie Faces.png )
649
I took a break from painting an ugly-ass fish for my sister to get these finished up.

All I need to do is make the stretch and compress for the BLU Scout's head (I have no idea why I felt the need to make hwm heads...)

So, yeah. If anyone still wants these, I should have them done tomorrow.
>> No. 650
File 130076887419.jpg - (21.17KB , 400x219 , 1765456887856.jpg )
650
>>649
>> No. 651
I forgot about HUDs and class select icons. FGSJALKKSKJDSAFVBDMNERHSH
Maybe tomorrow.
>> No. 653
>>649

Sexy

MOAR AND RELEASE NAO
>> No. 654
Considering pain and other things want to hinder me lately, I can only hope to have them released sometime before the end of the week (aka Sunday).

Other fun fact:

There's like 6 motherfucking inches of snow outside.
>> No. 655
>>654
At least snow is fun, we've got buckets of rain here.
As for the models, holy mackerel, I love the bullethole in Red Scout's forhead.
The details for both Scouts are amazing and I can't wait to see them in action.
>> No. 657
File 130100550387.jpg - (576.90KB , 1000x625 , Main.jpg )
657
I have no idea how in the HELL this pack has a larger filesize than my candy-themed buildables (which included particle effects, sprites, and many more textures overall), but as it stands, it is too large to be hosted on Gamebanana. I might just have to release the hwm heads seperate, maybe.

I compressed the shit out of everything (which I pray doesn't affect the appearance too much...), and there's just no way I can upload them there at the moment.

So, until I figure out how I'm going to handle this, I'm going to have to use Megaupload.

http://www.megaupload.com/?d=2F8882XR

Considering how long it took just to put together the renders, I'm fairly miffed. At least I amused myself in the process by faceposing the zombies into trollfaces.
>> No. 658
File 130100614381.png - (159.89KB , 428x419 , Troll Zombie.png )
658
>>655

Boolit hole? Or...ARROW hole? Hurr.
>> No. 659
>>658
you can upload this hot skin on the Chan if you want
(i love you)
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