1. Post #4041
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,785 Posts
    I know, but I was actually making chocolate pudding and making the promo at 1AM.

    On retrospect, I believe doing both was a bad idea.
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  2. Post #4042
    Gold Member
    Lexar's Avatar
    November 2011
    555 Posts


    im really sorry if this is badly packed, this is my first ever weapons skin, so please i ask really truly ask that anyone report issues with this as i do not expect to get it right first go.

    none the less, enjoy the mod
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  3. Post #4043
    Marik Bentusi's Avatar
    June 2010
    6,141 Posts
    But i'm keeping the "Kills" and the "Heads batted in" marks. Those are somethin' i want to keep~
    Not an expert, but maybe make the marks fewer but bigger to reduce optical clutter.
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  4. Post #4044
    Gold Member
    Lexar's Avatar
    November 2011
    555 Posts
    can someone give me vmt code to make parts of textures glow?
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  5. Post #4045
    I'M AN AUSSIE FAGGOT
    HyperTails's Avatar
    December 2008
    25,935 Posts


    im really sorry if this is badly packed, this is my first ever weapons skin, so please i ask really truly ask that anyone report issues with this as i do not expect to get it right first go.

    none the less, enjoy the mod
    Makes me want to model a Decker type of sword.
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  6. Post #4046
    Judging people just because of their avatars/titles is RETARDED
    Bryceanater's Avatar
    March 2011
    8,563 Posts


    did someone ask for this ages back, cannot remember, did it anyway because i could
    Genuine Mark of the Shield?
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  7. Post #4047
    Eeshton's Avatar
    October 2010
    10,376 Posts
    7 am!

    oh wait am I too late
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  8. Post #4048
    Gold Member
    NapyDaWise's Avatar
    January 2011
    1,808 Posts
    How does the beard look with the blighted beak?
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  9. Post #4049
    Makes me want to model a Decker type of sword.
    Do it. While you're at it, make the decker specialist hammer too.
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  10. Post #4050
    Gold Member
    Captain Chalky's Avatar
    September 2010
    7,728 Posts
    Separate the beard and goggles?
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  11. Post #4051
    kenshin6's Avatar
    December 2011
    1,636 Posts
    Last night I started making a blacksmith apron for engi

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  12. Post #4052
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    Last night I started making a blacksmith apron for engi

    Have fun rigging it
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  13. Post #4053
    kenshin6's Avatar
    December 2011
    1,636 Posts
    Have fun rigging it
    Oh trust me, I will
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  14. Post #4054
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    In other news, last night I finally baked my dragon gibs. Texturing when I get home, unless something comes up
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  15. Post #4055
    Rainbowmaker's Avatar
    April 2011
    1,283 Posts
    Can anyone help me please?I can't figure out how to make team colors work:
    Code:
    $cd "C:\Users\Steven\Documents\Engineer"
    $modelname "player\items\engineer\engineer_hardhat.mdl"
    $model "body" "engineer_hardhat.smd"
    $cdmaterials "\models\player\items\engineer\"
    $texturegroup skinfamilies
    {
    { "models\player\items\engineer\engineer_hardhat.vmt" }
    { "engineer_hardhat_blue.vmt" }
    }
    // Model uses material "\models\player\items\engineer\engineer_hardhat.vmt"
    // Model uses material "engineer_hardhat_blue.vmt"
    $surfaceprop "metal"
    $sequence idle "idle" loop fps 30.00
    $collisionmodel "engineer_hardhat.smd" {
    
    	$mass 5.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    Engineer_hardhat and engineer_hardhat_blue are the texture/material names
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  16. Post #4056
    sasurai's Avatar
    May 2011
    916 Posts
    In other news, last night I finally baked my dragon gibs. Texturing when I get home, unless something comes up
    Mmmm.. baked dragon gibs... *drool sound*
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  17. Post #4057
    But there is one they fear... Dovahkink - Dragonporn!
    lemonade1950's Avatar
    June 2011
    1,536 Posts
    Can anyone help me please?I can't figure out how to make team colors work:
    Code:
    $cd "C:\Users\Steven\Documents\Engineer"
    $modelname "player\items\engineer\engineer_hardhat.mdl"
    $model "body" "engineer_hardhat.smd"
    $cdmaterials "\models\player\items\engineer\"
    $texturegroup skinfamilies
    {
    { "models\player\items\engineer\engineer_hardhat.vmt" }
    { "engineer_hardhat_blue.vmt" }
    }
    // Model uses material "\models\player\items\engineer\engineer_hardhat.vmt"
    // Model uses material "engineer_hardhat_blue.vmt"
    $surfaceprop "metal"
    $sequence idle "idle" loop fps 30.00
    $collisionmodel "engineer_hardhat.smd" {
    
    	$mass 5.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    Engineer_hardhat and engineer_hardhat_blue are the texture/material names
    Try one of these:
    -- Add $cdmaterials "" right after your currently existing $cdmaterials line
    -- Make sure that the red texture in the QC matches that in engineer_hardhat.smd

    Otherwise I don't know what to do right now

    ~~~~~~~~~~~~~~~~~~~~~~~~~~

    Mmmm.. baked dragon gibs... *drool sound*
    :(
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  18. Post #4058
    kenshin6's Avatar
    December 2011
    1,636 Posts
    Can anyone help me please?I can't figure out how to make team colors work:
    Code:
    $cd "C:\Users\Steven\Documents\Engineer"
    $modelname "player\items\engineer\engineer_hardhat.mdl"
    $model "body" "engineer_hardhat.smd"
    $cdmaterials "\models\player\items\engineer\"
    $texturegroup skinfamilies
    {
    { "engineer_hardhat" }
    { "engineer_hardhat_blue" }
    }
    $surfaceprop "metal"
    $sequence idle "idle" fps 30.00
    $collisionmodel "engineer_hardhat.smd" {
    
    	$mass 5.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    Engineer_hardhat and engineer_hardhat_blue are the texture/material names
    I edited your qc, try it like this.

    Also, make sure your red and blue vmt's are pointing to the right textures
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  19. Post #4059

    Don't want to go through the gcf to find the vmt, because it's 3am and I need to sleep
    Not sure why, but I was reminded of this guy
    Wasn't someone making this mask and hat for the pyro at some point?
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  20. Post #4060
    StormriderShift's Avatar
    November 2010
    376 Posts
    4 am?! You'd have to have lost control of your life to make it at a time like that.
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  21. Post #4061
    BUY THE BROWN BOMBER
    psyke's Avatar
    February 2011
    6,697 Posts
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  22. Post #4062
    Gold Member
    Venezuelan's Avatar
    September 2011
    11,615 Posts
    make a third style so you can call it "dandy"
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  23. Post #4063
    QUACK
    Not_Yet's Avatar
    December 2008
    5,165 Posts
    much better now, i take back what i said!
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  24. Post #4064
    Gold Member
    Populus89's Avatar
    September 2009
    2,421 Posts
    Isn't the modest pile already paintable.
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  25. Post #4065
    Gold Member
    NapyDaWise's Avatar
    January 2011
    1,808 Posts
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  26. Post #4066
    Roninsmastermix's Avatar
    May 2011
    2,839 Posts
    Hmmm. I could add a few more loops in there, especially the rim. Make it a bit smoother.
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  27. Post #4067
    Erfly's Avatar
    April 2011
    5,339 Posts
    Isn't the modest pile already paintable.
    No it isn't.
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  28. Post #4068
    Gold Member
    Joey90's Avatar
    October 2011
    741 Posts
    can someone give me vmt code to make parts of textures glow?
    If nobody else has told you already $selfillum 1

    It's incompatible/difficult to use with a few other effects though - transparency, paintability etc.
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  29. Post #4069
    Rainbowmaker's Avatar
    April 2011
    1,283 Posts
    I edited your qc, try it like this.

    Also, make sure your red and blue vmt's are pointing to the right textures
    They do point to the right textures,what i meant by not working is that in hlmv i see "skin 1" and "skin 2" but skin 1 is red texture and skin 2 is still red texture
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  30. Post #4070
    BUY THE BROWN BOMBER
    psyke's Avatar
    February 2011
    6,697 Posts
    Isn't the modest pile already paintable.
    Dunno. maybe valve intended to impliment it but forgot?

    they have a habit of forgetting to include that kinda junk
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  31. Post #4071
    Gold Member
    Joey90's Avatar
    October 2011
    741 Posts
    They do point to the right textures,what i meant by not working is that in hlmv i see "skin 1" and "skin 2" but skin 1 is red texture and skin 2 is still red texture
    Tried using Unload Weapon?
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  32. Post #4072
    Roninsmastermix's Avatar
    May 2011
    2,839 Posts
    They do point to the right textures,what i meant by not working is that in hlmv i see "skin 1" and "skin 2" but skin 1 is red texture and skin 2 is still red texture
    Maybe you loaded the same model as a "weapon". Try unloading the weapon and see.

    ninja'd
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  33. Post #4073
    Gold Member
    Captain Chalky's Avatar
    September 2010
    7,728 Posts
    Isn't the modest pile already paintable.
    This is just in:
    It's okay to do a million rocket launchers, shotguns, shovels and helmets for the Soldier; but once you make another bowler hat, you are so crossing the line you can't even see the line anymore.
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  34. Post #4074
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,785 Posts
    This is just in:
    It's okay to do a million rocket launchers, shotguns, shovels and helmets for the Soldier; but once you make another bowler hat, you are so crossing the line you can't even see the line anymore.
    Bowler hats have a consistant shape.
    Rocket launchers don't.
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  35. Post #4075
    Rainbowmaker's Avatar
    April 2011
    1,283 Posts
    Tried using Unload Weapon?
    Maybe you loaded the same model as a "weapon". Try unloading the weapon and see.

    ninja'd
    I tried,but still,on Skin 1 it's red (normal),but on Skin 2 it's still red when it should be blue,i checked the Vmt's + the vtf's and they are pointing to the right texture,and it's the blue texture
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  36. Post #4076
    Gold Member
    Captain Chalky's Avatar
    September 2010
    7,728 Posts
    Bowler hats have a consistant shape.
    Rocket launchers don't.
    And that is why they are forced to look similar.
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  37. Post #4077
    BUY THE BROWN BOMBER
    psyke's Avatar
    February 2011
    6,697 Posts


    Shiiit Wouldja look at all those similar hats.
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  38. Post #4078
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,785 Posts
    I believe that if something similar is ingame, you shouldn't make it.
    I mean especially if it is in a pack, as you just seem to try and tack on something for the sake of having an extra item ingame.

    For example, I was going to do a bowler hat for the Mad scientist/enlightenment pack for medic, but I chose not to because we already have 101 different types, instead I'm focusing on giving him two distinctive misc items instead.

    What I'm saying is move away from the bowler hat because it has versions already ingame and focus on another misc or something.
    keep your pack fresh and original and ultimately it will look ten times better and have 1,000 times more appeal.
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  39. Post #4079
    Rainbowmaker's Avatar
    April 2011
    1,283 Posts
    I believe that if something similar is ingame, you shouldn't make it.
    I mean especially if it is in a pack, as you just seem to try and tack on something for the sake of having an extra item ingame.

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  40. Post #4080
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,785 Posts
    I don't get what you're trying to get across here.
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