1. Post #4921
    Pikmin Master's Avatar
    September 2010
    574 Posts
    Re-requesting an eyelander replacement for the Sharp Dresser.

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  2. Post #4922
    NekuMisage's Avatar
    March 2012
    78 Posts
    Not trying to sound like a begger but can someone please fix this skin here:
    http://www.mediafire.com/?q2mcx35v6m6mmhx

    It is the afterburner,from the aviating arsonist pack,it was in emporium XLI

    Emporium's link is here:http://www.facepunch.com/threads/1124313

    Here's the thing:It can be seem on loadout screen but not out of it,would be really thankful if someone fixed it,probaly my favorite skin for backburner.
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  3. Post #4923
    I.E
    I.E's Avatar
    November 2010
    5 Posts
    Not trying to sound like a begger but can someone please fix this skin here:
    http://www.mediafire.com/?q2mcx35v6m6mmhx

    It is the afterburner,from the aviating arsonist pack,it was in emporium XLI

    Emporium's link is here:http://www.facepunch.com/threads/1124313

    Here's the thing:It can be seem on loadout screen but not out of it,would be really thankful if someone fixed it,probaly my favorite skin for backburner.
    It be pretty cool if somebody hexed it for the Phlogistinator as well.

    You know...if it's not too much trouble.

    Also, speaking of awesome stuff Ronin has made, is he still planing to remake the Undercover Overcoat?
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  4. Post #4924
    Gold Member
    Dennab
    April 2010
    14,106 Posts
    Pyro's Fireaxe animations

    http://youtu.be/lZbk9Ot2l3M

    Crits are welcome .
    You!
    Any chance you might be doing a 2 handed Scottish Resistance animation?
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  5. Post #4925
    Roninsmastermix's Avatar
    May 2011
    2,885 Posts
    I don't think that's sad at all. I think that's wonderful.
    Yep i can see a real fan right here. The "SADDER" part is that this particular fan is also disgruntled and being hung to the point of posting on other forums as well.
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  6. Post #4926
    Bonk Boy! NaNaNaNaNa...
    BANG!'s Avatar
    July 2006
    865 Posts
    I have made a little tool which "cleans" the .QC generated by the mdldecompiler app, basically the model decompiler adds information and some qc commands which are generated when the model is compiled and are for some not necesary to be defined in your qc or even should not be there in the first place and cause problems when compiling.

    This tool is probably more useful to beginners than people with experience on writing QC and compiling models or if like me you're lazy and when you decompile many models you want the QC to be cleaned in one click
    I know when I started I had tons of problems compiling, most came from the Qc which has a lot of useless data and I hope this may be useful to some.


    Download the tool:
    http://www.mediafire.com/?7daz8y23qo9wsvx

    In before reactions "this could be a virus!" here's the source code (VB.net, C# users gonna hate :/)
    http://www.mediafire.com/?f4r3689rlyzfc9f


    How to use: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button.

    Note that one of the other things that the mdldecompiler does is generate an idle.smd, this is totally useless when you compile, the idle sequence (which is basically one reference pose keyframe) is generated from the reference model (specified in the $model line), by default the "$sequence (idle)" is checked and will replace the idle file by your reference model file, so you can delete the idle.smd file generated by mdldecompiler.

    Very much the same goes for "$collisionmodel" checkbox, the physical model is generated from the referenced model so you can aswell delete the "phymodel.smd".
    Instead "Qc Cleaner" tool sets the collision model to be generated from the reference model and the collision mass, damping etc settings to be automatically calculated with the "$automass" command.






    Some example of QC cleaned with the app with default checkbox settings:

    Decompiled and generated by mdldecompiler:
    Code:
    $cd "C:\tf2_models\flipflops\decomp"
    $modelname "player/items/scout/flipflops.mdl"
    $model "body" "flipflops.dmx.smd"
    $cdmaterials "models\player\items\scout\"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "bip_knee_R" 0.000  -2.425  -4.187  20.775  1.179  2.472
    $hbox 0 "bip_foot_R" -2.141  -0.848  -1.451  1.572  6.759  4.407
    $hbox 0 "bip_toe_R" -2.571  -6.670  -1.229  2.292  5.065  1.376
    $hbox 0 "bip_knee_L" 0.000  -1.179  -4.187  20.775  2.425  2.472
    $hbox 0 "bip_foot_L" -1.572  -6.759  -4.407  2.141  0.848  1.451
    $hbox 0 "bip_toe_L" -2.292  -5.065  -1.376  2.571  6.670  1.229
    // Model uses material "models/player/items/scout/flipflops.vmt"
    $surfaceprop "cloth"
    $illumposition -3.020 0.000 11.188
    $sequence idle "idle" fps 30.00
    Cleaned with "Qc Cleaner":
    Code:
    $modelname "player/items/scout/flipflops.mdl"
    $body "body" "flipflops.dmx.smd"
    
    $cdmaterials "models\player\items\scout\"
    $surfaceprop "cloth"
    $sequence idle "flipflops.dmx.smd" fps 30

    Decompiled and generated by mdldecompiler:
    Code:
    $cd "C:\tf2_models\c_flamethrower\decomp"
    $modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
    $model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
    $lod 9
     {
      replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
    }
    $lod 14
     {
      replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
    }
    $lod 20
     {
      replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
    }
    $lod 25
     {
      replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
    }
    $cdmaterials "models\weapons\c_items\"
    $cdmaterials "models\effects\pyro\"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
    	{"models/weapons/c_items/c_flamethrower.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
     	{"c_flamethrower_blue.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
     }
    $hboxset "default"
    $hbox 0 "weapon_bone" -9.428  -17.595  -15.792  8.475  8.078  72.991
    $hbox 0 "weapon_bone_1" -0.054  -3.035  -7.678  1.333  1.690  0.844
    $hbox 0 "weapon_bone_L" -6.571  -4.849  -13.977  0.000  7.814  14.199
    // Model uses material "models/weapons/c_items/c_flamethrower.vmt"
    // Model uses material "models/effects/pyro/pilotlight.vmt"
    // Model uses material "c_flamethrower_blue.vmt"
    $attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
    $surfaceprop "metal"
    $illumposition 28.599 -0.477 -4.758
    $sequence idle "idle" fps 30.00
    $collisionmodel "phymodel.smd" {
    
    	$mass 1.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    Cleaned with "Qc Cleaner":
    Code:
    $modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
    $body "w_flamethrower" "c_flamethrower_reference.dmx.smd"
    
    $lod 9
     {
      replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
    }
    
    $lod 14
     {
      replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
    }
    
    $lod 20
     {
      replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
    }
    
    $lod 25
     {
      replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
    }
    
    $cdmaterials "models\weapons\c_items\"
    $cdmaterials "models\effects\pyro\"
    $texturegroup skinfamilies
    {
    	{"models/weapons/c_items/c_flamethrower.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
    
     	{"c_flamethrower_blue.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
    
     }
    $attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
    $surfaceprop "metal"
    $sequence idle "c_flamethrower_reference.dmx.smd" fps 30
    $collisionmodel "c_flamethrower_reference.dmx.smd" {$automass}
    Btw, there is still some trivial things which could be "cleaned" or written with less code but that's very specific I'll leave it up to the user, so far it should save you some time maybe, mostly help beginners to avoid Qc errors.
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  7. Post #4927
    Clovernoodle's Avatar
    May 2011
    5,186 Posts
    Don't understand a word of that post
    Rate winner anyways because it seems smart
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  8. Post #4928
    Gold Member
    Dennab
    December 2010
    3,893 Posts
    anyone know how I would go about deleting a UV in blender?
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  9. Post #4929
    "Epic Leddit pwner :)"
    UberMunchkin's Avatar
    March 2010
    12,113 Posts
    Don't understand a word of that post
    Rate winner anyways because it seems smart
    I didn't rate winner.
       Ok, I did   *


    *
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  10. Post #4930
    I'LL SUCK DICK FOR SELF-MADES
    Constructor's Avatar
    July 2011
    10,071 Posts
    I didn't rate winner.
       Ok, I did   *


    *
    You are slowly killing this trick by posting it in every thread.
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  11. Post #4931
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  12. Post #4932
    I'll take 20
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  13. Post #4933
    Captain Westcliff: Thinks Wales is an Island
    NeoDement's Avatar
    January 2006
    18,072 Posts
    I have made a little tool which "cleans" the .QC generated by the mdldecompiler app, basically the model decompiler adds information and some qc commands which are generated when the model is compiled and are for some not necesary to be defined in your qc or even should not be there in the first place and cause problems when compiling.

    This tool is probably more useful to beginners than people with experience on writing QC and compiling models or if like me you're lazy and when you decompile many models you want the QC to be cleaned in one click
    I know when I started I had tons of problems compiling, most came from the Qc which has a lot of useless data and I hope this may be useful to some.


    Download the tool:
    http://www.mediafire.com/?05mab59dy9xdsw4

    In before reactions "this could be a virus!" here's the source code (VB.net, C# users gonna hate :/)
    http://www.mediafire.com/?rpocon2va24d2qy


    How to use: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button.

    Note that one of the other things that the mdldecompiler does is generate an idle.smd, this is totally useless when you compile, the idle sequence (which is basically one reference pose keyframe) is generated from the reference model (specified in the $model line), by default the "$sequence (idle)" is checked and will replace the idle file by your reference model file, so you can delete the idle.smd file generated by mdldecompiler.

    Very much the same goes for "$collisionmodel" checkbox, the physical model is generated from the referenced model so you can aswell delete the "phymodel.smd".
    Instead "Qc Cleaner" tool sets the collision model to be generated from the reference model and the collision mass, damping etc settings to be automatically calculated with the "$automass" command.






    Some example of QC cleaned with the app with default checkbox settings:

    Decompiled and generated by mdldecompiler:
    Code:
    $cd "C:\tf2_models\flipflops\decomp"
    $modelname "player/items/scout/flipflops.mdl"
    $model "body" "flipflops.dmx.smd"
    $cdmaterials "models\player\items\scout\"
    $cdmaterials ""
    $hboxset "default"
    $hbox 0 "bip_knee_R" 0.000  -2.425  -4.187  20.775  1.179  2.472
    $hbox 0 "bip_foot_R" -2.141  -0.848  -1.451  1.572  6.759  4.407
    $hbox 0 "bip_toe_R" -2.571  -6.670  -1.229  2.292  5.065  1.376
    $hbox 0 "bip_knee_L" 0.000  -1.179  -4.187  20.775  2.425  2.472
    $hbox 0 "bip_foot_L" -1.572  -6.759  -4.407  2.141  0.848  1.451
    $hbox 0 "bip_toe_L" -2.292  -5.065  -1.376  2.571  6.670  1.229
    // Model uses material "models/player/items/scout/flipflops.vmt"
    $surfaceprop "cloth"
    $illumposition -3.020 0.000 11.188
    $sequence idle "idle" fps 30.00
    Cleaned with "Qc Cleaner":
    Code:
    $modelname "player/items/scout/flipflops.mdl"
    $model "body" "flipflops.dmx.smd"
    
    $cdmaterials "models\player\items\scout\"
    $surfaceprop "cloth"
    $sequence idle "flipflops.dmx.smd" fps 30

    Decompiled and generated by mdldecompiler:
    Code:
    $cd "C:\tf2_models\c_flamethrower\decomp"
    $modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
    $model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
    $lod 9
     {
      replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
    }
    $lod 14
     {
      replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
    }
    $lod 20
     {
      replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
    }
    $lod 25
     {
      replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
    }
    $cdmaterials "models\weapons\c_items\"
    $cdmaterials "models\effects\pyro\"
    $cdmaterials ""
    $texturegroup skinfamilies
    {
    	{"models/weapons/c_items/c_flamethrower.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
     	{"c_flamethrower_blue.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
     }
    $hboxset "default"
    $hbox 0 "weapon_bone" -9.428  -17.595  -15.792  8.475  8.078  72.991
    $hbox 0 "weapon_bone_1" -0.054  -3.035  -7.678  1.333  1.690  0.844
    $hbox 0 "weapon_bone_L" -6.571  -4.849  -13.977  0.000  7.814  14.199
    // Model uses material "models/weapons/c_items/c_flamethrower.vmt"
    // Model uses material "models/effects/pyro/pilotlight.vmt"
    // Model uses material "c_flamethrower_blue.vmt"
    $attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
    $surfaceprop "metal"
    $illumposition 28.599 -0.477 -4.758
    $sequence idle "idle" fps 30.00
    $collisionmodel "phymodel.smd" {
    
    	$mass 1.0
    	$inertia 1.00
    	$damping 0.00
    	$rotdamping 0.00
    }
    Cleaned with "Qc Cleaner":
    Code:
    $modelname "weapons/c_models/c_flamethrower/c_flamethrower.mdl"
    $model "w_flamethrower" "c_flamethrower_reference.dmx.smd"
    
    $lod 9
     {
      replacemodel "c_flamethrower_reference.dmx" "lod1_c_flamethrower_reference.dmx"
    }
    
    $lod 14
     {
      replacemodel "c_flamethrower_reference.dmx" "lod2_c_flamethrower_reference.dmx"
    }
    
    $lod 20
     {
      replacemodel "c_flamethrower_reference.dmx" "lod3_c_flamethrower_reference.dmx"
    }
    
    $lod 25
     {
      replacemodel "c_flamethrower_reference.dmx" "lod4_c_flamethrower_reference.dmx"
    }
    
    $cdmaterials "models\weapons\c_items\"
    $cdmaterials "models\effects\pyro\"
    $texturegroup skinfamilies
    {
    	{"models/weapons/c_items/c_flamethrower.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
    
     	{"c_flamethrower_blue.vmt"
     "models/effects/pyro/pilotlight.vmt"
    }
    
     }
    $attachment "muzzle" "weapon_bone" 0.64 2.35 58.05 rotate -81.92 -90.00 90.00
    $surfaceprop "metal"
    $sequence idle "c_flamethrower_reference.dmx.smd" fps 30
    $collisionmodel "c_flamethrower_reference.dmx.smd" {$automass}
    Btw, there is still some trivial things which could be "cleaned" or written with less code but that's very specific I'll leave it up to the user, so far it should save you some time maybe, mostly help beginners to avoid Qc errors.
    You might as well replace $model with $body, too. It's more efficient for models that don't have faceposing.
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  14. Post #4934
    LIVE XXX TF2 ITEMS
    TheHeartsman's Avatar
    November 2011
    1,913 Posts
    is also disgruntled and being hung to the point of posting on
    The grammer you've used here doesn't make sense. I think you need more HLMV screenshots for me to know what you're talking about.
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  15. Post #4935
    Gold Member
    Populus89's Avatar
    September 2009
    2,422 Posts
    It's april fools.

    Speaking of jokes:

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  16. Post #4936
    Gold Member
    AlfieSR's Avatar
    April 2009
    4,536 Posts
    For a moment I thought those tags on the arm said "POKEMON"
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  17. Post #4937
    BUY THE BROWN BOMBER
    psyke's Avatar
    February 2011
    6,772 Posts
    The grammer you've used here doesn't make sense. I think you need more HLMV screenshots for me to know what you're talking about.
    grammar
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  18. Post #4938
    Bonk Boy! NaNaNaNaNa...
    BANG!'s Avatar
    July 2006
    865 Posts
    You might as well replace $model with $body, too. It's more efficient for models that don't have faceposing.
    Thanks, updated the app/download link it does it now

    http://www.mediafire.com/?7daz8y23qo9wsvx

    Don't understand a word of that post
    Rate winner anyways because it seems smart
    True , I got too technical haha, here's a simpler explanation since this is also directed towards beginners.

    When you decompile a model with mdldecompiler it generates a QC file for recompiling, only it adds many useless commands that can cause problems to recompile.

    This tool cleans the useless commands and leave only what you really need.

    How to use: paste the decompiled QC code into the textbox, select/deselect the checkboxes for commands that you want removed and extra cleaning and clic "clean the crap!" button, copy/past the code back to your QC file.

    Note that once you clean your QC code, you won't need the "idle.smd" nor the "physmodel.smd" file that the mdldecompiler generated, if "$colllisionmodel" and "sequence(idle)" are checked.
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  19. Post #4939
    Bazkip's Avatar
    July 2011
    3,278 Posts
    I am actually aware of that and i didnt model it to that, i modelled it to hermes' wand which is winged but flipped 180 degrees around, so with the snakes up front, to make it a bonesaw i use the artistic freedom to flip it over and modify it. Same for the hat but up to a larger extent because the original one would just look like the proof of purchase with wings

    Did this to match my idea of the rocket jumping with your pocket

    Before anyone says hermes was the messenger of the gods, he was also the escorter to the gates of hell, which is fitting for a medic i thought
    Oh, well, alright. It just doesn't really seem to match the Medic that much though, and will only further the confusion between the symbols.

    Which is why I made (and am currently remaking) a Hermes set for Scout that has a Caduceus melee.
    And why you'll be getting tons of people telling you to give it to the Medic again
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  20. Post #4940
    insanox's Avatar
    May 2011
    204 Posts
    would something like this be possible for TF2? although projectiles wouldn't fire from the centre, it'd still be pretty neat to have (especially if you're using the original)

    also if someone does try to do this () then I wouldn't care about any broken animations, just to have it all in the middle would be good enough for me. I'd also give you a hat or something to do it because this is something I've wanted ever since the original came out
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  21. Post #4941
    ZOEY SMITH
    Sexy Robot's Avatar
    November 2010
    3,878 Posts


    I don't know.
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  22. Post #4942
    INFERIOR CROCODILE ALLIGATOR
    TheFishyG's Avatar
    January 2010
    1,383 Posts


    I don't know.
    Hmmm...would this be a misc or a hat? It would clip to hell with both.
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  23. Post #4943
    Robmortar's Avatar
    April 2007
    989 Posts
    did anyone else almost throw up all over their desk from laughing so hard at the tiny heavy soundpack
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  24. Post #4944

    March 2012
    530 Posts


    I don't know.
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  25. Post #4945
    BADGERPIG
    blaholtzen's Avatar
    May 2010
    4,323 Posts
    description right there
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  26. Post #4946
    Shadoxa's Avatar
    November 2010
    690 Posts

    My concept? Someone is actually doing my idea?
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  27. Post #4947
    Gold Member
    Fat White Lump's Avatar
    August 2009
    4,727 Posts
    I don't even play TF2 anymore but I need that beard.
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  28. Post #4948
    Bazkip's Avatar
    July 2011
    3,278 Posts


    I don't know.
    I suggest an alternate style with a banana
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  29. Post #4949
    Rozzy85's Avatar
    November 2009
    373 Posts


    Still deciding what to do with it for now but may as well release it as a mod since it's pretty much finished. Forgot to put that it replaces the normal GL.

    EDIT: I didn't include the right grenade pellet. Fixed it now.
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  30. Post #4950
    Harakiwi's Avatar
    November 2010
    569 Posts
    Dude, seriously, let it go.

    If you really want to get even with Psyke, go for creative. Make something amazing that will knock people's socks off. You have your own stuff going on, (for example your comics) it's more worthwhile and rewarding to spend your energy on. And I'm not saying this because you're texturing a set for me, that just takes time. Or siding with Psyke for that matter (he still needs to finish a hat of mine and that's about a month ago). I've grown to dislike seeing all this bickering that is still festering from both sides in the Emporium. I really doubt it's beneficial to us all.

    A wise man once said: "It's better to light a candle than curse the darkness"

    An even wiser man also said: "Sometimes it's better to light a flamethrower than curse the darkness."

    (hinthint)
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  31. Post #4951
    BY
    BY's Avatar
    January 2012
    267 Posts
    Dude, seriously, let it go.

    If you really want to get even with Psyke, go for creative. Make something amazing that will knock people's socks off. You have your own stuff going on, (for example your comics) it's more worthwhile and rewarding to spend your energy on. And I'm not saying this because you're texturing a set for me, that just takes time. Or siding with Psyke for that matter (he still needs to finish a hat of mine and that's about a month ago). I've grown to dislike seeing all this bickering that is still festering from both sides in the Emporium. I really doubt it's beneficial to us all.

    A wise man once said: "It's better to light a candle than curse the darkness"

    An even wiser man also said: "Sometimes it's better to light a flamethrower than curse the darkness."

    (hinthint)
    Doesn't that imply the wiser man wants to start a flame war?
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  32. Post #4952
    Harakiwi's Avatar
    November 2010
    569 Posts
    Doesn't that imply the wiser man wants to start a flame war?
    Ha, I'm just implying on the Pyro set of mine.
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  33. Post #4953
    Mnemosynaut's Avatar
    August 2009
    804 Posts
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  34. Post #4954
    install gentoo's Avatar
    May 2011
    499 Posts
    Why does the engineer have his beer in a pocket full of marshmallows?
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  35. Post #4955
    Roninsmastermix's Avatar
    May 2011
    2,885 Posts
    The grammer you've used here doesn't make sense. I think you need more HLMV screenshots for me to know what you're talking about.
    Maybe you need to look-up what "disgruntled" and "hung" mean.

    I don't think i need to prove myself to you regarding my work either. sorry.
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  36. Post #4956
    Tyrannosaur Fisherman Extraordinaire (Not Game Fish)
    Pie_Tony's Avatar
    May 2009
    4,806 Posts


    I don't know.
    Call it the "Cold Caller"
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  37. Post #4957
    Gold Member
    NassimO PotatO's Avatar
    October 2010
    2,172 Posts
    Call it the "Cold Caller"
    How about the "Hot Line" ?
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  38. Post #4958
    Gold Member
    Demon!'s Avatar
    November 2011
    4,979 Posts
    How about the "Hot Line" ?
    Everybody go home, you're not gonna beat this name.
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  39. Post #4959
    Roninsmastermix's Avatar
    May 2011
    2,885 Posts
    How about the "Hot Line" ?
    this takes the cake.
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  40. Post #4960
    Clovernoodle's Avatar
    May 2011
    5,186 Posts
    How about the "Hot Line" ?
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