Request : Jukebox

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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I seem to recall someone already made a '50s stuff pack or something and it had a jukebox in it. Or maybe I dreamed the whole thing.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Its rough but this is how much progress ive made. I still need to work on the normals and such, and there are few more details that I have to take care of.
jukebox%20ao.jpeg
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
jukebox3.jpeg

jukebox4.jpeg


Added a bit more detail and reworked the top to give it a more rounder curve like ABS suggested. Gonna try doing the record part inside. I havent decided if I want to animate it. Chances are I won't since it'll most likely be in the background anyways.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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I don't know if you guys realise this, but the map Nightclub has a jukebox that looks like what you'd want. I suggest asking Wolfiejoe or whoever made it if you can use it.

EDIT: SiniStaR, I see your name in the credits for Nightclub, were you the one who made the jukebox?
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
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EDIT: SiniStaR, I see your name in the credits for Nightclub, were you the one who made the jukebox?

Well I checked out the map, the only thing in there that I made are the potato sacks at the entrance of blu spawn that was it. Also if I had made the jukebox, I wouldn't being making another :p

I've never seen that jukebox before, but I can say that chances are its from gmod.org since he put that down as model credits.

EDIT: Even if that's the case I think i'll continue work on this since I'm already almost done with the modelling and I need practice anyways.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I don't know if you guys realise this, but the map Nightclub has a jukebox that looks like what you'd want. I suggest asking Wolfiejoe or whoever made it if you can use it.

EDIT: SiniStaR, I see your name in the credits for Nightclub, were you the one who made the jukebox?

That's the one I'm thinking of. And almost no part of that map looks the least bit Team Fortress 2-y, including the models, so yes, by all means press on with this.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Yup. I've done it before.

http://blog.jailbreaksource.com/?p=1120

You'll need to find out the name of those particles, but that should be as simple as taking a peek with GCFScape. Can only preview the effect in game once it's compiled tho.

Kep

Hmm I gave it try before I start uvmapping, but it didn't work for me, I believe my qc file was correct because I followed the same guidelines as the tutorial. It could also might be because I did it in 3ds Max.
 

EArkham

Necromancer
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Aug 14, 2009
1,625
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Does 3ds max strip out unused bones on export? I had that problem quite a few times with XSI. Had to check in HLMV each time to make sure the bones were there before checking in game. Also had to make sure they were in the hierarchy correctly, too, though I think that's an XSI specific issue.

Kep
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
@EArkham, can you give me a reference of your qc file with a particle system implemented? I did have a problem with the bones, I forgot to attach it to the model XP

But ya, if you can give me an example of the key_values I may have better luck since the one in the tutorial didn't work for me. I know this step right now is pretty much pointless at this point but, I would like to learn it now for future references.
 

EArkham

Necromancer
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Aug 14, 2009
1,625
2,774
Doh. Could have sworn I posted this yesterday. Guess I got distracted.

Unfortunately, I removed the particle section from the qc (it was with that firepoker I submitted; I was thinking I needed to clean up the unused stuff from the qc because of that). But it was pretty much exactly like they have here.

The particle used matters, too. I experimented with a couple of different ones (kritz works really great) and noticed that they all have different orientations and sizes due to what they were intended for. One particle was so far off center that it appeared underground. Don't remember exactly which one that was tho.

Kep
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
Hey guys, I got a mid term that requires the use of maya, so the jukebox is going to be on hold until I get that done. The jukebox has been finished more or less, but I still am trying to think of ways to reduce its 3207 polycount. So i'll just give you guys a nice picture.

jukebox5.jpeg
 

Acumen

Annoyer
aa
Jun 11, 2009
704
630
Don't reduce it if it changes the silhouette. Needs every triangle it can get :)