NassimO & Blaholtzen's Team Fortress 2 Texture Improvement Project
2,210 replies, posted
This Project's goal is to create higher quality, consistent and generally improved textures for Team Fortress 2.
It's a work in progress so if you notice anything you think we could improve (as that is the purpose of this project) please tell us.
We also appreciate other ideas, suggestions, questions and general feedback.
Right now we are focusing on the player textures.
[b]Things we are doing with the players include:[/b]
• Completely recreating each texture. Without errors. and in higher quality.
• Tinted AO's to match the soft shadows of the player lightwarp.
• Larger texture size for soldier, spy, sniper and demo (as their default is smaller then the other classes').
• Consistent colors team-wise based on the paint colors in order to match as well as possible. For example "Team Spirit" will by default be part of every class (except spy's) palette.
• Consistent textures between classes on both teams. Everything that isn't team colored will look the same.
• Paint strokes and edgehighlights on gear, accessories and solid objects.
• Customize the pack to your own preferences with optional colors, detail, class emblems, compression/optimization etc. (Final release only)
We have slowly begun to work on buildings, weapons, cosmetic items, decals, particles etc. as well.
We are doing similar improvements to them as to the playes, based on consistency and quality.
More info on this later.
Despite the name there will be a few models in this projects, some just to add team colors, others to fix errors and beta stuff.
[b]Join the steam group:[/b]
[b]Visit the website:[/b]
(Some may be outdated)
[b]Try out the pre-release:[/b]
Please make sure to give us credit if you publish re-textures based on thees textures or anything else that in some way includes our content.
[b]Crew and Credit:[/b]
[url=http://www.facepunch.com/members/290648-blaholtzen]Blaholtzen:[/url] Project Leader, Texture Artist, Texture Editor.
[url=http://www.facepunch.com/members/351421-NassimO-PotatO]NassimO:[/url] Project Leader, Texture Artist.
[url=http://www.facepunch.com/members/269924-Hecates]Hecates:[/url] Blood department. Texture Artist. AO/Texport Baker
[url=http://www.facepunch.com/members/202397-murphy7]Murphy:[/url] Modeler, Normal Mapper, Texture Artist, AO Baker.
[url=http://facepunch.com/members/52629-NeoDement]NeoDement:[/url] Modeler, Texture Artist, AO Baker.
[url=http://www.facepunch.com/members/391311-Agent-Fedora]Agent Fedora:[/url] Model editor, Texport Baker.
[url=http://www.facepunch.com/member.php?u=421524]Chaofanatic:[/url] Particle Wizard.
[url=http://www.facepunch.com/members/23355-Shugo]Shugo:[/url] Invulnerability Textures.
[url=http://www.facepunch.com/members/370914-Sexy-Robot]Sexy robot:[/url] AO Baker.
[b]Joining and helping:[/b]
If you feel like you could help us in any way such as providing good AO's, texturing or if you have made a fix or improvement you think would fit the pack, please contact us via PM or write in the thread.
so... no previews? what's the point?
Hopefully we actually get some content in here before the admins come by with POST THREAD WITH ACTUAL CONTENT
I think it's player textures and other misc. ones.
p sure that all their effort went into that logo
Threads need content :(
[QUOTE=DANKA;28448273]Threads need content :([/QUOTE]
Fool, the banner [i]is[/i] the content.
[QUOTE=Nexosz;28448257]p sure that all their effort went into that logo[/QUOTE]
took me all night :D
[QUOTE=DANKA;28448273]Threads need content :([/QUOTE]
it's a work in progress, we'll post progress in the morning (we're both Europeans)
a few screenshots I have will have to do for now, feel free to ask questions
Is it bad I noticed nothing different in those examples?
[QUOTE=blaholtzen;28448095]¤ Bigger textures for soldier, spy, sniper and demo (as their default is smaller then the other classes.[/QUOTE]
Can't wait for this
[QUOTE=blaholtzen;28448095]¤ Alternate class logos. Pick and choose your favorite[/QUOTE]
Oh YES. Like the Demoman: The dynamite, the round bomb, and the sticky bomb
[QUOTE=Totenkreuz;28448507]Is it bad I noticed nothing different in those examples?[/QUOTE]
no, that means the changes won't bother you :D
and i'll upload the comparison
[QUOTE=Mr. Marston;28448511]Can't wait for this[/QUOTE]
no need to, NassimO's HD textures are already released (link in OP)
Nice Header Blaholtzen. Any ETA for the pack? a month or 2?
[QUOTE=theharribokid;28448824]Nice Header Blaholtzen. Any ETA for the pack? a month or 2?[/QUOTE]
Thanks! No idea... We'll try to release as soon as we're done with something. We'll probably be updating a lot now in the beginning
When we're done with the players we'll move on to hats and probably lots of other stuff like weapons and props
[QUOTE=blaholtzen;28448637]no need to, NassimO's HD textures are already released (link in OP)[/QUOTE]
Is he going to do the other classes or were those the only ones he saw fit to be fixed?
[QUOTE=blaholtzen;28448388]took me all night :D
well then and it's a pretty cool logo so i expect my tf2 to turn into a game with graphics good enough for 2011
PLEASE make a higher quality spy tie. i was extremely disappointed when looking at the spy in model viewer. the tie is so ugly!
Feel free to add this to the OP: [url]http://filesmelt.com/dl/sexycane.zip[/url]
[QUOTE=Mad Chatter;28449289]Feel free to add this to the OP: [url]http://filesmelt.com/dl/sexycane.zip[/url][/QUOTE]
I assume i'll credit you?
Bro, you're awesome for doing this.
I've always hated the Medic's baby blue coat, so this is great. I look forward to seeing the other classes.
need [/B][/I]those medics
[url=http://wiki.teamfortress.com/w/images/a/a0/Sniper_cheers04.wav]Good on ya, mates![/url]
You can use these image links instead for the medic pictures. I liked your Medic fixes, so I took some time to take these screenshots in Source SDK so others can see the differences between the two versions. I had my graphics card force the highest graphical settings on the Source SDK for the best quality picture. (24x Sampling Edge-Detect AA, Morphological Filtering, 16x Anisotropic Filtering, etc.)
Also, something I noticed while looking at the pictures is that in the fixed version, you can see how the light warps differently on the dispenser colored part of the Medic's backpack. It would seem to me that the Red Team Medic has a larger reflection on the dispenser thing than the Blue Team Medic. Is it an inconsistency, or is it that the light reflection seemingly affects the Red Team Medic more just because of the color of the backpack?
Is this something that can be fixed in the .VMT file? If it can, you should make sure both teams have the same .VMT files for the most consistency.
Yes! I always wanted some good HD textures that FIT. Especially because of the ugly blurry logos.
I am glad to see that this topic is a success.
Tnx everybody !
The fixed medic is so sexy :D
and btw, when you guys are finished with this, please put it all into one zip.
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