You should try resubmitting the Hazmat as a Whole Head replacement without the lenses replacements (though the Deus Specs one was pretty cool, but *sigh*).
[QUOTE=mixshifter;35034005]Basically, Valve doesn't want to do extra work. Though it's sort of understandable since if they WERE to add any v_models, they'd have to keep doing it as Spy items got added.[/QUOTE]
Except they never have v_models for aesthetics that change the arms, and they probably never will.
I don't understand how bodygroups work, and I won't pretend like I do, but this simply seems silly to me to reject the Stylish Spy. It'd be really complex work, so I've heard, but I bet it's not only entirely possible, but worth it.
It's easily one of the most popular mods on the workshop far and away, and if they'd be willing to take the time to do it, it'd bag them quite a profit. It barely alters the silhouette, and if it's an issue of class recognizability from a distance, it's no more an alteration to the class' recognizable colors than the Purity Fist or the Fast Learner.
Really if they just fought through complications it'd be worth it
[QUOTE=Clovernoodle;35034089]Except they never have v_models for aesthetics that change the arms, and they probably never will.
I don't understand how bodygroups work, and I won't pretend like I do, but this simply seems silly to me to reject the Stylish Spy. It'd be really complex work, so I've heard, but I bet it's not only entirely possible, but worth it.
It's easily one of the most popular mods on the workshop far and away, and if they'd be willing to take the time to do it, it'd bag them quite a profit. It barely alters the silhouette, and if it's an issue of class recognizability from a distance, it's no more an alteration to the class' recognizable colors than the Purity Fist or the Fast Learner.
Really if they just fought through complications it'd be worth it[/QUOTE]
It's more performance costs, they found out that bodygroups like pyro's head are actually quite costly to performance.
So I'm betting they rejected it based on that fact, I recall them saying they weren't going to add any more bodygroups until they found a better solution that's less costly.
[QUOTE=Mellowbloom;35024035][IMG]http://i44.tinypic.com/347xsp2.png[/IMG]
reposting some more old concepts because it's all I can do
[SUB]ignore my herp stats[/SUB][/QUOTE]
i can see myself modeling this soon, after i finish my train lights (hey basically are, just gotta upload them, cbf to though to be honest as no one really wanted it) and deodorants concepts (the medic saw become corrupt FUUUU.. was sad day for me ;_;
[QUOTE=Harakiwi;35026828]I can't speak for the others, but I'm kinda glad with a closure. Or else it would have just been the days before the Workshop where you were left in the dark. Though it's better to get a small explanation whether it's copyright, quality or a technical thing. Feedback can help a lot in the future.
Perhaps Ronin got some info about his items?[/QUOTE]
Maybe very very late, (was sick for 3 days now and counting) i have gotten a response from valve.
Spy coat = They didn't like how it changes the silhouette too much. (so those who were saying that before was right all along. I should have acted on your suggestions.) And there are far too many penetrating geometry. Although there is zero clipping "outside" the model, it does mess up with the weights of the model.
The Engineer Guns = I did not get a response to this. I'm both disappointed and glad that it finally got a definite answer. My only logical conclusion is that there is no way for this to be implemented that won't disrupt the balance of the game. There is no way to slap on any weapon stat on the model because the model itself suggested the "kind" of stats that it will use. (a gun cannot use gunboat's stats can it? ) Sure i was disappointed that after so long and even after valve themselves gave me a hand on how to make bodygroups for it, i am glad that its a definite answer rather than a "maybe".
Remake the overcoat. Please.
[QUOTE=Totenkreuz;35034388]Remake the overcoat. Please.[/QUOTE]
And yes, that is in the works. Now that i know whats wrong with it, i definitely have a better idea on how to make it.
On thing strange i find is that the Kringle also had penetrating geometry and yet they opted to use them nonetheless.
Also for those who might be wondering, here's a qoute from the mail:
[quote]"One of the guys here recently took a pass and went through some of the top rated items that we didn’t think were compatible. We don’t want items we can’t ship to sit at the top of the list and cause people to wonder if we’re paying any attention to them. I can’t speak for all of the ones he flagged off the top of my head, but there were a great many that were technical limitations, copyright, or changed the character in ways that could affect game play.
The spy coat was a combination of things - we didn’t like how it changed the spy’s silhouette and there was penetrating geometry."[/quote]
Another thing i want to ring on is that many people tend to mix-up copyright from intellectual properties. These are 2 different things. copyright will definitely point you out the feature of a specific property, that is sanctioned by law, to be used only in the manner that the copyrighted entity stipulated. Thats a clear "cannot be used unless we say so" thing. Intellectual property on the other hand is not so clear but the likeness of that property can be disputed by either side on legal grounds. That's a "Hey! that looks like my mustache, i can take you to court with that!". Both though valve seems to want to be safe. I would too if it was me. (actually been there and "almost" done that)
Shame for all the blood, sweat and tears though. Im just glad my items didnt have IP issues.
[editline]7th March 2012[/editline]
[QUOTE=Pie_Tony;35034203]It's more performance costs, they found out that bodygroups like pyro's head are actually quite costly to performance.
So I'm betting they rejected it based on that fact, I recall them saying they weren't going to add any more bodygroups until they found a better solution that's less costly.[/QUOTE]
And this too. Also they may already have a better solution, a new engine and game framework.
[QUOTE=Clovernoodle;35033997]...costly?
What, is it, like, $300 a wireframe or something?[/QUOTE]
Not entirely sure, but when they refer to "cost", pretty sure they're talking about a thing like a Poly budget.
[QUOTE=Lexar;35034212]i can see myself modeling this soon, after i finish my train lights (hey basically are, just gotta upload them, cbf to though to be honest as no one really wanted it) and deodorants concepts (the medic saw become corrupt FUUUU.. was sad day for me ;_;[/QUOTE]
♥
I'm still not seeing where the Hazmat falls into this puzzle, as it doesn't have any of those problems and very easily could just have the hat only version without the miscs accepted.
I think they may have overestimated the influence it has on the silhouette, and if you re-submit it Spark, you should include that diagram you posted.
[QUOTE=ned_ballad;35034589]I'm still not seeing where the Hazmat falls into this puzzle, as it doesn't have any of those problems and very easily could just have the hat only version without the miscs accepted.
I think they may have overestimated the influence it has on the silhouette, and if you re-submit it Spark, you should include that diagram you posted.[/QUOTE]
Maybe they just don't want his head utterly covered. Even with the Last Breath etc, you can still tell it's the pyro if you've seen the mask before. Looking at the hazmat, it completely covers it.
[QUOTE=Mellowbloom;35034661]Maybe they just don't want his head utterly covered. Even with the Last Breath etc, you can still tell it's the pyro if you've seen the mask before. Looking at the hazmat, it completely covers it.[/QUOTE]
This is may be true. This is what greenmarine said:
[quote]We try to avoid shipping items in TF2 that occlude faces because 1) the faces are there and the perf hit is going to happen no matter what and 2) the faces are a key component of expressing a character's personality... You'll notice that the masks in TF2 that completely occlude faces tend to be holiday restricted...that's intentional. [/quote]
wait wait wait wait
[quote]Also they may already have a better solution, a new engine and game framework. [/quote]
:O
[QUOTE=ned_ballad;35034737]wait wait wait wait
:O[/QUOTE]
see alien swarm framework.
Yea, but that requires a huge update to move a game to an updated engine. Huger than I think Valve is willing to release (it'll certainly go over the 500mb cap they have for TF2 updates)
[IMG]http://i.imgur.com/MyYh3.png[/IMG]
Problem solved
I'll take my payment in hat dollars please
[QUOTE=Roninsmastermix;35034724]This is may be true. This is what greenmarine said:
[quote]2) the faces are a key component of expressing a character's personality...[/quote][/QUOTE]
well gee this sure changes [I]everything[/I] about the hazmat headgear
[QUOTE=ned_ballad;35034795]Yea, but that requires a huge update to move a game to an updated engine. Huger than I think Valve is willing to release (it'll certainly go over the 500mb cap they have for TF2 updates)[/QUOTE]
i prefer to call it tf3
Also, my new tablet just arrived
once I learn how to draw, prepare for MORE CONCEPTS THAN ANYONE HAS EVER WANTED.
[QUOTE=Roninsmastermix;35034462]-words-[/QUOTE]
Thank you for sharing the info with us. At least the reasons are more clear now, instead of speculating why. (So I take Valve IPs are a no-go area too.)
Though I still wish that we didn't rely on you to get that information from Valve, it's better something than nothing at all.
Well, DOTA2's way of doing is pretty good. Models are split into parts, such as sven_head, sven, sven_gauntlet, sven_sword etc
[editline]7th March 2012[/editline]
as in .MDLs
[QUOTE=Roninsmastermix;35034462]And yes, that is in the works. Now that i know whats wrong with it, i definitely have a better idea on how to make it.
On thing strange i find is that the Kringle also had penetrating geometry and yet they opted to use them nonetheless.
Also for those who might be wondering, here's a qoute from the mail:
Another thing i want to ring on is that many people tend to mix-up copyright from intellectual properties. These are 2 different things. copyright will definitely point you out the feature of a specific property, that is sanctioned by law, to be used only in the manner that the copyrighted entity stipulated. Thats a clear "cannot be used unless we say so" thing. Intellectual property on the other hand is not so clear but the likeness of that property can be disputed by either side on legal grounds. That's a "Hey! that looks like my mustache, i can take you to court with that!". Both though valve seems to want to be safe. I would too if it was me. (actually been there and "almost" done that)
Shame for all the blood, sweat and tears though. Im just glad my items didnt have IP issues.
[editline]7th March 2012[/editline]
And this too. Also they may already have a better solution, a new engine and game framework.[/QUOTE]
Copyright, trademarks and patents are all forms of IP and protected as such.
The Mythical moustache was a likeness to a real person, and falls under that person's right of publicity which protects their name and likeness from being used to earn money by a third party.
[QUOTE=Constructor;35035375][t]http://dl.dropbox.com/u/40395733/flaregun_that_looks_nothing_like_the_loch_n_load.png[/t]
Progress.[/QUOTE]
So, what is it? (I know its a flare gun!)
[QUOTE=Gamzee;35035821]So, what is it? (I know its a flare gun!)[/QUOTE]
A flare gun
[QUOTE=Totenkreuz;35035845]A flare gun[/QUOTE]
IM LEARNING! :v:
[QUOTE=Totenkreuz;35035845]A flare gun[/QUOTE]
I thought that was medigun.
[QUOTE=Whiskered;35036178]I thought that was medigun.[/QUOTE]
Obviously a grenade launcher.
Waaait..
[QUOTE=pedrus24;35032844]Edge split. I think.[/QUOTE]
I'll edge split and let you know how it goes...
It's obviously a pitchfork.
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