• Major Update Speculation Thread V3: Tonight's the Night, forever and always
    7,887 replies, posted
[QUOTE=emmens;36356403]Imagine what would happen if people painted their black box's Orange THE VISUAL PUNS PEOPLE[/QUOTE] its already a valve pun though
[QUOTE=Ayane-152;36356507]I really wished Valve made the Triclops a misc instead of a hat.[/QUOTE] You're not alone. There are lots of people who enjoy horrendous clipping too.
[QUOTE=Fillmore;36356254]2)when Engie dies whilst wearing the set, his voice turns normal, is this a glitch?[/QUOTE] It's a bug because when the engineer dies, the items are no longer equipped on the player entity.
[QUOTE=emmens;36356403]Imagine what would happen if people painted their black box's Orange THE VISUAL PUNS PEOPLE[/QUOTE] Is it racist if I paint my black box white?
Do you think that if I asked valve to make cl_jigglebone_framerate_cutoff 0 leave jigglebones always on and have -1 set them always off (instead of currently, where 0 is always off and -1 is meaningless) they'd do it? Seems to me like it ought to be nothing more than replacing a "0" with a "-1" in some if statement.
[QUOTE=Gabriel_Gore;36346952][video=youtube;ePbIFDT9QNQ]http://www.youtube.com/watch?v=ePbIFDT9QNQ[/video] We're the heavy The update is the sandvich And the sniper is Valve Am i right?[/QUOTE] [img]http://i273.photobucket.com/albums/jj240/PitchblackDragon1/Heavy-Version-2.gif[/img]
[QUOTE=Armisael;36356802]Do you think that if I asked valve to make cl_jigglebone_framerate_cutoff 0 leave jigglebones always on and have -1 set them always off (instead of currently, where 0 is always off and -1 is meaningless) they'd do it? Seems to me like it ought to be nothing more than replacing a "0" with a "-1" in some if statement.[/QUOTE] If you want it always on, change it to 1. If your framerate is below 1FPS you won't see the jigglebones anyway.
Even at 1 jiggle bones aren't entirely as smooth as they used to be a year and a half ago
[QUOTE=AlfieSR;36356945]If you want it always on, change it to 1. If your framerate is below 1FPS you won't see the jigglebones anyway.[/QUOTE] When I'm rendering out motion blurred video using host_framerate 900 to get 30 frames/frame, the game registers me as playing at somewhat less than 1 fps. Even so, I would like to have jigglebones.
[QUOTE=Armisael;36356802]Do you think that if I asked valve to make cl_jigglebone_framerate_cutoff 0 leave jigglebones always on and have -1 set them always off (instead of currently, where 0 is always off and -1 is meaningless) they'd do it? Seems to me like it ought to be nothing more than replacing a "0" with a "-1" in some if statement.[/QUOTE] Conditionals treat zero as false and non-zeros as true. Asking for zero to be true and -1 to be false and then have positive values to also be true doesn't make much sense. It can be done, but it's hardly a clean implementation -- having -1 act as "always true" is a better approach than trying to have zero be "always true".
[QUOTE=emmens;36356403]Imagine what would happen if people painted their black box's Orange THE VISUAL PUNS PEOPLE[/QUOTE] So we're discussing paintable weapons again? [url=http://www.youtube.com/watch?v=mB6fq9Aadwk]Obligatory response.[/url]
Paintable weapons can't crit glow
[QUOTE=ned_ballad;36357190]Paintable weapons can't crit glow[/QUOTE] oh no
[QUOTE=ned_ballad;36357190]Paintable weapons can't crit glow[/QUOTE] What, why not? I mean really? What keeps them from doing so?
Crit glow is painted on. Paint is painted on. You can only have one paint on at a time.
[QUOTE=Armisael;36357281]Crit glow is painted on. Paint is painted on. You can only have one paint on at a time.[/QUOTE] Clearly the solution is allowing 7 paints to be applied to any given item at a time. Including crates.
I like that "paint as a style" idea. (Where when you add paint, it adds the painted colour as a style, so you can revert back to normal colours/use multiple colours on the same hat without losing paint)
[QUOTE=Armisael;36357281]Crit glow is painted on. Paint is painted on. You can only have one paint on at a time.[/QUOTE] Oh, I always thought that paint and crit glow were handled differently. Like how paint only affects certain parts of a thing and crit glow lights up the whole model. Those are the same process? Also, how does it know where to paint? Is there a separate vtf that only has the part that should be painted or something?
[QUOTE=royaldanney;36357220]oh no[/QUOTE] Crit glow: Important gameplay mechanic. Paint: Pointless cosmetic stuff Screw painting weapons. Color the Phlog and Mangler like a normal weapon, and make the Mangler able to be critboosted, so it becomes usable.
about painted weapons , my latest piece of work : [IMG]http://i45.tinypic.com/2q89euo.png[/IMG]
[video=youtube;CWgbmgIzoT8]http://www.youtube.com/watch?v=CWgbmgIzoT8&feature=g-all-f[/video] The guy holding the camera is valve, the duck is all of us. He is asking about the update, in case none of you can speak duck.
[QUOTE=Chaofanatic;36357391]Oh, I always thought that paint and crit glow were handled differently. Like how paint only affects certain parts of a thing and crit glow lights up the whole model. Those are the same process? Also, how does it know where to paint? Is there a separate vtf that only has the part that should be painted or something?[/QUOTE] it uses the alpha channel of the VTF, paints the entire thing a solid color and boosts the self-illum through the roof. I have no idea how the Kritzkreig manages to crit glow two different objects at the same time either. I tried lots of tricks to get the sandman ball, or the festive lights, or the wrap assassin bauble to glow, and couldn't get it to work. Somehow older items with attachments, like the Kritzkreig and Natascha, work fine with crit glow, but newer attachments, like the Scottish Resistance and Festives don't seem to work at all. It also doesn't help that itemtest compiling doesn't add the proper crit glow parameters to items, meaning the contributor has to manually go and add them, leading to problems like the Wanga Prick, where the creator probably didn't realize he had to manually enter the parameters. [editline]16th June 2012[/editline] oh I see what they did there. The kritzkreig's attachment texture is actually part of the Medigun's texture, so it's only one VTF being loaded and applied with krit glow. Same for Natascha. Which I imagine was feasible back in the day, but c_models probably made this a little harder to do, so they dropped it, and the sandman ball couldn't really easily share a VTF.
[QUOTE=ned_ballad;36357667]Somehow older items with attachments, like the Kritzkreig and Natascha, work fine with crit glow, but newer attachments, like the Scottish Resistance and Festives don't seem to work at all.[/QUOTE] eh? [thumb]http://cloud.steampowered.com/ugc/594721744250704834/A7469F38C950C795BD1970100495EBD74C695397/[/thumb] Maybe I should take care of that then. [editline]dicks[/editline] [QUOTE=ned_ballad;36357667]I tried lots of tricks to get the sandman ball, [...], or the wrap assassin bauble to glow[/QUOTE] Okay I had a quick look at those and they look correct. Except the weapon itself seems to take care of attaching the ball to the viewmodel, which means that it might not work exactly like regular model attachments. I wouldn't be surprised if Valve forgot to make those glow. You can edit the material as much as you want, but if the code doesn't notify the ball attachment that its owner is currently crit boosted, nothing is going to happen. As for making paintable items glow, it would be perfectly possible but Valve would need to code a few extra material proxies. Something as simple as proper vector arithmetic operators. Or even simpler, a shared proxy that takes both paint color and crit glow into account and mixes them up properly.
So no joke, thanks to this thread, I dreamed that the TOBOR update was a crossover between TF2 and Lego. That one lego map got in, all the weapons were made of lego, and the robot enemies were all Bionicles. For the record I blame Ronin for this.
[QUOTE=ned_ballad;36357667] The kritzkreig's attachment texture is actually part of the Medigun's texture, so it's only one VTF being loaded and applied with krit glow. Same for Natascha.[/QUOTE] My Festive Scatter seems to have no issues with critglow, though. Never had such a problem.
[QUOTE=Goodwell;36358052]My Festive Scatter seems to have no issues with critglow, though. Never had such a problem.[/QUOTE] The gun itself glows properly but the lights don't. Here's another one while I'm at it. [thumb]http://cloud-2.steampowered.com/ugc/594721744250940612/F0D83524D6FC19E05C552115B5A820B126D8F849/[/thumb] Most of the weapons without a proper crit glow simply had their materials generated following the same template as hats. So they support jarate, burning, but not crit glow. You have to remove everything related to jarate and burn level and add back all the proxies that take care of the crit glow. It's a very simple change, really.
Maybe... We can have two vtfs and vmts for weapons. One for the normal texture, and one for the parts that can be painted.
[QUOTE=-=NARH=-;36358204]Maybe... We can have two vtfs and vmts for weapons. One for the normal texture, and one for the parts that can be painted.[/QUOTE] That's already how it works. That's also why the parts that can be painted do not crit glow (see Phlogistinator).
[QUOTE=_Kilburn;36358198]The gun itself glows properly but the lights don't. Here's another one while I'm at it. [thumb]http://cloud-2.steampowered.com/ugc/594721744250940612/F0D83524D6FC19E05C552115B5A820B126D8F849/[/thumb] Most of the weapons without a proper crit glow simply had their materials generated following the same template as hats. So they support jarate, burning, but not crit glow. You have to remove everything related to jarate and burn level and add back all the proxies that take care of the crit glow. It's a very simple change, really.[/QUOTE] you should make an improvement to my crit glow pack and submit it to Valve [url]http://steamcommunity.com/sharedfiles/filedetails/?id=7187[/url]
[QUOTE=ned_ballad;36355090]Sadly, no. Inspector might be able to submit a paint fix thoug. He should also make a paint fix for the brainiac hair and dragonorn helmet. [editline]16th June 2012[/editline] And earbuds ;)[/QUOTE] But what would be painted on the Dragonborn helmet?
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