[QUOTE=Constructor;37666301][t]http://dl.dropbox.com/u/40395733/spook.png[/t]
it's ALL CLASS
stop saying it's RACIST[/QUOTE]
Tying Up Noose Ends
[QUOTE=testinglol;37666926]Should I continue making this hallovision thing? (Ignore the building colors. I will fix them)
[IMG]http://i.imgur.com/nNhgf.jpg[/IMG]
Not gonna put it to workshop or anything. It's for fun.[/QUOTE]
Put it on the workshop, I can throw together some halloweeny goggles for you if you want
Has anybody tried to put all the mods from every emporium in one place?
'cause I recently got my own website and I have a lot of time on my hands.
[QUOTE=testinglol;37666926]Should I continue making this hallovision thing? (Ignore the building colors. I will fix them)
[IMG]http://i.imgur.com/nNhgf.jpg[/IMG]
Not gonna put it to workshop or anything. It's for fun.[/QUOTE]
Ignore the building colors? Why? They're awesome!
Also, are you going to change the Pyrovision items to be 2spooky4u?
And I say put it in the workshop when you get done, Valve might use it this year and that would be awesome. Halloween vision, with the special Halloween hats and misc activating it and a special "vision" item that would always activate it (Spookyvision Goggles?), and then the full moon could either force it or go away entirely.
SO IT CAN BE HALLOWEEN EVERY DAY! [b][i]BWHAAHAAHAAHAAHAAHAAHAAAAAA![/b][/i]
[QUOTE=NeoDement;37667156]Put it on the workshop, I can throw together some halloweeny goggles for you if you want[/QUOTE]
Yeah, no, I doubt it will ever get accepted on Workshop.
[code]Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will always refuse an item based on technical complexity. But nine times out of ten, it probably isn't helping your case.[/code]
[url]http://www.teamfortress.com/workshop/[/url]
Hell, they even rejected the rocket projectile models.
idk, they documented how to make your own type of Pyrovision on the blog I think, as long as it's drag and drop it could potentially be added imo, as long as it's kept extremely non-resource intensive like the original Pyrovision goggles... (cramming it into 10 megs might be a little impossible but could have multiple subs for the gogs and halloweenvision seperately)
[QUOTE=AbeX300;37667215]Yeah, no, I doubt it will ever get accepted on Workshop.
[code]Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will always refuse an item based on technical complexity. But nine times out of ten, it probably isn't helping your case.[/code]
[url]http://www.teamfortress.com/workshop/[/url]
Hell, they even rejected the rocket projectile models.[/QUOTE]
The rocket projectile models are a different story though. Valve already has coding for this, being pyrovision, and can simply copy code over.
Damn ninja neos.
[QUOTE=NeoDement;37667243]idk, they documented how to make your own type of Pyrovision on the blog I think, as long as it's drag and drop it could potentially be added imo, as long as it's kept extremely non-resource intensive like the original Pyrovision goggles... (cramming it into 10 megs might be a little impossible but could have multiple subs for the gogs and halloweenvision seperately)[/QUOTE]
It's 907 kb at the moment.
well then!
[QUOTE=AbeX300;37667215]Yeah, no, I doubt it will ever get accepted on Workshop.
[code]Technical limitations: Items that require changes in character clothing or facial animation might be considered too costly to produce. Note: This does not mean that we will always refuse an item based on technical complexity. But nine times out of ten, it probably isn't helping your case.[/code]
[url]http://www.teamfortress.com/workshop/[/url]
Hell, they even rejected the rocket projectile models.[/QUOTE]*ahem*
A. Do it anyway, it's not going to hurt your chances.
B. I'd like to point this out to you...[code]Note: This does not mean that we will always refuse an item based on technical complexity.[/code]
Please submit it. Don't make me try to give you puppy dog eyes. Seriously. I'll look all creepy and shit, like a gremlin about to eat your flesh. You'll have nightmares. You might even wet yourself. Let's not make things awkward.[h2]Submit the fucking textures.[/h2]
I see a small problem with Hallovision becoming official though. If I recall correctly, the pyrovision textures are loaded at the same time the normal textures are loaded, so the game has 2 texture sets ready at one time. If Hallovision gets added, the game will have 3 texture sets loaded at a time.
Is it possible to replace %-10 pitch dsp with %+10 pitch dsp?
[QUOTE=Skunkrocker;37667280]*ahem*
A. Do it anyway, it's not going to hurt your chances.
B. I'd like to point this out to you...[code]Note: This does not mean that we will always refuse an item based on technical complexity.[/code]
Please submit it. Don't make me try to give you puppy dog eyes. Seriously. I'll look all creepy and shit, like a gremlin about to eat your flesh. You'll have nightmares. You might even wet yourself. Let's not make things awkward.[h2]Submit the fucking textures.[/h2][/QUOTE]
I didn't say it was a guaranteed to be not accepted, I just have high doubts on it being accepted, hence Valve saying "nine out of ten times" that it will be refused.
Not like I'm saying I [b]don't[/b] want it to be in game, since like I said, I'd use it over the Pyrovision, but being Valve...
[QUOTE=testinglol;37667302]Is it possible to replace %-10 pitch dsp with %+10 pitch dsp?[/QUOTE]
Is there no way to change what DSP gets used in a custom-vision?
[QUOTE=AbeX300;37667306]Is there no way to change what DSP gets used in a custom-vision?[/QUOTE]
I think items_game.txt can do it but that would be client-sided thing.
[QUOTE=Ducksink;37666142]Actually I based the colors around this guy and his vehicle
[IMG]http://www.rockraidersunited.org/wiki/images/thumb/6/6e/Basil.png/300px-Basil.png[/IMG][/QUOTE]
OMG that's Basil the BatLord! He was my fave in that game... Someone should make his helmet, all class or idk, Spy. Whomever it fits.
[QUOTE=testinglol;37667339]I think items_game.txt can do it but that would be client-sided thing.[/QUOTE]
[code] "pyrovision_goggles"
{
"first_sale_date" "2012/06/27"
"item_class" "tf_wearable"
"hidden" "0"
"capabilities"
{
"nameable" "1"
"can_gift_wrap" "1"
}
"loadondemand" "1"
"item_name" "#TF_Pyrovision_Goggles"
"item_type_name" "#TF_Wearable_Pyrovision_Goggles_Type"
"item_description" "#TF_Pyrovision_Goggles_Desc"
"item_slot" "misc"
"equip_region" "glasses"
"item_quality" "unique"
"image_inventory" "backpack/player/items/all_class/pyrovision_goggles_heavy"
"image_inventory_size_w" "128"
"image_inventory_size_h" "82"
"model_player_per_class"
{
"scout" "models/player/items/all_class/pyrovision_goggles_scout.mdl"
"sniper" "models/player/items/all_class/pyrovision_goggles_sniper.mdl"
"soldier" "models/player/items/all_class/pyrovision_goggles_soldier.mdl"
"demoman" "models/player/items/all_class/pyrovision_goggles_demo.mdl"
"medic" "models/player/items/all_class/pyrovision_goggles_medic.mdl"
"heavy" "models/player/items/all_class/pyrovision_goggles_heavy.mdl"
"spy" "models/player/items/all_class/pyrovision_goggles_spy.mdl"
"engineer" "models/player/items/all_class/pyrovision_goggles_engineer.mdl"
"pyro" "models/player/items/all_class/pyrovision_goggles_pyro.mdl"
}
"used_by_classes"
{
"scout" "1"
"sniper" "1"
"soldier" "1"
"demoman" "1"
"medic" "1"
"heavy" "1"
"spy" "1"
"engineer" "1"
"pyro" "1"
}
"attributes"
{
"vision opt in flags"
{
"attribute_class" "vision_opt_in_flags"
"value" "1"
}
}
"mouse_pressed_sound" "ui/item_mtp_pickup.wav"
"drop_sound" "ui/item_mtp_drop.wav"
}[/code]
Nope.
Even when using the "special dsp" attribute, it only affects [b]you[/b] (but at the same time, other players can hear it, if the items_game.txt is part of the server instead of a client).
[QUOTE=DatWut?;37667299]I see a small problem with Hallovision becoming official though. If I recall correctly, the pyrovision textures are loaded at the same time the normal textures are loaded, so the game has 2 texture sets ready at one time. If Hallovision gets added, the game will have 3 texture sets loaded at a time.[/QUOTE]
Pretty sure it loads the entirety of Pyrovision only when you equip an item that enables it, that's why the Pyrovision textures are so low res
[QUOTE=testinglol;37666926]Should I continue making this hallovision thing? (Ignore the building colors. I will fix them)
[IMG]http://i.imgur.com/nNhgf.jpg[/IMG]
Not gonna put it to workshop or anything. It's for fun.[/QUOTE]
It's nice but anyone wearing it is prone to getting sniped from even the most obvious locations.
[QUOTE=Totenkreuz;37667486]It's nice but anyone wearing it is prone to getting sniped from even the most obvious locations.[/QUOTE]
actually I would think that because of the way it works player models would still be as bright as before, so in theory they'd stand out even more.
[IMG]http://25.media.tumblr.com/tumblr_macxc7ybER1rp8h87o1_500.png[/IMG]
WIP, only need to do the veil in front of the mouth.(and Paint)
Done during stream, name is something silly and not final.
The mvm canteen sits at your feet when using the coatless medic model. Can somebody please fix this?
Did somebody say Spookyvision Goggles?
[img]http://i.imgur.com/ZLn9j.png[/img]
[QUOTE=testinglol;37666926]Should I continue making this hallovision thing? (Ignore the building colors. I will fix them)
[IMG]http://i.imgur.com/nNhgf.jpg[/IMG]
Not gonna put it to workshop or anything. It's for fun.[/QUOTE]
Ooh, yeah, implementing hallovision would be a much much better solution than having things be holiday/full moon restricted,
instead making halloween items work like the pyrovision items, only visible in hollovision and wearing anything of it lets you see everything in halloween mode.
It would clean up the semi unfitting halloween items from regular gameplay while at the same time always make it available.
I suggest not going too crazy with the replacer textures though.
Is there any way to just make just the grass, sky, and lighting change? I think that's all you'd really need for it to be spooky and Halloween-like.
[QUOTE=Szraneraxtq;37667689]Is there any way to just make just the grass, sky, and lighting change? I think that's all you'd really need for it to be spooky and Halloween-like.[/QUOTE]
You must change skybox, cards, the vignette, ground, weird stripes, and weird paint on buildings to make it fit halloween. Also locker, gibs and player sounds. also colorbars.
[QUOTE=Szraneraxtq;37667689]Is there any way to just make just the grass, sky, and lighting change? I think that's all you'd really need for it to be spooky and Halloween-like.[/QUOTE]
nope, need to change every texture for the game to know to filter bright lights as dark
[QUOTE=Ducksink;37665832][thumb]https://dl.dropbox.com/u/36415965/STICKYLAUNCHER.png[/thumb]
made with broken finger, so much pain[/QUOTE]
You should break your finger more often, because that looks fantastic.
And Basil is pretty memorable. I remember back in 1998 when the new sets were released and I wanted to get my hands on this one ASAP
[img]http://images3.wikia.nocookie.net/__cb20090516113054/lego/images/0/09/6007_Bat_Lord.jpg[/img]
I feel like making playermodels like those Minecraft ones I used to make.
Any ideas? Requests? I find making playermodels VERY fun.
I had at one point drawn a mask made out of a fragment of pumpkin, styled like the cover art for the "Halloween" movies to be used as a Halloween vision mask.
Thanks to Quinn for finding it:
[img]http://speedcap.net/img/18dd095f43064383b95f58ade625e30b/f0d13f3f.png[/img]
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