• TF2 Oldschool Pack Official Thread
    1,412 replies, posted
You guys lost your main worker? Did Zebus leave? I'm pretty sure Zebus is a bit more mature than Sparkie, I don't think he would leave over Spark leaving anyway. Do you guys need some extra help, I don't want this project to drift off into nonexistance.
[QUOTE=Eeshton;30279319]You guys lost your main worker? Did Zebus leave? I'm pretty sure Zebus is a bit more mature than Sparkie, I don't think he would leave over Spark leaving anyway. Do you guys need some extra help, I don't want this project to drift off into nonexistance.[/QUOTE] I left. Edit: I left because Sparkwire and i collaborated to get the highest quality models so far. The other contributing modelers were wasting tri-count big time and it's not worth my time to tell other people how to fix their stuff.
TF@ Oldschool Pacpk brb 1,5 year
[QUOTE=NoNameForEvil;30277900][IMG]http://i.imgur.com/1XyYg.jpg[/IMG] [IMG]http://i.imgur.com/TpZ8L.jpg[/IMG][/QUOTE] Needs to be slightly lighter in colour to match the default heart [IMG]http://wiki.teamfortress.com/w/images/7/7a/Medic_Unusual_Heart_Effect.png[/IMG] Maybe have some of the pixels darker to have the shading.
[QUOTE=Shadoxa;30280622]Needs to be slightly lighter in colour to match the default heart [IMG]http://wiki.teamfortress.com/w/images/7/7a/Medic_Unusual_Heart_Effect.png[/IMG] Maybe have some of the pixels darker to have the shading.[/QUOTE] nah. I like the red one. it kinda remembers me of Zelda. :3
Mario ghosts look surprisingly good.
[QUOTE=Zebus;30279862]I left. Edit: I left because Sparkwire and i collaborated to get the highest quality models so far. The other contributing modelers were wasting tri-count big time and it's not worth my time to tell other people how to fix their stuff.[/QUOTE] Why did you even join if you weren't going to fully go through with it?
[QUOTE=NoNameForEvil;30280997][IMG]http://i.imgur.com/ki2Kw.jpg[/IMG] This better? Also ghosts. [IMG]http://i.imgur.com/8aCy6.jpg[/IMG][/QUOTE] my body is ready
For the flames effect you guys should use the fire from the oil drum in Donkey Kong.
[QUOTE=Eeshton;30284408]Why did you even join if you weren't going to fully go through with it?[/QUOTE] My post has nothing to do with not going through with anything. I didn't say i wasn't, but my models are out of place of the others because of tri-count, and i don't see why he needs them when the other models are more detailed, but less performance boosting. Also, I don't see you doing anything whatsoever, so if anybody gets to interrogate me about how i spend my modeling time it should be; should have been Insaneicide.
[QUOTE=johnlmonkey;30285844]For the flames effect you guys should use the fire from the oil drum in Donkey Kong.[/QUOTE] Better idea: [img]https://github.com/Medo42/Gang-Garrison-2/blob/master/Source/gg2/Sprites/Projectiles/FlameS.images/image%200.png?raw=true[/img][img]https://github.com/Medo42/Gang-Garrison-2/blob/master/Source/gg2/Sprites/Projectiles/FlameS.images/image%201.png?raw=true[/img][img]https://github.com/Medo42/Gang-Garrison-2/blob/master/Source/gg2/Sprites/Projectiles/FlameS.images/image%202.png?raw=true[/img][img]https://github.com/Medo42/Gang-Garrison-2/blob/master/Source/gg2/Sprites/Projectiles/FlameS.images/image%203.png?raw=true[/img] :v:
[QUOTE=Zebus;30285964]My post has nothing to do with not going through with anything. I didn't say i wasn't, but my models are out of place of the others because of tri-count, and i don't see why he needs them when the other models are more detailed, but less performance boosting. Also, I don't see you doing anything whatsoever, so if anybody gets to interrogate me about how i spend my modeling time it should be; should have been Insaneicide.[/QUOTE] 70 triangles and 150 triangles are 2kb apart in filesize
[QUOTE=bigbadrick;30286290]70 triangles and 150 triangles are 2kb apart in filesize[/QUOTE] filesize doesn't matter as much as rendering over 2 times the amount of polygons at least 30 times a second. i said performance boosting, not size.
I love Super Mario games, but even then I wouldn't go with the Super Mario Ghosts. The intends of the pack is to stay as close as possible to the real TF2, not spitting out a bunch of references.
[QUOTE=NoNameForEvil;30286906]I'm working on the fire and flies right now, but I've hit a snag. [IMG]http://i.imgur.com/X03IK.jpg[/IMG] The fire refuses to be animated, and the flies refuse to be any colour other than pure black.[/QUOTE] That looks so awesome. I'd say it's fitting even without the whole oldschool stuff.
[QUOTE=Zebus;30286807]filesize doesn't matter as much as rendering over 2 times the amount of polygons at least 30 times a second. i said performance boosting, not size.[/QUOTE] Old computers have slow processors, but rendering of 10000 polygons on screen is negligible with even a built in card. what slows them down is particles, effects and poorly optimized maps. Things like bloom, motion blur, DOF, flare outs, HDR and so on also hinder rendering speeds.
[QUOTE=NoNameForEvil;30287542]unusuals staying as close as possible to the real TF2 hah[/QUOTE] This mod is suppose to follow in the footsteps of TF2, no matter how silly things they release into the game.
[QUOTE=Benvil;30287595]This mod is suppose to follow in the footsteps of TF2, no matter how silly things they release into the game.[/QUOTE] Shogun 2, Magicka, Magic, Homefront, L4D, L4D2, Witcher, Mac, Sam & Max, Poker Night, Killing Floor, Potato Sack, Spacechem, Portal 2 and Red Faction all want to have a conference with you.
[QUOTE=Zadrave;30287832]Shogun 2, Magicka, Magic, Homefront, L4D, L4D2, Witcher, Mac, Sam & Max, Poker Night, Killing Floor, Potato Sack, Spacechem and Red Faction all want to have a conference with you.[/QUOTE] Promos is a part of TF2's new direction, your point? That's exactly the kind of things I refer to when saying "No matter how silly things they release". [editline]6th June 2011[/editline] [QUOTE=NoNameForEvil;30287767]I don't mean to sound rude, I'm still continuing with it anyway.[/QUOTE] But of course, you are most welcome to! I just have the feeling Insane will reject it, considering the previous rejected things.
[QUOTE=Benvil;30287895]Promos is a part of TF2's new direction, your point? That's exactly the kind of things I refer to when saying "No matter how silly things they release". [editline]6th June 2011[/editline] But of course, you are most welcome to! I just have the feeling Insane will reject it, considering the previous rejected things.[/QUOTE] has point. but some might use it as a seperate skin, idk, but i what i do know is its not right for the pack. also, a bit of important news, im going to be offline for a couple days, dont worry, i will be able to have something to show for it, so long as my connection doesnt crap out on me when i do get back.
The only thing this pack can't have is a very big FOV. :v:
Those beta textures made me go: :buddy: Man this pack is awesome, must be a hell of a chore to keep up with all the updates. Good luck to you all.
Keep it up, lads !
[QUOTE=Zadrave;30287832]Shogun 2, Magicka, Magic, Homefront, L4D, L4D2, Witcher, Mac, Sam & Max, Poker Night, Killing Floor, Potato Sack, Spacechem, Portal 2 and Red Faction all want to have a conference with you.[/QUOTE] You forgot RIFT on that massive list of promos. It's a ridiculous amount when you list them off like that, though. Most of them don't even relate in the slightest way, artstyle-wise or any other -wise you can think of.
[img]http://picupload.org/i/666e23531e41.jpg[/img] 247 Tris NOW B HAPPY! :argh: /caps
Why is this thread getting no attention at all? We need more media to show progress imo. Doesn't even seem like work is getting done at all. Not to sound greedy.
[QUOTE=NoNameForEvil;30286906]I'm working on the fire and flies right now, but I've hit a snag. [IMG]http://i.imgur.com/X03IK.jpg[/IMG] The fire refuses to be animated, and the flies refuse to be any colour other than pure black.[/QUOTE] Nice work there. The thing is TF2 fire particles are compiled spritecards, this could be why you are running into an animation problem. Also the burning character particle is protected along with several other particles (teleporter fx, ect). A long time back I was working on particles for this very pack for fun, but an update broke most of my .PCF files and I ran out of free time so It got shelved. But I did save an unlisted video of my then current progress: [media]http://www.youtube.com/watch?v=zMC5AAHGPFk[/media] Basically I used small uncompressed tgas (some spritecards compiled with -nocompress) and all set with point sample. Recently I found a tool that might be able to break apart my old files and re-assemble them into any new update that TF2 throws at us.... now if only I could find where it all went :/
[QUOTE=CAS303;30322264]Nice work there. The thing is TF2 fire particles are compiled spritecards, this could be why you are running into an animation problem. Also the burning character particle is protected along with several other particles (teleporter fx, ect). A long time back I was working on particles for this very pack for fun, but an update broke most of my .PCF files and I ran out of free time so It got shelved. But I did save an unlisted video of my then current progress: [media]http://www.youtube.com/watch?v=zMC5AAHGPFk[/media] Basically I used small uncompressed tgas (some spritecards compiled with -nocompress) and all set with point sample. Recently I found a tool that might be able to break apart my old files and re-assemble them into any new update that TF2 throws at us.... now if only I could find where it all went :/[/QUOTE] holy shit i love those effects. i think this pack should use some like that for SURE
[QUOTE=CAS303;30322264]Nice work there. The thing is TF2 fire particles are compiled spritecards, this could be why you are running into an animation problem. Also the burning character particle is protected along with several other particles (teleporter fx, ect). A long time back I was working on particles for this very pack for fun, but an update broke most of my .PCF files and I ran out of free time so It got shelved. But I did save an unlisted video of my then current progress: [media]http://www.youtube.com/watch?v=zMC5AAHGPFk[/media] Basically I used small uncompressed tgas (some spritecards compiled with -nocompress) and all set with point sample. Recently I found a tool that might be able to break apart my old files and re-assemble them into any new update that TF2 throws at us.... now if only I could find where it all went :/[/QUOTE] I want this, bad.
[QUOTE=CAS303;30322264]Nice work there. The thing is TF2 fire particles are compiled spritecards, this could be why you are running into an animation problem. Also the burning character particle is protected along with several other particles (teleporter fx, ect). A long time back I was working on particles for this very pack for fun, but an update broke most of my .PCF files and I ran out of free time so It got shelved. But I did save an unlisted video of my then current progress: [media]http://www.youtube.com/watch?v=zMC5AAHGPFk[/media] Basically I used small uncompressed tgas (some spritecards compiled with -nocompress) and all set with point sample. Recently I found a tool that might be able to break apart my old files and re-assemble them into any new update that TF2 throws at us.... now if only I could find where it all went :/[/QUOTE] YES this is Awesome, it fits ALMOST perfectly, particularly the explosion fireball (tho some things might need to be darkened somehow, maybe the last frames of the explosion animations, im a little... picky. well, only kinda more along the lines of i like what i see, but can we tweak it a bit?) tho, ima have to dissagree on your blood decals, even though they werent discussed, they REALLY took my eye away from the sweet particles that were being flung around in the moment, dont worry about it, unless you found a way to darken those or make them transparent, because i have had an idea for those for a long time. [editline]8th June 2011[/editline] [QUOTE=GFreeman515;30317539]Why is this thread getting no attention at all? We need more media to show progress imo. Doesn't even seem like work is getting done at all. Not to sound greedy.[/QUOTE] well, to be honest, work gets done when it gets done, if you want to know what i have been able to do (considerin family is here, and i need to be away for some time so that we can have some fun.) i was able to uv the sniper hands properly so they will have their own texture much like murphy's, but the arms will still be uv-ed to the player arms, we also have decided the full gloves will be in his style, whereas the gloveless hands will be in my style. considerin the spy hands are like a hybrid, i think we can find a way to incorperate that in the design, i think both could work quite well, but am not sure which one fits better.
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